CN114768256A - Game path updating method, device, equipment and storage medium - Google Patents

Game path updating method, device, equipment and storage medium Download PDF

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Publication number
CN114768256A
CN114768256A CN202210429708.3A CN202210429708A CN114768256A CN 114768256 A CN114768256 A CN 114768256A CN 202210429708 A CN202210429708 A CN 202210429708A CN 114768256 A CN114768256 A CN 114768256A
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China
Prior art keywords
game
path
grid
updating
game path
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CN202210429708.3A
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Chinese (zh)
Inventor
胡家兴
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Wuhu Tingsong Network Technology Co ltd
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Wuhu Tingsong Network Technology Co ltd
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Priority to CN202210429708.3A priority Critical patent/CN114768256A/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
    • A63F13/56Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding
    • 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
    • A63F2300/80Features 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 discloses a method, a device, equipment and a storage medium for updating a game path, relates to the technical field of computers, solves the problem of single generation mode of the game path, can reduce the influence of a player who starts again on the same game path for many times on game interest, and improves game experience of the player. The method comprises the following steps: loading a first scene map in a game interface; the game path in the first scene map is formed by connecting grids, and different grids can trigger different game rewards; if the movement instruction is detected, determining a target grid in a game path based on the movement instruction, and acquiring a game reward triggered by the target grid; determining whether the target grid is a termination grid in the game path; if not, continuing to detect the movement instruction; if so, determining a game path updating rule according to the game reward acquired by the first virtual character moving in the game path, updating the game path based on the game path updating rule, and continuously detecting the moving instruction after updating.

Description

Game path updating method, device, equipment and storage medium
Technical Field
The present application relates to the field of computer technologies, and in particular, to a method, an apparatus, a device, and a storage medium for updating a game path.
Background
In some game scenes, a map may be provided for a player, the map is provided with a game path, a fixed position in the game path is provided with a fixed game task, and the generation method of the game path is single. When the player moves forward on the game path, the corresponding game task can be completed, and when the player moves forward to the end point of the game path, the player can restart from the starting point of the same game path.
However, in the above game scenario, the player may resume the game on the same game path for multiple times, which may reduce the interest of the game and affect the game experience of the player.
Disclosure of Invention
The application provides a method, a device, equipment and a storage medium for updating a game path, which solve the problem of single generation mode of the game path, can reduce the influence of a player who starts again on the same game path for many times on game interest, and improve the game experience of the player.
In order to achieve the purpose, the following technical scheme is adopted in the application:
in a first aspect, the present application provides a method for updating a game path, including: loading a first scene map in a game interface; the first scene map comprises a first virtual character and a game path corresponding to the user account; the game path is formed by connecting different types of grids, the different types of grids are used for triggering different types of game rewards, and the first virtual character moves on the game path according to the movement instruction; under the condition that the movement instruction is detected, determining a target grid of the first virtual character in the game path based on the movement instruction, and acquiring a game reward triggered by the target grid; determining whether the target grid is a termination grid in the game path; if not, continuing to detect the moving instruction; if yes, determining a game path updating rule according to the game reward acquired by the first virtual character moving in the game path, updating the game path based on the game path updating rule, and continuously detecting the moving instruction after updating.
According to the technical scheme, the first scene map comprising the first virtual character and the game path can be provided for the player, and the player can enable the first virtual character to move in the game path by triggering the movement instruction. Wherein, the game path can be formed by connecting different types of grids, and different types of grids can trigger different types of game awards. In the game process, if the first virtual character is determined to move to the target grid, the game reward corresponding to the target grid can be triggered, and when the first virtual character moves to the termination grid, the game path can be updated according to the game reward obtained by the first virtual character moving in the game path. It can be seen that in the technical scheme provided by the application, when the first virtual character finishes one circle of game path, the game path can be updated according to the game rewards acquired by the movement of the first virtual character, so that when the first virtual character starts from the starting point again and moves in the updated game path, the first virtual character acquires the game rewards different from the game rewards acquired by the previous circle, thereby bringing different game experiences. In summary, the grids for triggering different game awards are arranged in the game paths, the game paths can be updated, the problem that the generation mode of the game paths is single can be solved, the influence of the player who starts again on the same game path for many times on the game interest is reduced, and the game experience of the player can be improved.
Alternatively, in a possible design, the "determining the game path update rule according to the game award obtained by the first virtual character moving in the game path" may include:
determining whether the game reward acquired by the first virtual character moving in the game path meets a first preset value;
under the condition that the game does not reach the first preset value, determining that the game path updating rule is as follows: updating the type of the grid in the game path;
and under the condition that the first preset value is determined to be reached, determining that the game path updating rule is as follows: and updating the path grade of the game path, and updating the type of the grid in the updated game path.
Optionally, in another possible design, the "updating the game path based on the game path updating rule" may include:
determining at least one grid type from the candidate grid types according to a first preset rule and the path grade of the current game path, and determining the number of each grid type and the position of each grid in the current game path; different path grades correspond to different grid numbers and/or candidate grid types;
the game path is updated based on the current game path, the at least one grid type, the number of each grid type, and the location of each grid in the current game path.
Optionally, in another possible design, the game award includes at least one of game credits, game props and game tasks, and the obtaining of the target grid-triggered game award may include:
under the condition that the game reward triggered by the target grid is game credits and/or game props, updating the game credits and/or the game props triggered by the target grid to the user account;
and executing the game task according to the game operation data of the user account under the condition that the game reward triggered by the target grid is the game task.
Optionally, in another possible design, the game task is a virtual match task, and the "executing the game task according to the game operation data of the user account" may include:
displaying a starting control of the virtual battle task in a first scene map;
under the condition that a selection instruction of a starting control is detected, virtual fight data generated by a first virtual character and a second virtual character corresponding to the virtual fight task are obtained;
and determining the winner of the virtual match mission according to the virtual match data, and updating the game reward generated by the virtual match mission to the user account under the condition that the first virtual character is determined to be the winner.
Optionally, in another possible design, the game task is an interactive task, and the "executing the game task according to the game operation data of the user account" may include:
displaying a candidate account list in a first scene map;
under the condition that a selection instruction of a target account in the candidate account list is detected, switching a first scene map in the game interface into a second scene map; the second scene map comprises a third virtual character corresponding to the target account and a game path for the movement of the third virtual character;
an interaction grid selected from the game path moved by the third virtual character is obtained, and the game award triggered by the interaction grid is adjusted based on the game award or game penalty generated by the interaction task.
Optionally, in another possible design manner, the "loading the first scene map in the game interface" may include:
under the condition that a switching instruction is detected, switching a third scene map in the game interface into a first scene map; the third scene map comprises a virtual building corresponding to the user account, and the game rewards acquired by the first virtual character moving in the game path are used for performing function upgrade on the virtual building.
Optionally, in another possible design, before determining whether the game award obtained by the first virtual character moving in the game path reaches the first preset value, the method for updating the game path provided by the present application further includes:
determining whether the game reward acquired by the first virtual character moving in the game path reaches a second preset value; the second preset value is larger than the first preset value; if the game award does not reach the second preset value, determining whether the game award acquired by the first virtual character moving in the game path reaches the first preset value; and if the second preset value is determined to be reached, switching the first scene map in the game interface into a fourth scene map, and generating a game path in the fourth scene map according to a first preset rule.
In a second aspect, the present application provides an apparatus for updating a game path, including: a loading module and a processing module;
the loading module is used for loading a first scene map in the game interface; the first scene map comprises a first virtual character and a game path corresponding to the user account; the game path is formed by connecting different types of grids, the different types of grids are used for triggering different types of game rewards, and the first virtual character moves on the game path according to the movement instruction;
the processing module is used for determining a target grid of the first virtual character in the game path based on the movement instruction under the condition that the movement instruction is detected, and acquiring game rewards triggered by the target grid;
the processing module is also used for determining whether the target grid is a termination grid in the game path; if not, continuing to detect the movement instruction; if yes, determining a game path updating rule according to the game reward acquired by the first virtual character moving in the game path, updating the game path based on the game path updating rule, and continuously detecting a moving instruction after updating.
Optionally, in a possible design manner, the processing module is specifically configured to:
determining whether the game reward acquired by the first virtual character moving in the game path reaches a first preset value;
under the condition that the game does not reach the first preset value, determining that the game path updating rule is as follows: updating the types of the grids in the game path;
under the condition that the first preset value is determined to be reached, determining that the game path updating rule is as follows: and updating the path grade of the game path, and updating the type of the grid in the updated game path.
Optionally, in another possible design manner, the processing module is further specifically configured to:
determining at least one grid type from the candidate grid types according to a first preset rule and the path grade of the current game path, and determining the number of each grid type and the position of each grid in the current game path; different path grades correspond to different grid numbers and/or candidate grid types;
the game path is updated based on the current game path, the at least one grid type, the number of each grid type, and the location of each grid in the current game path.
Optionally, in another possible design, the game award includes at least one of game credits, game props and game tasks, and the processing module is further configured to:
under the condition that the game reward triggered by the target grid is game credits and/or game props, updating the game credits and/or the game props triggered by the target grid to the user account;
and executing the game task according to the game operation data of the user account under the condition that the game reward triggered by the target grid is the game task.
Optionally, in another possible design manner, the game task is a virtual battle task, and the processing module is further specifically configured to:
displaying a starting control of the virtual battle task in a first scene map;
under the condition that a selection instruction of a starting control is detected, virtual combat data of a first virtual character and a second virtual character corresponding to the virtual combat task are obtained;
and determining the winner of the virtual match mission according to the virtual match data, and updating the game reward generated by the virtual match mission to the user account under the condition that the first virtual character is determined to be the winner.
Optionally, in another possible design manner, the game task is an interactive task, and the processing module is further specifically configured to:
displaying a candidate account list in a first scene map;
under the condition that a selection instruction of a target account in the candidate account list is detected, switching a first scene map in the game interface into a second scene map; the second scene map comprises a third virtual character corresponding to the target account and a game path for the movement of the third virtual character;
an interaction grid selected from the game path traveled by the third virtual character is obtained, and a game award triggered by the interaction grid is adjusted based on a game award or game penalty generated by the interaction task.
Optionally, in another possible design manner, the loading module is specifically configured to:
under the condition that a switching instruction is detected, switching a third scene map in the game interface into a first scene map; the third scene map comprises a virtual building corresponding to the user account, and the game rewards acquired by the first virtual character moving in the game path are used for performing function upgrade on the virtual building.
Optionally, in another possible design, before determining whether the game award obtained by the first virtual character moving in the game path reaches the first preset value, the processing module is further configured to:
determining whether the game reward acquired by the first virtual character moving in the game path reaches a second preset value; the second preset value is greater than the first preset value; if the game award does not reach the second preset value, determining whether the game award acquired by the first virtual character moving in the game path reaches the first preset value; and if the second preset value is determined to be reached, switching the first scene map in the game interface into a fourth scene map, and generating a game path in the fourth scene map according to a first preset rule.
In a third aspect, the present application provides an update apparatus for a game path, comprising a memory, a processor, a bus, and a communication interface; the memory is used for storing computer execution instructions, and the processor is connected with the memory through a bus; when the update device of the game path is operating, the processor executes the computer-executable instructions stored in the memory to cause the update device of the game path to perform the update method of the game path as provided in the first aspect above.
Optionally, the update device of the game path may be a user terminal for implementing the game path update, or a background server of the user terminal, or a part of the device in the user terminal or the background server, for example, a chip system in the user terminal or the background server. The system-on-chip is adapted to support the updating device of the game path to implement the functions referred to in the first aspect, for example, to receive, transmit or process data and/or information referred to in the updating method of the game path. The chip system includes a chip and may also include other discrete devices or circuit structures.
In a fourth aspect, the present application provides a computer-readable storage medium having instructions stored therein, which when executed by a computer, cause the computer to perform the method for updating a game path as provided in the first aspect.
In a fifth aspect, the present application provides a computer program product comprising computer instructions which, when run on a computer, cause the computer to perform the method of updating a game path as provided in the first aspect.
It should be noted that all or part of the computer instructions may be stored on the computer readable storage medium. The computer-readable storage medium may be packaged together with the processor of the update device of the game path, or may be packaged separately from the processor of the update device of the game path, which is not limited in this application.
For the descriptions of the second, third, fourth and fifth aspects in this application, reference may be made to the detailed description of the first aspect; in addition, for the beneficial effects described in the second aspect, the third aspect, the fourth aspect and the fifth aspect, reference may be made to the beneficial effect analysis of the first aspect, and details are not repeated here.
In the present application, the names of the above-mentioned devices or functional modules are not limited, and in actual implementation, the devices or functional modules may be represented by other names. Insofar as the functions of the respective devices or functional modules are similar to those of the present application, they are within the scope of the claims of the present application and their equivalents.
These and other aspects of the present application will be more readily apparent from the following description.
Drawings
Fig. 1 is a schematic flowchart of an updating method of a game path according to an embodiment of the present disclosure;
fig. 2 is an interface schematic diagram of a first scene map according to an embodiment of the present application.
FIG. 3 is a flow chart illustrating another method for updating a game path according to an embodiment of the present disclosure;
FIG. 4 is a flowchart illustrating a method for updating a game path according to an embodiment of the present application;
FIG. 5 is a flowchart illustrating a method for updating a game path according to an embodiment of the present application;
fig. 6 is a schematic structural diagram of an apparatus for updating a game path according to an embodiment of the present disclosure;
fig. 7 is a schematic structural diagram of an update apparatus for a game path according to an embodiment of the present application.
Detailed Description
The following describes in detail a method, an apparatus, a device, and a storage medium for updating a game path provided in an embodiment of the present application with reference to the accompanying drawings.
The term "and/or" herein is merely an association relationship describing an associated object, and means that there may be three relationships, for example, a and/or B, which may mean: a exists alone, A and B exist simultaneously, and B exists alone.
The terms "first" and "second" and the like in the specification and drawings of the present application are used for distinguishing different objects or for distinguishing different processes for the same object, and are not used for describing a specific order of the objects.
Furthermore, the terms "including" and "having," and any variations thereof, as referred to in the description of the present application, are intended to cover non-exclusive inclusions. For example, a process, method, system, article, or apparatus that comprises a list of steps or elements is not limited to only those steps or elements recited, but may alternatively include other steps or elements not recited, or may alternatively include other steps or elements inherent to such process, method, article, or apparatus.
It should be noted that in the embodiments of the present application, words such as "exemplary" or "for example" are used to indicate examples, illustrations or explanations. Any embodiment or design described herein as "exemplary" or "e.g.," is not necessarily to be construed as preferred or advantageous over other embodiments or designs. Rather, use of the word "exemplary" or "such as" is intended to present relevant concepts in a concrete fashion.
In the description of the present application, the meaning of "a plurality" means two or more unless otherwise specified.
In some game scenes, a map may be provided for a player, the map is provided with a game path, a fixed position in the game path is provided with a fixed game task, and the generation method of the game path is single. The player can complete the corresponding game task while advancing on the game path, and when the player advances to the end point of the game path, the player can restart from the starting point of the same game path. In the game scene, the game interest may be reduced because the player starts again on the same game path for multiple times, and the game experience of the player may be affected.
In view of the above problems in the prior art, an embodiment of the present application provides a method for updating a game path, in which when a first virtual character completes one turn of the game path, the game path may be updated according to a game award acquired by movement of the first virtual character, so that when the first virtual character starts from a starting point again and moves in the updated game path, a game award different from the last turn of the game award may be acquired. Therefore, the embodiment of the application can solve the problem of single game path generation mode, reduce the influence on the game interest caused by restarting on the same game path for many times, and further improve the game experience of the player.
The method for updating the game path provided by the embodiment of the application can be applied to a device for updating the game path.
In a possible implementation manner, the updating device of the game path may be a user terminal, or a chip processing system in the user terminal, or the like. The user terminal may be a mobile phone, a tablet computer, a desktop computer, a laptop computer, a notebook computer, an ultra-mobile personal computer (UMPC), a handheld computer, a netbook, a Personal Digital Assistant (PDA), a wearable electronic device, a virtual reality device, or other different types of terminals. For example, game application software may be installed in the user terminal, and after the user terminal loads the first scene map in the game interface, the user terminal may detect a movement instruction triggered by the user, control the first virtual character to move according to the detected movement instruction, and update the game path when the first virtual character moves to the termination grid. For another example, when detecting a selection instruction of the user for the target account in the candidate account list, the user terminal may request the background server to acquire a second scene map of the target account, and after acquiring the second scene map, the user terminal may switch the first scene map in the game interface to the second scene map.
In another possible implementation manner, the game path updating device may be a backend server of the user terminals, the backend server may detect multiple user terminals, may control the first virtual character displayed in a user terminal to move according to a detected movement instruction when it is detected that a user triggers a movement instruction at a certain user terminal, and may update the game path displayed in the user terminal when the first virtual character moves to the termination grid.
In the following description of the embodiment of the present application, a description will be given by taking an example in which the update device of the game path is a backend server of the user terminal, and the processing process of the backend server of the user terminal for each user terminal is the same. The following describes a method for updating a game path provided in the embodiment of the present application, by taking a process of a background server of a user terminal to a user terminal as an example.
Referring to fig. 1, the method for updating a game path according to the embodiment of the present application includes steps S101-S103:
s101, loading a first scene map in a game interface.
The first scene map comprises a first virtual character and a game path corresponding to the user account. The game path in the embodiment of the application is formed by connecting different types of grids, and the different types of grids are used for triggering different types of game rewards. Illustratively, referring to FIG. 2, an interface schematic of a first scene map is provided. As shown in fig. 2, the first scene map includes a first virtual character and a game path formed by connecting different types of grids, and in fig. 2, grids marked with the same letter may be the same type of grids. It can be understood that, in practical applications, the patterns of different types of grids may be different, for example, different patterns such as a treasure box, a question mark, and the like may be set, which is not limited in this embodiment of the present application.
The first virtual character can move on the game path according to the movement instruction, and when the first virtual character moves to a certain grid, the game prize triggered by the grid can be acquired. The moving instruction can be an instruction triggered by a user in a first scene map displayed by the user terminal. For example, a control for triggering a movement instruction may be provided at a specified position of the first scene map. When the user clicks, slides, or long-presses the control, the movement instruction may be detected by the game path updating means, and the first virtual character may be controlled to move according to the detected movement instruction.
In a possible implementation manner, the updating device of the game path may load the first scene map in the game interface after determining that the user account logs in.
Optionally, in another possible implementation manner, the first scene map may be loaded in the game interface in the following manner: and under the condition that a switching instruction is detected, switching the third scene map in the game interface to the first scene map. The third scene map comprises a virtual building corresponding to the user account, and the game rewards acquired by the first virtual character moving in the game path are used for upgrading the functions of the virtual building.
For example, the switching instruction may be an instruction triggered by a user selection operation of a switching control in the third scene map. For example, during a game, a switching control for triggering a switching instruction may be provided at a specified position of the third scene map, the switching instruction may be triggered when the user performs a triggering operation such as clicking, sliding, or long-pressing on the control, and the game path updating device may switch the third scene map in the game interface to the first scene map based on the switching instruction.
In addition, a switching control for triggering a switching instruction may also be disposed at the designated position of the first scene map, the switching instruction may be triggered when the user performs a triggering operation such as clicking, sliding, or long-pressing on the control, and when the updating apparatus of the game path detects the switching instruction, the first scene map in the game interface may be switched to the third scene map based on the switching instruction.
In order to further reduce the influence of the player who resumes the game on the same game path for multiple times and improve the game experience of the player, the embodiment of the application can combine the game scene in which the first virtual character moves in the game path with the game scene of the existing simulated operation game. Specifically, the embodiment of the application can provide the first scene map and the third scene map for the user, and the user can switch the two scene maps in the game interface by triggering the switching instruction. In the third scene map, a virtual building can be allocated to each user account, the virtual buildings of the user accounts can be the same during initial allocation, and the user can use the game rewards acquired in the first scene map in the third scene map to perform function upgrade on the virtual buildings in the third scene map. For example, a user may create a food factory, carrier factory, restaurant, theater, mall, etc. within or around the virtual building of the third scene map based on the game award captured in the first scene map. The food factory can produce some virtual food, the carrier factory can produce some virtual vehicles, and the restaurant, the cinema and the market can produce some game currency.
It can be seen that, in the embodiment of the present application, the game award obtained by the first virtual character moving in the game path may be used to upgrade the function of the virtual building in another scene map. Therefore, the user can alternately switch between the first scene map and the third scene map to complete different game tasks during the game, so that the interestingness of the game is improved, and the game experience of the player is improved.
S102, under the condition that the movement instruction is detected, determining a target grid of the first virtual character in the game path based on the movement instruction, and acquiring a game reward triggered by the target grid.
For example, a die control may be disposed in the first scene map, and the die control is used for triggering the movement instruction. After the user performs the trigger operation on the dice control, the updating device of the game path may randomly determine the target step number from the preset step number set based on a preset random number generation algorithm, and then may control the first virtual character to move the target step number to the target grid along the forward route based on the current grid position. The preset step number set may include a predetermined preset step number, which may include, for example, 1, 2, 3, 4, 5, and 6.
Optionally, in order to further increase the interest of the game, in the embodiment of the present application, the number of times that the user triggers the dice control is limited. For example, the game path updating device may allocate a certain number of triggers to each user account at certain time intervals. Of course, the triggering times may also be triggering times acquired by the user through other rewarding manners during the game participation, which is not limited in the embodiment of the present application.
Optionally, the game award may include at least one of game credits, game props and game tasks, and correspondingly, the obtaining of the game award triggered by the target grid may include: under the condition that the game reward triggered by the target grid is game credits and/or game props, updating the game credits and/or game props triggered by the target grid to the user account; and executing the game task according to the game operation data of the user account under the condition that the game reward triggered by the target grid is the game task.
In this embodiment, the game award triggered by the grid in the game path may be a direct award, for example, the direct award may be game credits or game props, and the direct award is directly added to the user account after the first virtual character moves to the target grid. In order to further increase the interest of the game and attract users to participate in the game, in the embodiment of the present application, the game award triggered by the grid in the game path may also be an indirect award, for example, the game award may be some different types of game tasks. Therefore, during the game, the user can not only enable the first virtual character to move by triggering the movement instruction, but also can complete the randomly triggered game task during the game, and compared with the forward game with single game content, the game content of the embodiment of the application is richer. Therefore, the method and the device for playing the game can further reduce the influence on the game interest caused by restarting on the same game path for multiple times, and therefore the game experience of the player can be improved.
Optionally, in order to further increase the interest of the game, in the embodiment of the present application, the manner of triggering the game prop may also include a direct triggering manner and an indirect triggering manner.
For example, the types of grids in the game path may include a class A grid and a class B grid. When the target grid moved by the first virtual character is the type A grid, the updating device of the game path can randomly extract at least one game item from the game item library, display the game item in the game interface, and add the extracted game item to the user account. When the target grid moved by the first virtual character is a B-type grid, the game path updating device displays a game turntable in the game interface. The game turntable is internally provided with a pointer, a plurality of game props are annularly arranged, a user selects and operates a rotation control of the game turntable, an updating device of a game path can control the pointer of the game turntable to rotate for a certain time, then the pointer can randomly point to one game prop in the game turntable, and then the game prop pointed by the pointer can be added to a user account.
Optionally, the game task may be a virtual battle task, and the game task may be executed according to the game operation data of the user account in the following manner in the embodiment of the present application: displaying a starting control of the virtual battle task in a first scene map; under the condition that a selection instruction of a starting control is detected, virtual fight data generated by a first virtual character and a second virtual character corresponding to the virtual fight task are obtained; and determining the winner of the virtual match task according to the virtual match data, and updating the game reward generated by the virtual match task to the user account under the condition that the first virtual character is determined as the winner.
For example, the type of grid in the game path may include a type C grid. When the target grid moved by the first virtual character is a type C grid, the game path updating device may display the game content of the virtual engagement task in the first scene map, for example, the game content may include a game award that can be obtained after the first virtual engagement task wins, and may further include a second virtual character corresponding to the virtual engagement task and a combat value of the second virtual character, where the second virtual character is a non-player character (NPC) set in the virtual engagement task, and the game content displayed in the first scene map may facilitate the user to select whether to participate in the virtual engagement task according to a requirement. Meanwhile, the updating device of the game path can also display a starting control of the virtual battle task in the first scene map, and if the user wants to participate in the virtual battle task, the starting control can be triggered to trigger a selection instruction. After the updating device of the game path detects the selection instruction, the virtual match data generated by the first virtual character and the second virtual character are monitored, and the winner of the virtual match task is judged. In addition, the updating device of the game path can also display a abandoning control of the virtual battle task in the first scene map, if the user does not want to participate in the virtual battle task, the abandoning control can be triggered, after the updating device of the game path detects the triggering operation of the abandoning control by the user, the game content of the virtual battle task can be cancelled and the control and the abandoning control can be started, and then the movement instruction triggered by the user can be continuously detected.
In the embodiment of the application, some virtual battle missions can be set in the game reward triggered by the grid for the player to select. In this way, the user can not only cause the first virtual character to move by triggering a movement instruction during the game, but also experience the enjoyment of the virtual match-up game during the game. Compared with the forward game with single game content, the game related to the embodiment of the application has higher interest, so that the game experience of the player can be improved.
Optionally, in order to further enrich the game content and improve the game experience of the player, in the embodiment of the present application, an interception function may be added to the C-type grid, and when the first virtual character moves, if the first virtual character approaches the C-type grid, the first virtual character is intercepted and stays in the C-type grid. For example, after the user performs a triggering operation on the dice control, the updating device of the game path determines that the target number of steps is 6, and if the first virtual character passes through the C-type grid during moving for 6 steps along the forward route based on the current grid position, the updating device of the game path determines that the C-type grid is the target grid.
Optionally, in order to further enhance the interest of the game and attract more players to participate in the game, in the embodiment of the present application, the level of difficulty of the virtual match between the first virtual character and the second virtual character during the virtual match may be increased continuously along with the game credits acquired by the first virtual character.
Optionally, the game task may be an interactive task, and the game task may be executed according to the game operation data of the user account in the following manner in the embodiment of the present application: displaying a candidate account list in a first scene map; under the condition that a selection instruction of a target account in the candidate account list is detected, a first scene map in the game interface is switched to a second scene map; the second scene map comprises a third virtual character corresponding to the target account and a game path for the movement of the third virtual character; an interaction grid selected from the game path traveled by the third virtual character is obtained, and a game award triggered by the interaction grid is adjusted based on a game award or game penalty generated by the interaction task.
For example, the type of the grid in the game path may include a D-type grid, and the game path updating means may display the list of candidate accounts in the first scene map when the target grid moved by the first virtual character is the D-type grid. The candidate account list may be a list of friend accounts of the user account, or may be a list of accounts of some players randomly drawn by the game path updating apparatus from online players according to a certain rule, for example, a list of accounts of some players randomly drawn from online players having the same rank as the user account. When a user wants to interact with a player corresponding to a target account in the candidate account list, the user can trigger the updating device of the game path to switch the first scene map in the game interface to the second scene map by triggering the target account, that is, the user can enter a game copy of another player from a game copy of the user. Then, the user can select an interactive grid from the game path of the second scene map, and the updating device of the game path can adjust the game reward triggered by the interactive grid according to the preset rule.
In one possible implementation, the interactive task may be a collaborative task for generating game rewards. For example, if the grid type of the interaction grid selected by the user is a class a grid, the game path updating device may double the game award triggered by the interaction grid, and when the third avatar of the target account moves to the interaction grid, both the target account and the user account may obtain the doubled game award triggered by the interaction grid.
In another possible implementation, the interaction task may be a business destruction task for generating game penalties. If the grid type of the interactive grid selected by the user is a B-type grid, the updating device of the game path may enable the interactive grid to lose the ability of triggering the game reward, that is, when the third virtual character of the target account moves to the interactive grid, the target account will not acquire the game reward.
It can be seen that in the embodiment of the present application, the user can not only move the first virtual character by triggering the movement instruction during the game, but also enter a game copy of another player during the game to interact with the other player. Compared with the conventional forward game with single game content, the game player related to the embodiment of the application has higher interactivity, so that the influence on the game interest caused by restarting on a game path for many times can be further reduced, and the game experience of the player can be improved.
Optionally, in order to further enhance the interest of the game, in this embodiment of the application, when the target grid moved by the first virtual character is a D-type grid, the updating apparatus of the game path may display an interactive turntable in the first scene map, where a pointer is arranged in the interactive turntable, and multiple interactive tasks are circumferentially arranged. Illustratively, the interaction tasks may include a gifting task, an intercepting task, a collaboration task (task content may refer to the aforementioned associated description), and a destruction task (task content may refer to the aforementioned associated description). The user selects and operates the rotation control of the interactive turntable, the updating device of the game path can control the pointer of the game turntable to rotate for a certain time, and then the pointer can randomly point to an interactive task in the interactive turntable. The game path update means may then display a list of candidate accounts for the user to select a target account. For example, when the pointer of the game wheel points to the presentation task, and the user selects the target account, the game path updating device may issue the game award to the target account and the user account according to a predetermined issue rule. As another example. When the pointer of the game turntable points to the intercepting task, after the user selects the target account, the updating device of the game path is switched to the third scene map, and after the user selects the interactive grid in the third scene map, the updating device of the game path can add an intercepting function to the interactive grid, namely, when the third virtual character of the target account passes through the interactive grid in the moving process, the third virtual character of the target account is intercepted in the grid, or the interactive grid can also lose the capability of triggering game awards.
Optionally, the types of grids in the game path may further include E-type grids and F-type grids. For example, when the target grid moved by the first virtual character is a class E grid, the game path updating means may add a store currency of a preset value to the user account. When the target grid moved by the first virtual character is a class F grid, the updating device of the game path may display some game items and store money required to obtain the game items, and the user may consume the store money to obtain the required game items.
S103, determining whether the target grid is a termination grid in the game path; if not, continuing to detect the moving instruction; if yes, determining a game path updating rule according to the game reward acquired by the first virtual character moving in the game path, updating the game path based on the game path updating rule, and continuously detecting a moving instruction after updating.
Wherein the termination grid may be a grid determined in advance in the game path. It will be appreciated that in practice, the termination grid and the start-stop grid may be the same grid or different grids. Illustratively, the termination grid and the start-stop grid may be different grids, as shown in FIG. 2.
Optionally, in the embodiment of the present application, the game path update rule may be determined according to the game award obtained by moving the first virtual character in the game path as follows: determining whether the game reward acquired by the first virtual character moving in the game path reaches a first preset value; under the condition that the game does not reach the first preset value, determining that the game path updating rule is as follows: updating the type of the grid in the game path; and under the condition that the first preset value is determined to be reached, determining that the game path updating rule is as follows: and updating the path grade of the game path, and updating the type of the grid in the updated game path.
Wherein the first preset value may be a predetermined value.
Illustratively, the first preset value may be a game score determined in advance. The game path updating means may determine the accumulated game credits acquired when the first virtual character moves in the game path when it is determined that the target grid is the termination grid, and determine whether the accumulated game credits acquired have reached a first preset value. If the grid type is determined to be not reached to the first preset value, the grid type can be reset on the current game path, and if the grid type is determined to be reached to the first preset value, a game path with a higher path grade can be obtained, and the grid type can be reset on the game path.
Since the grid types in the embodiment of the present application are randomly assigned, in order to avoid that the first virtual character always repeatedly runs a circle in the game path when the first virtual character cannot move to the grid triggering the generation of the game credits during the game, in the embodiment of the present application, a function triggering the generation of the game credits may be added to the termination grid. Therefore, a player can obtain certain game credits after walking a circle of game path, and the times of the player race can be reduced, so that the user experience of the player is improved.
It can be seen that, in the embodiment of the present application, not only the grid type in the game path may be updated, but also the game path may be updated. Thus, the influence of restarting on the same game path for many times on the game interest can be further reduced, and the game experience of the player can be improved.
Optionally, updating the game path based on the game path update rule may include: determining at least one grid type from the candidate grid types according to a first preset rule and the path grade of the current game path, and determining the number of each grid type and the position of each grid in the current game path; the game path is updated based on the current game path, the at least one grid type, the number of each grid type, and the location of each grid in the current game path.
Wherein different path levels may correspond to different numbers of grids and/or candidate grid types. For example, the number of grids of a path level of a higher order may be greater than the number of grids of a path level of a lower order, and the type of candidate grid type of a path level of a higher order may be more than the type of candidate grid type of a path level of a lower order. For example, the candidate raster types of the primary path level may include an E-type raster, a B-type raster, and an a-type raster, the candidate raster types of the secondary path level may include an E-type raster, a B-type raster, an a-type raster, and a C-type raster, and the candidate raster types of the tertiary path level may include an E-type raster, a B-type raster, an a-type raster, a C-type raster, and a D-type raster.
The first preset rule may be a rule determined in advance. For example, the first preset rule may be that N kinds of grids are randomly selected from candidate grid types corresponding to the path level of the current game path, the number of each grid in the N kinds of grids is randomly determined according to the total number M corresponding to the path level of the current game path, and the positions of the M grids in the game path are randomly allocated. N and M may be predetermined positive integers, and N and M may have different values for different path levels.
It can be seen that, when the game path is updated, the embodiment of the application can update the types of the grids and randomly allocate the positions of various grids in the game path. Therefore, the interest of the game can be further increased, and the game experience of the player can be improved.
Optionally, before determining whether the game award acquired by the movement of the first virtual character in the game path reaches the first preset value, the method for updating the game path provided by the embodiment of the application may further include: determining whether the game reward acquired by the first virtual character moving in the game path reaches a second preset value; if the game award does not reach the second preset value, determining whether the game award acquired by the first virtual character moving in the game path reaches the first preset value; and if the second preset value is determined to be reached, switching the first scene map in the game interface into a fourth scene map, and generating a game path in the fourth scene map according to a first preset rule.
Wherein the second preset value may be a value determined in advance to be greater than the first preset value.
The first scene map and the fourth scene map in the embodiment of the present application may be two different maps. For example, there may be two maps of different cities or different areas of the same city. The game path may be generated in the fourth scene map in a manner similar to that of the first scene map, and the game path may be updated according to the acquired game award during the game, starting from the game path of a low path level, and may be switched to another map when the acquired game award reaches a certain value.
It can be seen that, in the embodiment of the application, not only the game path but also the scene map can be updated. Thus, the influence of restarting on the same game path for many times on the game interest can be further reduced, and the game experience of the player can be improved.
In the method for updating the game path provided by the embodiment of the application, a first scene map including a first virtual character and the game path may be provided to a player, and the player may move the first virtual character in the game path by triggering a movement instruction. Wherein, the game path can be formed by connecting different types of grids, and different types of grids can trigger different types of game awards. In the game process, if the first virtual character is determined to move to the target grid, the game reward corresponding to the target grid can be triggered, and when the first virtual character moves to the termination grid, the game path can be updated according to the game reward obtained by the first virtual character moving in the game path. It can be seen that, in the embodiment of the present application, when the first virtual character finishes one circle of the game path, the game path may be updated according to the game reward acquired by the movement of the first virtual character, and then, when the first virtual character starts from the starting point again and moves in the updated game path, a game reward different from the previous circle of the game path may be acquired, thereby bringing different game experiences. In summary, the grid for triggering different game rewards is arranged in the game path, and the game path can be updated, so that the problem of single generation mode of the game path can be solved, the influence of the player who starts again on the same game path for many times on the game interest can be reduced, and the game experience of the player can be improved.
In summary, as shown in fig. 3, S102 in fig. 1 may be replaced by S1021 to S1024:
and S1021, in the case that the movement instruction is detected, determining a target grid of the first virtual character in the game path based on the movement instruction.
And S1022, if the game reward triggered by the target grid is a virtual match task, displaying a starting control of the virtual match task in the first scene map.
And S1023, acquiring virtual match-up data generated by the first virtual character and a second virtual character corresponding to the virtual match-up task under the condition that a selection instruction of the starting control is detected.
And S1024, determining the winner of the virtual match task according to the virtual match data, and updating the game reward generated by the virtual match task to the user account under the condition that the first virtual character is determined to be the winner.
Optionally, as shown in fig. 4, S102 in fig. 1 may be replaced with S1025-S1028:
s1025, in the case that the movement instruction is detected, determining the target grid of the first virtual character in the game path based on the movement instruction.
And S1026, if the game reward triggered by the target grid is an interactive task, displaying a candidate account list in the first scene map.
S1027, when a selection instruction of a target account in the candidate account list is detected, switching a first scene map in the game interface to a second scene map.
S1028, obtaining the interaction grid selected from the game path moved by the third virtual character, and adjusting the game reward triggered by the interaction grid based on the game reward or game penalty generated by the interaction task.
Optionally, as shown in fig. 5, an embodiment of the present application further provides an update method of a game path, including S501-S507:
and S501, under the condition that a switching instruction is detected, switching a third scene map in the game interface to a first scene map.
S502, detecting a movement instruction, determining a target grid of the first virtual character in the game path based on the movement instruction under the condition that the movement instruction is detected, and acquiring a game reward triggered by the target grid.
S503, judging whether the target grid is a termination grid in the game path.
If the target grid is determined to be the termination grid in the game path, executing step S504; if the target grid is determined not to be the termination grid in the game path, the process returns to step S502.
S504, whether the game reward obtained by the first virtual character moving in the game path reaches a first preset value is judged.
If the first preset value is determined to be reached, executing step S505; if it is determined that the first preset value is not reached, step S506 is executed.
And S505, updating the path grade of the game path.
After step S505, step S506 is executed.
S506, determining at least one grid type from the candidate grid types according to the first preset rule and the path grade of the current game path, and determining the number of each grid type and the position of each grid in the current game path.
S507, updating the game path based on the current game path, at least one grid type, the number of each grid type and the position of each grid in the current game path.
After step S507, execution returns to step S502.
As shown in fig. 6, an embodiment of the present application further provides an apparatus for updating a game path, where the apparatus may include: a loading module 11 and a processing module 21.
Wherein, the loading module 11 executes S101 in the above method embodiment, and the processing module 21 executes S102 and S103 in the above method embodiment.
Specifically, the loading module 11 is configured to load a first scene map in the game interface; the first scene map comprises a first virtual character and a game path corresponding to the user account; the game path is formed by connecting different types of grids, the different types of grids are used for triggering different types of game rewards, and the first virtual character moves on the game path according to the movement instruction;
the processing module 21 is used for determining a target grid of the first virtual character in the game path based on the movement instruction under the condition that the movement instruction is detected, and acquiring a game reward triggered by the target grid;
the processing module 21 is further configured to determine whether the target grid is a termination grid in the game path; if not, continuing to detect the moving instruction; if yes, determining a game path updating rule according to the game reward acquired by the first virtual character moving in the game path, updating the game path based on the game path updating rule, and continuously detecting a moving instruction after updating.
Optionally, in a possible design, the processing module 21 is specifically configured to:
determining whether the game reward acquired by the first virtual character moving in the game path reaches a first preset value;
and under the condition that the first preset value is not reached, determining that the game path updating rule is as follows: updating the types of the grids in the game path;
and under the condition that the first preset value is determined to be reached, determining that the game path updating rule is as follows: and updating the path grade of the game path, and updating the type of the grid in the updated game path.
Optionally, in another possible design manner, the processing module 21 is further specifically configured to:
determining at least one grid type from the candidate grid types according to a first preset rule and the path grade of the current game path, and determining the number of each grid type and the position of each grid in the current game path; different path grades correspond to different grid numbers and/or candidate grid types;
the game path is updated based on the current game path, the at least one grid type, the number of each grid type, and the location of each grid in the current game path.
Optionally, in another possible design, the game award includes at least one of game credits, game props and game tasks, and the processing module 21 is further specifically configured to:
under the condition that the game reward triggered by the target grid is game credits and/or game props, updating the game credits and/or game props triggered by the target grid to the user account;
and executing the game task according to the game operation data of the user account under the condition that the game reward triggered by the target grid is the game task.
Optionally, in another possible design manner, the game task is a virtual battle task, and the processing module 21 is further specifically configured to:
displaying a starting control of the virtual battle task in a first scene map;
under the condition that a selection instruction of a starting control is detected, virtual combat data of a first virtual character and a second virtual character corresponding to the virtual combat task are obtained;
and determining the winner of the virtual match mission according to the virtual match data, and updating the game reward generated by the virtual match mission to the user account under the condition that the first virtual character is determined to be the winner.
Optionally, in another possible design manner, the game task is an interactive task, and the processing module 21 is further specifically configured to:
displaying a candidate account list in a first scene map;
under the condition that a selection instruction of a target account in the candidate account list is detected, switching a first scene map in the game interface into a second scene map; the second scene map comprises a third virtual character corresponding to the target account and a game path for the movement of the third virtual character;
an interaction grid selected from the game path moved by the third virtual character is obtained, and the game award triggered by the interaction grid is adjusted based on the game award or game penalty generated by the interaction task.
Optionally, in another possible design, the loading module 11 is specifically configured to:
under the condition that a switching instruction is detected, switching a third scene map in the game interface into a first scene map; the third scene map comprises virtual buildings corresponding to the user account, and the game rewards acquired by the first virtual character moving in the game path are used for carrying out function upgrade on the virtual buildings.
Optionally, the game path updating device may further include a storage module, where the storage module is configured to store a program code of the game path updating device, and the like.
Optionally, in another possible design, before determining whether the game award obtained by the first virtual character moving in the game path reaches the first preset value, the processing module 21 is further configured to:
determining whether the game reward acquired by the first virtual character moving in the game path reaches a second preset value; the second preset value is larger than the first preset value; if the game award does not reach the second preset value, determining whether the game award acquired by the first virtual character moving in the game path reaches the first preset value; and if the second preset value is determined to be reached, switching the first scene map in the game interface into a fourth scene map, and generating a game path in the fourth scene map according to a first preset rule.
As shown in fig. 7, the embodiment of the present application further provides an updating apparatus for game path, which includes a memory 41, a processor 42(42-1 and 42-2), a bus 43, and a communication interface 44; the memory 41 is used for storing computer execution instructions, and the processor 42 is connected with the memory 41 through a bus 43; when the update device of the game path is operating, the processor 42 executes computer-executable instructions stored in the memory 41 to cause the update device of the game path to perform the update method of the game path as provided in the above-described embodiments.
In particular implementations, processor 42 may include one or more Central Processing Units (CPUs), such as CPU0 and CPU1 shown in FIG. 7, as one embodiment. And as an example, the update device of the game path may include a plurality of processors 42, such as processor 42-1 and processor 42-2 shown in fig. 7. Each of the processors 42 may be a single-core processor (single-CPU) or a multi-core processor (multi-CPU). Processor 42 may refer herein to one or more devices, circuits, and/or processing cores that process data (e.g., computer program instructions).
The memory 41 may be, but is not limited to, a read-only memory 41 (ROM) or other type of static storage device that can store static information and instructions, a Random Access Memory (RAM) or other type of dynamic storage device that can store information and instructions, an electrically erasable programmable read-only memory (EEPROM), a compact disc read-only memory (CD-ROM) or other optical disc storage, optical disc storage (including compact disc, laser disc, optical disc, digital versatile disc, blu-ray disc, etc.), magnetic disk storage media or other magnetic storage devices, or any other medium that can be used to carry or store desired program code in the form of instructions or data structures and that can be accessed by a computer. The memory 41 may be self-contained and coupled to the processor 42 via a bus 43. The memory 41 may also be integrated with the processor 42.
In a specific implementation, the memory 41 is used for storing data in the present application and computer-executable instructions corresponding to software programs for executing the present application. The processor 42 may update various functions of the device by running or executing software programs stored in the memory 41 and invoking data stored in the memory 41.
The communication interface 44 may be any device, such as a transceiver, for communicating with other devices or communication networks, such as a control system, a Radio Access Network (RAN), a Wireless Local Area Network (WLAN), etc. The communication interface 44 may include a receiving unit implementing a receiving function and a transmitting unit implementing a transmitting function.
The bus 43 may be an Industry Standard Architecture (ISA) bus, a Peripheral Component Interconnect (PCI) bus, an Extended ISA (EISA) bus, or the like. The bus 43 may be divided into an address bus, a data bus, a control bus, etc. For ease of illustration, only one thick line is shown in FIG. 7, but this is not intended to represent only one bus or type of bus.
As an example, in connection with FIG. 6, the processing module in the update apparatus of the game path implements the same functionality as the processor in FIG. 7. When the game path updating means includes the memory module, the memory module performs the same function as the memory of fig. 7.
For the explanation of the related content in this embodiment, reference may be made to the above method embodiment, which is not described herein again.
Through the description of the above embodiments, it is clear to those skilled in the art that, for convenience and simplicity of description, the foregoing division of the functional modules is merely used as an example, and in practical applications, the above functions may be distributed by different functional modules according to needs, that is, the internal structure of the device may be divided into different functional modules to complete all or part of the above described functions. For the specific working processes of the system, the device and the unit described above, reference may be made to the corresponding processes in the foregoing method embodiments, and details are not described here again.
The embodiment of the present application further provides a computer-readable storage medium, in which instructions are stored, and when the computer executes the instructions, the computer is enabled to execute the method for updating the game path provided by the above embodiment.
The computer readable storage medium may be, for example, but not limited to, an electronic, magnetic, optical, electromagnetic, infrared, or semiconductor system, apparatus, or device, or any combination of the foregoing. More specific examples (a non-exhaustive list) of the computer readable storage medium would include the following: an electrical connection having one or more wires, a portable computer diskette, a hard disk, a RAM, a ROM, an erasable programmable read-only memory (EPROM), a register, a hard disk, an optical fiber, a CD-ROM, an optical storage device, a magnetic storage device, any suitable combination of the foregoing, or any other form of computer-readable storage medium known in the art. An exemplary storage medium is coupled to the processor such the processor can read information from, and write information to, the storage medium. Of course, the storage medium may also be integral to the processor. The processor and the storage medium may reside in an Application Specific Integrated Circuit (ASIC). In embodiments of the present application, a computer readable storage medium may be any tangible medium that can contain, or store a program for use by or in connection with an instruction execution system, apparatus, or device.
The above description is only an embodiment of the present application, but the scope of the present application is not limited thereto, and any changes or substitutions within the technical scope disclosed in the present application should be covered within 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 (11)

1. A method for updating a game path, comprising:
loading a first scene map in a game interface; the first scene map comprises a first virtual character and a game path corresponding to a user account; the game path is formed by connecting grids of different types, the grids of different types are used for triggering game rewards of different types, and the first virtual character moves on the game path according to the movement instruction;
under the condition that the movement instruction is detected, determining a target grid of the first virtual character in the game path based on the movement instruction, and acquiring a game reward triggered by the target grid;
determining whether the target grid is a termination grid in the game path; if not, continuing to detect the moving instruction; if yes, determining a game path updating rule according to the game rewards acquired by the first virtual character moving in the game path, updating the game path based on the game path updating rule, and continuously detecting the moving instruction after updating.
2. The method of claim 1, wherein determining game path update rules based on the game award received when the first virtual character moves within the game path comprises:
determining whether the game reward acquired by the first virtual character moving in the game path reaches a first preset value;
under the condition that the first preset value is determined not to be reached, determining that the game path updating rule is as follows: updating the types of the grids in the game path;
under the condition that the first preset value is determined to be reached, determining that the game path updating rule is as follows: and updating the path grade of the game path, and updating the type of the grid in the updated game path.
3. The method of claim 2, wherein the updating the game path based on the game path update rule comprises:
determining at least one grid type from the candidate grid types according to a first preset rule and the path grade of the current game path, and determining the number of each grid type and the position of each grid in the current game path; different path grades correspond to different grid numbers and/or the candidate grid types;
updating the game path based on the current game path, the at least one grid type, the number of each grid type, and the position of each grid in the current game path.
4. The method of claim 1, wherein the game award includes at least one of game credits, game items and game tasks, and wherein obtaining the goal grid triggered game award includes:
updating the game credits and/or game items triggered by the target grid to the user account if the game award triggered by the target grid is the game credits and/or game items;
and executing the game task according to the game operation data of the user account under the condition that the game reward triggered by the target grid is the game task.
5. The method of claim 4, wherein the game task is a virtual battle task, and wherein executing the game task according to the game operation data of the user account comprises:
displaying a starting control of the virtual battle task in the first scene map;
under the condition that a selection instruction of the starting control is detected, virtual match data of the first virtual character and a second virtual character corresponding to the virtual match task are obtained;
and determining the winner of the virtual match task according to the virtual match data, and updating the game reward generated by the virtual match task to the user account under the condition that the first virtual character is determined to be the winner.
6. The method of claim 4, wherein the game task is an interactive task, and wherein executing the game task according to the game operation data of the user account comprises:
displaying a candidate account list in the first scene map;
under the condition that a selection instruction of a target account in the candidate account list is detected, switching the first scene map in the game interface into a second scene map; the second scene map comprises a third virtual character corresponding to the target account and a game path for the movement of the third virtual character;
and acquiring an interaction grid selected from a game path moved by the third virtual character, and adjusting the game reward triggered by the interaction grid based on the game reward or game penalty generated by the interaction task.
7. The method of any one of claims 1-6, wherein loading the first scene map in the game interface comprises:
under the condition that a switching instruction is detected, switching a third scene map in the game interface into the first scene map; the third scene map comprises a virtual building corresponding to the user account, and the game reward acquired by the first virtual character moving in the game path is used for performing function upgrade on the virtual building.
8. The method of claim 2, wherein prior to determining whether the game award achieved by the first virtual character moving in the game path reaches a first predetermined value, the method further comprises:
determining whether the game reward acquired by the first virtual character moving in the game path reaches a second preset value; the second preset value is larger than the first preset value;
if the second preset value is determined not to be reached, determining whether the game reward acquired by the first virtual character moving in the game path reaches the first preset value or not;
and if the second preset value is determined to be reached, switching the first scene map in the game interface into a fourth scene map, and generating a game path in the fourth scene map according to a first preset rule.
9. An apparatus for updating a game path, comprising:
the loading module is used for loading a first scene map in the game interface; the first scene map comprises a first virtual character and a game path corresponding to a user account; the game path is formed by connecting grids of different types, the grids of different types are used for triggering game rewards of different types, and the first virtual character moves on the game path according to the movement instruction;
the processing module is used for determining a target grid of the first virtual character in the game path based on the movement instruction and acquiring a game reward triggered by the target grid under the condition that the movement instruction is detected;
the processing module is further configured to determine whether the target grid is a termination grid in the game path; if not, continuing to detect the movement instruction; if yes, determining a game path updating rule according to the game reward acquired by the first virtual character moving in the game path, updating the game path based on the game path updating rule, and continuously detecting the moving instruction after updating.
10. An updating device of a game path is characterized by comprising a memory, a processor, a bus and a communication interface; the memory is used for storing computer execution instructions, and the processor is connected with the memory through the bus;
when the update device of the game path is running, the processor executes the computer-executable instructions stored by the memory to cause the update device of the game path to perform the update method of the game path according to any one of claims 1 to 8.
11. A computer-readable storage medium having stored therein instructions, which when executed by a computer, cause the computer to execute the method for updating a game path according to any one of claims 1 to 8.
CN202210429708.3A 2022-04-22 2022-04-22 Game path updating method, device, equipment and storage medium Pending CN114768256A (en)

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