CN113750534B - Game task issuing method and device - Google Patents

Game task issuing method and device Download PDF

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Publication number
CN113750534B
CN113750534B CN202110866072.4A CN202110866072A CN113750534B CN 113750534 B CN113750534 B CN 113750534B CN 202110866072 A CN202110866072 A CN 202110866072A CN 113750534 B CN113750534 B CN 113750534B
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game
virtual character
game task
information
task
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CN113750534A (en
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宋丽婷
高楠楠
朱文元
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Perfect World Beijing Software Technology Development Co Ltd
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Perfect World Beijing Software Technology Development Co Ltd
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Priority to CN202110866072.4A priority Critical patent/CN113750534B/en
Priority to PCT/CN2021/133657 priority patent/WO2023005079A1/en
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/822Strategy games; Role-playing games
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/53Features 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 basic data processing
    • A63F2300/538Features 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 basic data processing for performing operations on behalf of the game client, e.g. rendering
    • 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

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

Abstract

The application provides a game task issuing method and a device, wherein the method comprises the following steps: judging whether the information of a first virtual character controlled by a player in a game scene accords with the condition of participating in a game task or not; if the information of the first virtual character accords with the condition of participating in the game task, generating game task resources based on the information of the first virtual character; and issuing game task resources to the first virtual character so that the first virtual character performs game tasks in the target land parcel. According to the method, whether the information of the first virtual character accords with the condition of participating in the game task or not is judged, the game task and corresponding game task resources are distributed for the first virtual character in different states, the possibility that a plurality of first virtual characters are gathered on certain plots after the same task is accessed is greatly reduced, the processing pressure of a server is reduced, the rendering pressure caused by excessive interaction units on the same screen is avoided, the accuracy of a game rendering model and the special effect expression level are improved, and the game smoothness is improved.

Description

Game task issuing method and device
Technical Field
The application belongs to the field of data processing, and particularly relates to a game task issuing method and device.
Background
In a massively multiplayer online role-playing game (Multiplayer Online Role-PlayingGame, MMORPG), each player needs to play an imaginary role and control the role to play various settings in the game world.
In some common playing methods, a Player usually actively searches for a Non-Player Character (NPC) to be fixed somewhere on a map, and issues a specific task chain to the Player through the NPC. The task chain is a task system formed by a plurality of subtasks and has a corresponding rewarding mechanism.
As players who play the same method increase, players gather in partial scenes in the map, such as NPC scenes where tasks are issued or play implementation scenes, due to the single task content. In a scene gathered by a player, the number of NPCs matched with the player is increased, if the number of NPCs on the same screen in a certain scene reaches a certain number, the processing pressure of a server is overlarge, the accuracy and special effect expression level of a game rendering model are reduced, the problems of picture blocking and frame dropping are easy to occur, and the game fluency is difficult to guarantee.
Disclosure of Invention
The application provides a game task issuing method and a game task issuing device, which are used for reducing the processing pressure of a server and improving the fluency of a game.
In a first aspect, the present application provides a game task issuing method, including:
judging whether the information of a first virtual character controlled by a player in a game scene accords with the condition of participating in a game task or not;
if the information of the first virtual character accords with the condition of participating in the game task, generating game task resources based on the information of the first virtual character, wherein the game task resources comprise game task content and target land parcels configured for the first virtual character;
and issuing the game task resource to the first virtual character so that the first virtual character can execute the game task in the target land parcel based on the game task content.
In a second aspect, an embodiment of the present application provides a game task issuing apparatus, including:
the judging module is used for judging whether the information of the first virtual character accords with the condition of participating in the game task for the first virtual character in the game scene;
the generation module is used for generating game task resources based on the information of the first virtual role if the information of the first virtual role meets the condition of participating in the game task; wherein the game scene comprises a plurality of plots, the game task resource comprises a target plot associated with the first virtual character;
And the issuing module is used for issuing the game task resources to the first virtual character so that the first virtual character executes the game task in the target land parcel.
In a third aspect, the present application provides an electronic device, including a memory, and a processor, where the memory stores a computer program executable on the processor, and the processor implements the game task issuing method according to any one of the first aspects when executing the computer program.
In a fourth aspect, a computer-readable medium having non-volatile program code executable by a processor, the program code causing the processor to perform the game task issuing method according to any one of the first aspects.
In the technical scheme provided by the embodiment of the application, for the first virtual character controlled by the player in the game scene, whether the information of the first virtual character accords with the condition of participating in the game task is judged. If the information of the first virtual character accords with the condition of participating in the game task, generating game task resources based on the information of the first virtual character, wherein a game scene comprises a plurality of plots, and the game task resources comprise target plots which are associated with the first virtual character in the plurality of plots; and issuing the game task resource to the first virtual character so that the first virtual character can execute the game task in the target land parcel. In the scheme, by judging whether the information of the first virtual roles accords with the condition of participating in the game task or not, the game task and corresponding game task resources are distributed for the first virtual roles in different states, such as places (namely target plots) where the game task is executed, the possibility that a plurality of first virtual roles are gathered in certain plots after the same task is accessed is greatly reduced, the processing pressure of a server is reduced, the rendering pressure caused by excessive interaction units on the same screen is avoided, the accuracy and special effect expression level of a game rendering model are improved, and the game smoothness is improved. Meanwhile, the personalized game experience is provided for the first virtual character, the task chain type fixation is avoided, and the player experience is improved.
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 specification, illustrate embodiments of the application and together with the description serve to explain the application and do not constitute a limitation on the application. In the drawings:
FIG. 1 is a flow chart of a game task issuing method according to an embodiment of the present application;
FIG. 2 is a schematic illustration of a game scenario in accordance with an embodiment of the present application;
FIG. 3 is a schematic illustration of a game interface according to an embodiment of the present application;
FIG. 4 is a block diagram of a game task issuing device according to an embodiment of the present application;
fig. 5 is a schematic structural diagram of an electronic device according to an embodiment of the present application.
Detailed Description
For the purpose of making the objects, technical solutions and advantages of the embodiments of the present application more apparent, the technical solutions of the embodiments of the present application will be clearly and completely described below with reference to the accompanying drawings in the embodiments of the present application, and it is apparent that the described embodiments are some embodiments of the present application, but not all embodiments of the present application. All other embodiments, which can be made by those skilled in the art based on the embodiments of the application without making any inventive effort, are intended to be within the scope of the application.
Unless defined otherwise, all technical and scientific terms used herein have the same meaning as commonly understood by one of ordinary skill in the art to which this application belongs. The terminology used herein in the description of the application is for the purpose of describing particular embodiments only and is not intended to be limiting of the application.
In a role playing game, each player needs to play an imaginary role and control the role to play various settings in the game world. To enrich the game experience of players, different plays are often set in the game, such as: racing play, single person and NPC combat play, multi-person team and NPC combat play, and the like. The world is one of game scenes with high degrees of freedom which are mutually visible to all players, and the players can walk freely in the world and chat with other players.
In some common playing methods, a Player usually actively searches for a Non-Player Character (NPC) to be fixed somewhere on a map, and issues a specific task chain to the Player through the NPC. The task chain is a task system formed by a plurality of subtasks and has a corresponding rewarding mechanism.
Due to the uniqueness of the mission content, as players who play the same method are gradually increased, the players are gathered in a part of scenes in the map, such as NPC scenes for issuing the mission or playing implementation scenes. In a scene gathered by a player, the number of NPCs matched with the player is increased, if the number of NPCs on the same screen in a certain scene reaches a certain number, the processing pressure of a server is overlarge, the accuracy and special effect expression level of a game rendering model are reduced, the problems of picture blocking and frame dropping are easy to occur, and the game fluency is difficult to guarantee.
In addition, in some play methods of the branch task, the task chain is usually issued directly to the player, but the branch task is often the filling of repeated task units, the task chain is fixed, and the branch task is split with the game main line, so that the experience of the player is affected.
To solve at least one of the above technical problems, an embodiment of the present application first provides a game task issuing method, as shown in fig. 1, where the method includes:
101. judging whether the information of a first virtual character controlled by a player in a game scene accords with the condition of participating in a game task or not;
102. if the information of the first virtual character accords with the condition of participating in the game task, generating game task resources based on the information of the first virtual character;
103. and issuing game task resources to the first virtual character so that the first virtual character performs game tasks in the target land parcel.
In the embodiment of the present application, the game scene is a scene where the virtual character is currently located, and in practical application, the game scene represents a high-degree-of-freedom scene where all players are mutually visible, for example: in the world scene, the player can control the virtual character to freely walk in the world and chat with other players.
In practical application, in order to enhance the substitution sense of the game, the NPC is generally fused with the background story, and the NPCs with different identities are also different in positions in the world, so that the embodiment of the application introduces the concept of land parcels.
First, the plots related to the embodiments of the present application will be described. Such as one or more plots included in the game scenario described above. A parcel refers to an area in a game scene. In fact, from the service side, the coverage of the land block in the game scene can be represented by a coordinate range. From the client side, there is no visual boundary between the plots and surrounding game scenes, nor between different plots. That is, the player does not perceive the division of the land by the client. That is, on the client side, when the virtual character moves between different plots or between a plot and a surrounding game scene, the game resources in the plots and the game scene remain consistent. It will be appreciated that the plots may be play areas corresponding to game tasks, and that to enhance the sense of substitution of a game, the game tasks are typically blended with a background story, and that one or more plots may correspond to different game tasks in a game scene.
In a game scenario, a virtual character may interact with various interactive objects. The interaction object may be an NPC in the game scene, where the NPC is a non-player control unit, and may interact with the player according to a preset execution logic, so that NPC functions in different game tasks may be different. For example, a mission NPC for issuing a game mission to a player, a scenario NPC for guiding the player, and a monster NPC for fighting with the player. Optionally, the NPC may be associated with a plurality of game tasks to configure player-appropriate game tasks based on interaction of the first virtual character with the NPC and to deliver corresponding game task resources.
In the present application, for convenience of distinction, a virtual character controlled by a player in a game scene is referred to as a first virtual character, and a virtual character associated with a game task and controlled by a non-player in the game scene is referred to as a second virtual character. In the application, the second virtual role can be set in each land block of the game scene. For a plot, the second virtual character may be an original NPC in the plot, or may be an NPC that is newly added with the start of the game task. Alternatively, the second avatar may be moved across a different parcel and serve as a game task distribution channel in the parcel where it is currently located. For example, if a first virtual character in a different plot encounters the merchant NPC, the merchant NPC may issue game task resources corresponding to game task a for the first virtual character that meets the conditions for participating in game task a.
In the embodiment of the application, the game task can be a single game task or a task chain formed by a plurality of subtasks. Each subtask in the task chain may be split based on a task target, or may be generated based on a scenario event in the land parcel and a game task target, and the present application is not limited.
In the present application, alternatively, a task chain constituted by a plurality of subtasks may be of a loop structure, unlike a fixed task chain of a linear structure in the related art. In the task chain with the annular structure, only a prescribed number or prescribed conditions of game tasks are required to be completed, and the completion of the task chain can be considered. For example, for a given task chain, a player may be determined to complete the task chain by completing a specified number of subtasks or by reaching a specified score in the subtasks.
In practical applications, the same parcel may support the simultaneous association of multiple game tasks. That is, multiple game tasks may be provided for access by players in the same block, and multiple players may also access the same game task.
In an alternative embodiment, a corresponding game task library is configured for game resources in the land parcel, and the game task library includes at least one game task associated with the game resources. Among the game resources include, but are not limited to: NPC, props, architecture, and scenery in a game scene.
Optionally, a game task associated with setting an on condition is also configured for a plurality of plots in the game scene prior to 101. Specifically, in an alternative embodiment, corresponding game tasks are configured in the land according to the location of the land and/or the contextual event contained in the land, and a set starting condition associated with the game tasks is set. Therefore, various game tasks can be flexibly configured in the game map, so that players can participate in the game tasks nearby, and service processing pressure brought by partial areas of the game scene, which are gathered by the players, to service equipment in the areas is avoided.
The configuration of the game tasks in the land block will be described in the following embodiments, which will not be repeated here.
After the game task is started, in 101, first, for a first virtual character controlled by a player in a game scene, it is determined whether information of the first virtual character meets a condition of participating in the game task. In this way, the game task conforming to the current state of the first virtual character is selected through the information of the first virtual character, and corresponding game task resources are issued for the first virtual character through the following steps, so that a player can acquire individualized game experience, the exploring fun of the player in a game scene is increased, meanwhile, the server processing pressure and the clamping problem caused by a single game task chain and an issuing mode are avoided, and the game smoothness is improved.
In this step, the information of the first virtual character includes a character state for indicating a state of the virtual character, where the character state includes: person/team status, level, and number of game tasks involved. The personal status is, for example, the level of the first virtual character, occupation, online time length, information on the camping to which the player belongs, information on the meeting to which the player belongs, and information on props.
Accordingly, the conditions for participating in the game task include one or a combination of the following: the first virtual character comprises a grade, occupation, online time length, team forming state, affiliated array information of a player, affiliated public meeting information of the player, prop information, appointed triggering time, appointed triggering event, appointed triggering interaction acquisition event, appointed global event and player skill information. For example, the specified trigger interaction acquisition event may be a specified session.
In the embodiment of the present application, firstly, the condition of the character state of the first virtual character is determined, and based on this, the method 101 may be specifically implemented as: acquiring a role state condition of the first virtual role; whether the character state condition of the first virtual character is matched with the condition of participating in the game task is judged.
For example, it is determined whether the level of the first virtual character meets the minimum level requirement for participating in the game task, so as to prevent the low-level player from entering the high-level task, and the implementation difficulty is too high, which results in poor player experience.
For example, the game task is a team task, requiring the first virtual character to participate in a team, and thus, setting a team situation to be satisfied is required to restrict entry of a single first virtual character.
For example, if there is a limit on the number of props held by a first virtual character, it is necessary to determine prop holding information of the first virtual character, so as to limit the first virtual character having held a certain number of props from accessing the game task.
In practical application, the game task may be a single game task or a task chain formed by a plurality of subtasks. If the character status condition of the first virtual character accords with all conditions of the game task, game task resources corresponding to all the subtasks can be issued for the first virtual character, namely, the first virtual character participates in all the subtasks. If the character status condition of the first virtual character only meets the partial condition of participating in the game task, the following may be the game task resource corresponding to the partial subtask of the first virtual character, i.e. the first virtual character participates in the partial subtask.
For example, assume that a first virtual character enters a pub (i.e., a set start condition is reached) and triggers a start pub-associated game session (abbreviated as a pub session). Conditions assumed to participate in the pub task include: the first virtual character has a class of 30 or more, and the occupation is a magic man and belongs to the P congress. Assume that a pub task includes multiple subtask targets, one of which is P-job specific.
Based on the above assumption, after the first avatar enters the pub, the first avatar interacts with the pub boss NPC. 101, responding to an interaction request of a first virtual character to a boss NPC of a pub, acquiring character state conditions of the first virtual character, including the grade, occupation and affiliated work of the first virtual character, and judging whether the character state conditions of the first virtual character are consistent with the conditions of participating in the task of the pub. If so, determining that the character state condition of the first virtual character meets the condition of participating in the pub task, and triggering step 102.
In another example, if the level, occupation, and condition of the first virtual character are consistent, but the first virtual character does not belong to the P meeting, then it is determined that the character status condition of the first virtual character meets the condition of participating in part of the pub task, and a part of the pub task that the first virtual character can participate in is determined.
Therefore, through the steps, for the same pub task, the proper subtasks can be selected for the first virtual roles in different states, so that the number of interaction units on the same screen in a game scene can be reduced through free combination of task chains, the clamping is avoided, meanwhile, the game playability can be increased, and the problem that the task chains in the related technologies are single in experience is avoided.
Optionally, if it is determined that the character status condition of the first virtual character does not match the condition of participating in the game task, the embodiment of the application may further display game resources associated with the game task, such as bonus information associated with the game task, participation condition prompt information, introduction information, and related parallel tasks, in the current land, so as to facilitate guiding the first virtual character to achieve the participation condition of the game task as soon as possible. Optionally, game resources presented in the current parcel may be set according to contextual events and/or scene elements in the current parcel in order to further enhance the sense of game engagement.
Continuing with the example above, assume that the bonus information associated with the game session, and the reminder information for the associated parallel session, are issued to the first virtual character via other NPCs in the pub. Assuming that the prompt information about the parallel tasks is, for example, a task pick-up location and participation conditions, the prompt information may be presented through a conversation of other NPCs in the pub, such as several other guests, for example, "do you hear? The magician in XX village has taken 100 gold coins … … "for his home.
Of course, there are various implementations of determining whether the information of the first virtual character matches the condition of participating in the game task, in addition to the above examples. For example, one implementation is specifically: judging whether a specified trigger event exists in the historical behavior of the first virtual character in a preset period, and if so, proving that the information of the first virtual character is matched with the conditions of participating in the game task. The specified triggering event is, for example, the acquisition of a certain play object, or the arrival at a certain building in the land, or the generation of a dialogue with a certain NPC. For another example, another implementation is specifically: judging whether the online time length of the first virtual character exceeds the online time length threshold value of the game task, and if so, proving that the information of the first virtual character is matched with the condition of the game task.
In fact, no matter what implementation manner is adopted, the core intention of the 101 is to select the game task conforming to the first virtual character through the information of the first virtual character, so that individual game experience is provided for the first virtual character, the problems of single experience of the game task chain and excessive concentration of players caused by a fixed task chain are avoided, and the fluency of the server is improved.
Further, in 102, if it is determined that the information of the first virtual character meets the condition of participating in the game task, a game task resource is generated based on the information of the first virtual character.
In the embodiment of the present application, the information of the first virtual character includes, but is not limited to, one or a combination of the following: the first virtual character comprises a grade, occupation, online time length, skill information, team formation state, information of a battle to which a player belongs, information of a public meeting to which the player belongs and prop information.
The game task resources of the first avatar include, but are not limited to, one or a combination of the following: game mission content, target land parcels configured for the first virtual character, game props, game skills, and teammate information.
In particular, it is assumed that the information of the first virtual character includes character status conditions. Based on this, in an alternative embodiment, after determining that the information of the first virtual character meets the condition of participating in the game task, in 102, generating the game task resource based on the information of the first virtual character may be specifically implemented as:
game task resources are generated based on character state conditions of the first virtual character and task targets in the game task.
In particular, it is further assumed that the game task includes a plurality of subtasks. In this case, in the above steps, the game task may be first divided to obtain each subtask target in the game task. Further, a target land block corresponding to each subtask target is selected from the plurality of land blocks based on the position information of each subtask target and the first virtual character in the game scene. For example, according to the position information of the first virtual character in the game scene, selecting the land parcels matched with the targets of the subtasks around the current land parcels as target land parcels. And finally, generating corresponding game task content based on each subtask target and the target land block corresponding to each subtask.
Therefore, compared with the game task content with fixed content issued by the fixed NPC in the related art, the game task and the corresponding execution place (namely the target land block) can be distributed nearby according to the position of the first virtual character through the steps, so that the possibility that a plurality of first virtual characters are gathered on certain land blocks after the same task is accessed by the first virtual character is greatly reduced, the processing pressure of a server is reduced, the rendering pressure caused by excessive interaction units on the same screen is avoided, and the game smoothness is improved.
For example, assume that a first avatar opens a pub-related pub task in a block. Assume that a pub task includes a plurality of subtask targets, namely subtask targets a, b, c, d. Assume that the first avatar meets the conditions for participating in all subtasks of the pub task.
Based on the above assumption, the first avatar may first acquire 4 subtask targets in the pub task. Furthermore, 4 plots within a preset distance from the plots are selected based on 4 subtask targets in the pub task and the plots where the first virtual character is located in the game scene, and the 4 subtask targets are respectively configured in the 4 plots. And finally, generating corresponding game task content based on the 4 subtask targets in the pub task and target plots corresponding to the 4 subtasks. For example, individual subtask targets may be randomly configured into individual plots. In the above example, subtask target a is configured to parcel 1, subtask target b is configured to parcel 2, subtask target c is configured to parcel 3, and subtask target d is configured to parcel 4.
In another optional embodiment, in the present application, a target land block corresponding to each subtask is selected in a circular area with a preset distance as a radius by taking a position of the first virtual character as a center. In practical application, in the process of selecting the target land block corresponding to each subtask, the scene event, the scene element and the distance between the scene element and the first virtual character in each land block can be referred to for selection.
Of course, in yet another alternative embodiment, the game areas that the first avatar intends to travel to may also be predicted according to the historical data of the first avatar, such as the visited plots and the corresponding scenario events, and these game areas may be used as target plots, such as the plots closest to the current travelling direction of the first avatar, the plots frequently visited by the team from the non-visited plots, the plots most relevant to the experienced scenario events, and the plots within the range of the congregation (such as the vicinity of a certain congregation castle).
In addition to the above examples, the target plots corresponding to the subtasks may be selected in other manners, and the intention is that, regardless of the selection manner: the target plots which accord with the respective information (such as the position, the state, the public conventions, the historical preferences and the like of the first virtual roles) are allocated to different first virtual roles, so that the first virtual roles which access the same game task are prevented from being too concentrated on certain game scenes, the processing pressure of a server is reduced, the accuracy and the special effect expression level of a game rendering model are improved, and the game fluency is improved.
In fact, before 102, the number of online players in each plot and the game task access situation of each player can be considered, a plot list suitable for the current first virtual role can be dynamically configured, and the plot list can be used as a reference for selecting a target plot in 102, so that the number of players in each plot is dynamically balanced, the processing pressure of a server is further reduced, and the game smoothness is improved. For example, for a certain game task, the number of online players participating in the game task for each plot in the game global map is obtained, plots with the number of online players participating in the game task lower than a set number threshold are put into a plot list, and then the target plot is selected from the plot list by the subsequent first virtual role.
Optionally, in 102, generating corresponding game task content based on each subtask target and the target land block corresponding to each subtask may be implemented as:
and generating entrusting information for indicating the contents of each subtask based on the subtask targets and the scene events in the target plots corresponding to the subtasks.
The scenario event refers to a game scenario event set in the land block. In the above steps, the scenario elements and NPCs associated with the game scenario events in the respective target plots may be combined to generate the delegation information associated with the scenario elements and/or NPCs.
Continuing with the example above, assume that the first avatar opens a pub-related pub task in the plot. Assume that a pub task includes a plurality of subtask targets, namely subtask targets a, b, c, d. Assume that the first avatar meets the conditions for participating in all subtasks of the pub task. Further, assume that subtask targets a, b, c, d are capture of game item pieces 1 through 4, respectively. Assume that the play object fragment is a perfect center fragment. Suppose land 1 contains green village, land 2 contains apple orchard, land 3 contains pub, and land 4 contains entrance to the brocolin nest.
Based on the above assumption, in the above steps, it is determined that each subtask target is to acquire the game prop fragments 1 to 4, and the delegation information for indicating the contents of these 4 subtasks is generated according to the scene elements in the target plots corresponding to the subtask targets a, b, c, d, respectively. For example, based on the cells Lin Cun included in the land parcel 1 corresponding to the subtask target a, a visiting green village is generated to acquire the delegation information of the perfect heart patch 1. Based on the apple orchard contained in the land block 2 corresponding to the subtask target b, and NPC Aili is arranged in the apple orchard, the entrusting information for searching for Aili to obtain perfect center fragments 2 is generated. Based on the pubs contained in the land block 3 corresponding to the subtask target c, and the pubs are provided with pub boss NPCs, a probe message with the pub boss is generated so as to acquire entrustment information of perfect heart fragments 3 hidden nearby the pubs. Based on the Wibblin's nest entrance contained in the land block 4 corresponding to the subtask target d, the Wibblin's nest is destroyed, so that the entrusting information of the perfect heart fragments 4 hidden in the Wibblin's nest is obtained.
Through the steps, the game tasks can be packaged based on the scenario events in different plots, so that the game tasks can be automatically adapted to the scenarios in different plots, the continuity of the game scenarios is enhanced, the manpower required by setting the game scenarios is reduced, the monotonous repetition of the game tasks is avoided, the richness of the game playing method is improved, and the player experience is improved.
In practical applications, for subtasks of the same game task, since different first virtual characters are located at different positions, game task resources allocated to the different first virtual characters may also be different. Taking the game map shown in fig. 2 as an example, assuming that the first virtual character a is in the building 1 and the first virtual character b is in the building 2, target plots for executing the sub-tasks 1, 2, 3 in the same game task can be allocated to the two first virtual characters nearby, respectively, such as allocating target plots a1, a2, a3 to the first virtual character a and allocating target plots b1, b2, b3 to the first virtual character b.
It should be noted that, for the subtasks of the same game task, the execution sequence of different subtasks is not limited, and the first virtual character can freely select the execution sequence of each subtask, so as to further improve the degree of freedom of the player, and avoid the problem of game smoothness caused by single game task experience and excessive concentration of the player in a single scene.
Of course, if the first virtual character meets the condition of participating in a plurality of game tasks, the execution sequence of each subtask in different game tasks is not limited in the application. For example, if the plurality of game tasks to which the first virtual character can participate include a task chain a and a task chain b, and if the task chain a includes subtasks such as a1, a2, and a3 and the task chain b includes subtasks such as b1, b2, and b3, the first virtual character can freely select the execution order of a1, a2, a3, b1, b2, and b3, and can be executed by intersecting the execution order according to the distance from the target land.
Optionally, before 102, it may also be determined whether the number of times the first virtual character performs the game task exceeds a set threshold number of times; if the number of times the first virtual character executes the game task exceeds the set threshold number of times, determining that the game task resource is not issued to the first virtual character, thereby preventing the player from being enthusiastic or acquiring rewards exceeding the set number.
Finally, at 103, game task resources are issued to the first virtual character to cause the first virtual character to perform the game task in the target parcel.
In the embodiment of the application, the game task resources refer to resources associated with the game task, such as task introduction information, target plots for executing the game task, props, skills and pets used in the execution process, and interaction units (such as monster NPC, scenario NPC and the like) associated with the game task. The task introduction information includes introduction information about game task content, a playing model and rewarding information.
In an alternative embodiment, the game task resources are assumed to be delegation information associated with the game task, such as the delegation information described in the embodiments above for indicating the content of the respective subtask. Based on this, in 103, issuing game task resources to the first virtual character so that the first virtual character performs the game task in the target land parcel may be implemented as: and sending the delegation information to the first virtual role through the second virtual role.
For example, assuming the second virtual character is a pub boss NPC, the delegation information may be a task reel. 103, the task scroll is handed to the first virtual character through the boss NPC, so that the first virtual character can display the entrusting information of each subtask in the game interface after the task scroll is unfolded.
In another alternative embodiment, the delegate information may also be issued to the first virtual character as a reward for the first virtual character to a specified combat event occurring with other virtual characters.
Optionally, assuming that the game task resource is commission information associated with the game task, the method and the system can dynamically program the execution sequence of a plurality of commission information according to the position of the first virtual character and/or the number of online players in each target land parcel, and send the dynamic programming result to the first virtual character as prompt information. For example, the suggested execution sequence of the game tasks is marked in the game map through different colors or interface effects, for example, the positions of the target plots are marked with different brightnesses according to the suggested execution sequence from first to last.
Of course, the game task resources may be issued to the first virtual character in the above-described manner in addition to the delegation information, and the present application is not limited thereto.
Optionally, after 103, a bonus resource corresponding to the game task completion progress may also be issued to the first virtual character in response to the game task completion progress of the first virtual character. For game tasks comprising a plurality of subtasks, staged rewards can be set, namely, corresponding rewards can be obtained after partial subtasks are completed, or integral rewards can be set, namely, corresponding rewards can be obtained after all subtasks are completed. The rewarding mode can be independently executed or matched.
Through the steps 101 to 103, by judging whether the information of the first virtual roles accords with the condition of participating in the game task, the game task and corresponding game task resources are allocated to the first virtual roles in different states, such as the places where the game task is executed (namely, target plots), so that the possibility that a plurality of first virtual roles are gathered on certain plots after the same task is accessed is greatly reduced, the processing pressure of a server is reduced, the rendering pressure caused by excessive on-screen interaction units is avoided, the accuracy of a game rendering model and the special effect expression level are improved, and the game smoothness is improved. Meanwhile, personalized game experience is provided for the first virtual character, task chain fixation is avoided, and player experience is improved.
Based on the game task issuing method shown in fig. 1 and described above, the present application also provides several alternative embodiments as follows:
in the above or the following embodiments, in an optional embodiment of the present application, a game task library associated with the first virtual character information is configured for a game resource in a game scene, and various game tasks can be flexibly configured in a game map, so that a player can participate in the game tasks nearby, and service processing pressure caused by gathering of the player in a partial area of the game scene for service devices in the areas is avoided.
Optionally, the game task library comprises game task chains corresponding to different levels, each game task chain comprises at least one game task ring, and corresponding game rewards can be issued when each game task ring is completed. In particular, the game rewards may be determined based on the execution results of game task loops, e.g., the base rewards in each game task loop are configured based on the number of game task loops, and the special rewards are the product of the execution results of game task loops and the number of reward pieces configured for each task loop.
In an alternative embodiment, it is assumed that the information of the first virtual character includes a character level. Based on this, after determining that the information of the first virtual character meets the condition of participating in the game task, in 102, game task resources are generated based on the information of the first virtual character, which may be specifically implemented as:
Based on the role grade of the first virtual role, acquiring a game task matched with the role grade from a game task library; and distributing the matched game tasks to a plurality of game task rings, and taking the game task rings as game task resources to be issued.
Optionally, the same game task can be distributed to only one task ring, so that poor game experience caused by repeatedly executing the game task is avoided.
In practical application, in an alternative embodiment, a plurality of game tasks corresponding to each game area are configured for different role grades in advance to form a game task library corresponding to different role grades. In each game task library, different types of tags are configured for game tasks, such as monster, harvest, decryption. The game task library may be bound to game resources within each game zone, such as game task libraries corresponding to different character classes for scenario NPCs within game zone a.
Optionally, each time a task loop is completed, other incomplete game tasks in the task loop can be recovered, and the game areas corresponding to the game tasks are closed, so that the processing pressure of the game server is further reduced.
The game task library described in this embodiment may be combined with other embodiments of the present application, so that it is convenient to construct a game task architecture in advance, and further improve the game task allocation efficiency.
In the above or the following embodiments, in an optional embodiment of the present application, game tasks associated with the set starting conditions may be configured for a plurality of plots in the game scene, so that various game tasks may be flexibly configured in the game map, so that a player may participate in the game tasks nearby, and service processing pressure caused by gathering of the player in a partial area of the game scene for service devices in these areas is avoided.
The specific implementation of configuring the game tasks associated with setting the on condition for a plurality of plots in the game scene described above will be described below with reference to specific examples.
In practice, one or more game tasks may be configured in a block. Optionally, if a plurality of game tasks are configured in a certain plot, starting the game tasks reaching the set starting condition in the plot based on the state of the plot. How to start the game task will be specifically described in the following embodiments, which are not described here in detail.
It should be noted that, setting the on condition includes setting a time and/or a plot state condition. The set time refers to the starting time of a game task, such as mid-autumn task, spring festival task, weekend task, etc., and the corresponding starting time can be set. The set time may also be recurring, for example, from 8 to 10 pm per five night, or the first day of each month. The plot state condition is a state condition that needs to be reached for triggering the start of a game task in a plot. Land parcel status conditions include, but are not limited to: the number of online players of the current parcel, player information, team information, specified trigger events, specified interaction events, specified global events. Optionally, the plot state conditions are set according to the scenario events in each plot, so that the game task starting mode is integrated with the scenario events in the current game scene, the substitution sense of the game task is increased, and the situation that the game task is split from the game scene and the game main line in the related technology is avoided.
Optionally, whether a set starting condition is reached is monitored in the land, and if the set starting condition is reached, a game task associated with the set starting condition is started. For example, if the set starting condition of a certain game task is that the number of online persons in the land is 100, the number of online persons is monitored in the land, and if the number of online persons is 100, the corresponding game task is started, and step 101 is executed for each game task.
In an alternative embodiment, if the land parcel status condition includes a specified interaction event, in this case, configuring the game tasks associated with the set start condition for the plurality of lands in the game scene may be implemented as: one or more virtual characters in the plurality of plots are configured as a second virtual character associated with the game task.
In practical applications, the designated interaction event may be an event that occurs during the interaction between the first virtual character and the task NPC, such as an option during the interaction, or a preset name that occurs during the interaction, such as a prop, a place, and a person, which is not limited by the present application.
For example, in the above steps, it is assumed that the game task is a game of hunting animals, and that a certain land includes a pub and a pub boss NPC. Assume that the specified interaction event is: the "hunting" option is selected in the dialogue with the NPC. Based on this, the pub boss NPC in the plot is configured as a second virtual character associated with the game mission. Specifically, the interaction policy parameters of the boss NPC of the pub are set, such as adding "hunting" options and related interaction logic.
Assuming that the game task is still an animal in the vicinity of hunting, the specified interaction event is still: the "hunting" option is selected in the dialogue with the NPC. Assuming that the parcel also contains a store and a store NPC, the interaction policy parameters of the store NPC may also be set to configure the store NPC as a second virtual character associated with the game mission.
Further, after the second virtual character is configured, triggering interaction setting associated with the game task in the second virtual character; acquiring interaction information of the first virtual character through interaction setting, and judging whether a designated interaction event exists in the interaction information; if the specified interaction event exists in the interaction information, step 101 is triggered.
Continuing with the above example, if it is detected that the "hunting" option is selected from the dialogue between the first virtual character and the boss NPC (or store NPC), starting the hunting task corresponding to the "hunting" option, and c
Thus, through the steps, the original boss NPC and store NPC in the land are configured as the second virtual roles associated with the game tasks, so that the game task opening channel is increased, the concentration of players in the game scene is facilitated to be dispersed, the possibility that the players trigger the game tasks to be opened can be improved, the problems of low playability, repeated game experience and the like caused by a single game task opening mode are avoided, and the game playability is increased.
Optionally, after 103, or after detecting that the plot where the second virtual character is located does not meet the set starting condition, the configuration information of the second virtual character associated with the game task in the target plot may be restored to the configuration information before the game task is started.
In another embodiment, optionally, assuming that the plot status condition includes a specified combat event, configuring the plurality of plots with a game task associated with setting the on condition based thereon may be implemented as: a monitoring module associated with the game mission is configured for a combat server for implementing combat logic in the plurality of plots to monitor combat behavior of the first virtual character in the plurality of plots. Further, if it is detected that the first virtual character has a specific combat event in any land block, step 101 is triggered.
For example, a specified triggering event is, for example, at least two players meeting and triggering a combat action, or a player encountering a certain NPC and fighting. For example, in a certain plot, a monitoring module associated with a game mission is configured for a combat server for implementing in-plot combat logic to monitor whether a first virtual character is experiencing a specified combat behavior in the plot. Alternatively, the combat settlement result associated with the first virtual character fed back by the game client may be read, and whether or not the first virtual character has a specified combat behavior in the land based on the position information in the combat settlement result may be determined.
Further, if it is detected that the first virtual character has a specified combat event in the land parcel, for example, it is detected that two first virtual characters meet and trigger a combat action, at this time, a game task corresponding to the combat action may be started, and step 101 may be triggered.
In this embodiment, by configuring the game tasks associated with the set opening conditions in the land, opening or closing of various game tasks can be flexibly controlled in the land, so that service processing pressure related to the game tasks is reduced, load of a server is reduced, and game smoothness is improved. Meanwhile, the possibility of triggering the game task to be started by the player can be improved, the problems of low playability, repeated game experience and the like caused by a single game task starting mode are avoided, and the interest of the player is improved.
In the above or the following embodiments, in an optional embodiment of the present application, if the information of the first virtual character meets the condition of participating in the game task, an interface prompt related to the game task resource may be displayed in the game interface.
In particular, the game interface is assumed to include a map interface, the game task is assumed to include a plurality of subtasks, and the game task resource is assumed to further include indication information of the contents of the respective subtasks. Optionally, the indication information of each subtask content includes: introduction information of each subtask and/or execution progress information of the first virtual character on the state of each subtask.
Based on the assumption, the step of displaying the interface prompt related to the game task resource in the game interface may be implemented as follows: and updating the indication information of the contents of each subtask in the game task resource into a map interface and/or a play list.
For example, in the game map shown in fig. 3, the location of the target land is marked in the left map by different icons. And marking the contents of each subtask corresponding to different icons and the execution progress of the game task, such as perfect center fragments 0/8, in the play list of the right interface. Wherein 0 is the completed game task and 8 is the game progress to be completed.
Optionally, assuming that the target parcel comprises a target parcel associated with each subtask, the method also responds to a selection instruction of indication information of any subtask content, and transmits the first virtual character from the current parcel to the target parcel associated with any subtask; and displaying the interaction unit related to any subtask in the target land block associated with any subtask.
For example, in the game map shown in fig. 3, an icon corresponding to any target land is selected and transmitted to the target land. In practical application, the completion condition of each subtask can be marked by setting an interface effect matched with the completion progress for each icon, so that the target land parcel to be jumped by the first virtual character can be conveniently selected.
In the above step, in the process of entering the target block, the automatic switching mode can be used in the process of switching from the current game interface to another game interface, and the natural transition is ensured.
Optionally, in the embodiment of the present application, game resources associated with the game task may be displayed on the target land, so that the first virtual character may browse presentation animation, play introduction, task content and other introduction information related to the game task in the game scene. For example, if the distance between the first virtual character and the target land parcel is within a preset range, a playing model of the subtask corresponding to the target land parcel is displayed in the game interface, so that the subtask content can be quickly obtained, and the game experience is improved.
In the above or the following embodiments, in an optional embodiment of the present application, if the information of the first virtual character meets the condition of participating in the game task, in the embodiment of the present application, the interaction unit in the target land parcel that is not related to the game task and the first virtual character may be deleted.
For example, assume that the first virtual character visiting the broglin boss is plural, the game task is to cut and kill the broglin, and based on this, for each first virtual character, the interactive unit in the broglin boss that is not related to the cut and kill the broglin task and the first virtual character is deleted. For example, the other first virtual character is deleted, and the brobrin NPC is engaged with the other first virtual character.
That is, only the interaction unit related to the first virtual character is displayed in the broselin's nest interface, so that each player sees the interaction unit related to the first virtual character in the game interface, and therefore, the memory occupied by the player client is less, the problem of accumulating task resources is relieved in a large scale by part of PVE content during participation, the on-screen processing pressure caused by stay interaction of a large number of players in part of areas is reduced, the accuracy and special effect expression level of the game rendering model are improved, and the game smoothness is improved.
In still another embodiment of the present application, there is also provided a game task issuing device, as shown in fig. 4, including:
the judging module 01 is used for judging whether the information of a first virtual character in a game scene accords with the condition of participating in a game task or not;
a generating module 02, configured to generate game task resources based on the information of the first virtual character if the information of the first virtual character meets a condition of participating in a game task; wherein the game scene comprises a plurality of plots, the game task resource comprises a target plot associated with the first virtual character;
And the issuing module 03 is used for issuing the game task resources to the first virtual character so that the first virtual character can execute the game task in the target land parcel.
Optionally, the method further comprises an association module for configuring game tasks associated with the set starting conditions for a plurality of plots in the game scene.
The set starting conditions comprise set time and/or land parcel state conditions, wherein the land parcel state conditions comprise the number of online players of the current land parcel, player information, team information, specified triggering events, specified interaction events and specified global events.
Optionally, if the land parcel status condition includes a specified interaction event, the association module configures game tasks associated with a set start condition for a plurality of lands in a game scene, and is specifically configured to: one or more virtual characters in the plurality of plots are configured as a second virtual character associated with the game task.
The device also comprises a triggering module, a triggering module and a display module, wherein the triggering module is used for triggering interaction settings associated with game tasks in the second virtual role; acquiring interaction information of the first virtual character through the interaction setting, and judging whether a designated interaction event exists in the interaction information; and if the appointed interaction event exists in the interaction information, triggering a step of judging whether the information of the first virtual role accords with the condition of participating in the game task.
Optionally, if the land parcel status condition includes a specified combat event, the association module configures game tasks associated with the set opening condition for a plurality of land parcel, specifically:
configuring a monitoring module associated with a game mission for a combat server for implementing combat logic in a plurality of plots to monitor combat behaviors of the first virtual character in the plurality of plots;
the device also comprises a triggering module, which is used for triggering and judging whether the information of the first virtual character accords with the condition of participating in the game task or not if the first virtual character is monitored to generate the specified combat event in any land block.
Optionally, the information of the first virtual character includes a character status condition.
The judging module 01 judges whether the information of the first virtual character meets the condition of participating in the game task, and is specifically configured to:
acquiring a role state condition of the first virtual role;
judging whether the character state conditions are matched with the conditions for participating in the game task or not;
wherein the conditions for participating in the game task include one or a combination of the following: the first virtual character comprises a grade, occupation, online time length, team formation state, affiliated array information of a player, affiliated public meeting information of the player, prop information, appointed triggering time, appointed triggering event, appointed triggering interaction acquisition event, appointed global event and player skill information.
Optionally, the information of the first virtual character includes a character status condition.
The generating module 02 generates game task resources based on the information of the first virtual character, specifically:
and generating the game task resources based on the character state conditions of the first virtual character and the task targets in the game task.
Wherein optionally the game task comprises a plurality of subtasks.
The generating module 02 generates the game task resource based on the character status condition of the first virtual character and the task object in the game task, specifically for:
acquiring each subtask target in the game task;
selecting a target land parcel corresponding to each subtask target from a plurality of land parcels based on the subtask targets and the position information of the first virtual character in the game scene;
and generating corresponding game task content based on each subtask target and the target land block corresponding to each subtask.
Optionally, the generating module 02 generates corresponding game task content based on each subtask target and a target land block corresponding to each subtask, which is specifically used for:
and generating entrusting information for indicating the contents of each subtask based on the subtask targets and the scene events in the target plots corresponding to the subtasks.
Optionally, if the information of the first virtual character meets the condition of participating in the game task, the device further includes a display module, and is further configured to display an interface prompt related to the game task resource in a game interface.
Wherein, optionally, the game interface comprises a map interface, the game task comprises a plurality of subtasks, and the game task resource further comprises indication information of the contents of each subtask.
The display module displays interface prompts related to the game task resources in a game interface, and is specifically used for:
and updating the indication information of the subtask contents in the game task resource into a map interface and/or a play list.
Wherein, optionally, the target land parcel comprises a target land parcel associated with each subtask, and the device further comprises a transmission module which is also used for
Responding to a selection instruction of indication information of any subtask content, and transmitting the first virtual character from a current land parcel to a target land parcel associated with any subtask;
and displaying the interaction unit related to any subtask in the target land block associated with any subtask.
Optionally, if the information of the first virtual character meets the condition of participating in the game task, the method further includes:
And deleting the interaction units which are irrelevant to the game task and the first virtual character in the target land parcel.
Optionally, the device further comprises a restoring unit, and the restoring unit is further configured to restore the configuration information of the second virtual character associated with the game task to the configuration information before the game task is started.
Optionally, the device further comprises an anti-addiction unit, further used for
Judging whether the number of times of executing game tasks by the first virtual character exceeds a set threshold number of times;
and if the number of times of executing the game task by the first virtual character exceeds a set threshold number of times, determining that the game task resource is not issued to the first virtual character.
Optionally, the apparatus further comprises a configuration unit for configuring a game task library associated with the first virtual character information for a game resource in the game scenario.
Wherein, optionally, when the configuration unit generates game task resources based on the information of the first virtual character, the configuration unit is specifically configured to:
based on the role grade of the first virtual role, acquiring a game task matched with the role grade from a game task library; and distributing the matched game tasks to a plurality of game task rings, and taking the game task rings as the game task resources to be issued.
In still another embodiment of the present application, there is also provided an electronic apparatus including: the device comprises a processor, a communication interface, a memory and a communication bus, wherein the processor, the communication interface and the memory are communicated with each other through the communication bus;
a memory for storing a computer program;
and the processor is used for realizing the game task issuing method according to the embodiment of the method when executing the program stored in the memory.
The communication bus 1140 mentioned above for the electronic devices may be a peripheral component interconnect standard (Peripheral Component Interconnect, PCI) bus or an extended industry standard architecture (Extended Industry Standard Architecture, EISA) bus, etc. The communication bus 1140 may be divided into an address bus, a data bus, a control bus, and the like.
For ease of illustration, only one thick line is shown in fig. 5, but not only one bus or one type of bus.
The communication interface 1120 is used for communication between the electronic device and other devices described above.
The memory 1130 may include random access memory (Random Access Memory, RAM) or may include non-volatile memory (non-volatile memory), such as at least one magnetic disk memory. Optionally, the memory may also be at least one memory device located remotely from the aforementioned processor.
The processor 1110 may be a general-purpose processor, including a Central Processing Unit (CPU), a network processor (Network Processor, NP), etc.; but also digital signal processors (Digital Signal Processing, DSP), application specific integrated circuits (Application SpecificIntegrated Circuit, ASIC), field programmable gate arrays (Field-Programmable Gate Array, FPGA) or other programmable logic devices, discrete gate or transistor logic devices, discrete hardware components.
Finally, it should be noted that: the above embodiments are only for illustrating the technical solution of the present application, and not for limiting the same; although the application has been described in detail with reference to the foregoing embodiments, it will be understood by those of ordinary skill in the art that: the technical scheme described in the foregoing embodiments can be modified or some or all of the technical features thereof can be replaced by equivalents; such modifications and substitutions do not depart from the spirit of the application.

Claims (13)

1. A game task issuing method, characterized in that the method comprises:
judging whether the information of a first virtual character controlled by a player in a game scene accords with the condition of participating in a game task or not, wherein the information of the first virtual character comprises character state conditions, and the game task comprises a plurality of subtasks;
If the information of the first virtual character accords with the condition of participating in the game task, acquiring each subtask target in the game task;
selecting a target land parcel corresponding to each subtask target from a plurality of land parcels based on the subtask targets and the position information of the first virtual character in the game scene;
generating corresponding game task content based on each subtask target and each subtask corresponding target land block;
and issuing the game task content and the target land parcel to the first virtual character so that the first virtual character executes a game task in the target land parcel based on the game task content.
2. The method as recited in claim 1, further comprising:
configuring game tasks associated with the set starting conditions for a plurality of plots in a game scene;
the set starting conditions comprise set time and/or land parcel state conditions, wherein the land parcel state conditions comprise the number of online players of the current land parcel, player information, team information, specified triggering events, specified interaction events and specified global events.
3. The method of claim 2, wherein if the parcel status condition comprises a specified interaction event, the configuring the game task associated with the set on condition for the plurality of parcels in the game scene comprises:
Configuring one or more virtual characters in the plurality of plots as a second virtual character associated with the game task;
the method further comprises the steps of:
triggering interaction setting associated with a game task in the second virtual character;
acquiring interaction information of the first virtual character through the interaction setting, and judging whether a designated interaction event exists in the interaction information;
and if the appointed interaction event exists in the interaction information, triggering a step of judging whether the information of the first virtual role accords with the condition of participating in the game task.
4. The method of claim 2, wherein if the parcel status condition comprises a specified combat event, configuring the plurality of parcels with a game task associated with a set on condition comprises:
configuring a monitoring module associated with a game mission for a combat server for implementing combat logic in a plurality of plots to monitor combat behaviors of the first virtual character in the plurality of plots;
the method further comprises the steps of:
and if the first virtual character is monitored to generate the specified combat event in any land block, triggering a step of judging whether the information of the first virtual character accords with the condition of participating in the game task.
5. The method of claim 1, wherein the information of the first virtual character comprises character status conditions;
the judging whether the information of the first virtual character meets the condition of participating in the game task comprises the following steps:
acquiring a role state condition of the first virtual role;
judging whether the character state conditions are matched with the conditions for participating in the game task or not;
wherein the conditions for participating in the game task include one or a combination of the following: the first virtual character comprises a grade, occupation, online time length, team formation state, affiliated array information of a player, affiliated public meeting information of the player, prop information, appointed triggering time, appointed triggering event, appointed triggering interaction acquisition event, appointed global event and player skill information.
6. The method of claim 1, wherein generating corresponding game task content based on each subtask target and a target parcel corresponding to each subtask comprises:
and generating entrusting information for indicating the contents of each subtask based on the subtask targets and the scene events in the target plots corresponding to the subtasks.
7. The method of claim 1, wherein if the information of the first virtual character meets a condition to participate in a game task, the method further comprises:
Interface cues associated with the game task resources are presented in a game interface.
8. The method of claim 7, wherein the game interface comprises a map interface, the game task comprises a plurality of subtasks, and the game task resource further comprises indication information of the contents of each subtask;
the displaying interface prompts related to the game task resources in a game interface comprises the following steps:
and updating the indication information of the subtask contents in the game task resource into a map interface and/or a play list.
9. A method according to claim 3, further comprising:
after issuing the game task content and the target land parcel to the first virtual character so that the first virtual character executes a game task in the target land parcel based on the game task content, or after monitoring that the land parcel where the second virtual character is located does not meet the set starting condition, restoring the configuration information of the second virtual character to the configuration information before starting the game task.
10. The method as recited in claim 1, further comprising:
Judging whether the number of times of executing game tasks by the first virtual character exceeds a set threshold number of times;
and if the number of times of executing the game task by the first virtual character exceeds a set threshold number of times, determining that the game task resource is not issued to the first virtual character.
11. The method as recited in claim 1, further comprising:
a game task library associated with the first virtual character information is configured for game resources in the game scenario.
12. The method of claim 11, wherein generating game task resources based on the information of the first virtual character comprises:
based on the role grade of the first virtual role, acquiring a game task matched with the role grade from a game task library;
and distributing the matched game tasks to a plurality of game task rings, and taking the game task rings as the game task resources to be issued.
13. A game task issuing device, characterized in that the device comprises:
the judging module is used for judging whether the information of the first virtual character accords with the condition of participating in a game task or not for the first virtual character in the game scene, wherein the information of the first virtual character comprises character state conditions, and the game task comprises a plurality of subtasks;
The generation module is used for acquiring each subtask target in the game task if the information of the first virtual character accords with the condition of participating in the game task; selecting a target land parcel corresponding to each subtask target from a plurality of land parcels based on the subtask targets and the position information of the first virtual character in the game scene; generating corresponding game task content based on each subtask target and each subtask corresponding target land block;
and the issuing module is used for issuing the game task content and the target land parcel to the first virtual character so that the first virtual character executes the game task in the target land parcel.
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