CN116036590A - Information processing method and device in game, electronic equipment and storage medium - Google Patents

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

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Publication number
CN116036590A
CN116036590A CN202310015063.3A CN202310015063A CN116036590A CN 116036590 A CN116036590 A CN 116036590A CN 202310015063 A CN202310015063 A CN 202310015063A CN 116036590 A CN116036590 A CN 116036590A
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Prior art keywords
target
virtual character
performance score
target virtual
virtual
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Chinese (zh)
Inventor
孙琦
刘勇成
胡志鹏
袁思思
程龙
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Netease Hangzhou Network Co Ltd
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Netease Hangzhou Network Co Ltd
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Priority to CN202310015063.3A priority Critical patent/CN116036590A/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
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/537Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
    • A63F13/5372Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for tagging characters, objects or locations in the game scene, e.g. displaying a circle under the character controlled by the player
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/58Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/822Strategy 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
    • A63F2300/30Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device
    • A63F2300/303Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device for displaying additional data, e.g. simulating a Head Up Display
    • A63F2300/306Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device for displaying additional data, e.g. simulating a Head Up Display for displaying a marker associated to an object or location in the game field
    • 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
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/65Methods for processing data by generating or executing the game program for computing the condition of a game character
    • 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)
  • Physics & Mathematics (AREA)
  • Optics & Photonics (AREA)
  • Theoretical Computer Science (AREA)
  • Human Computer Interaction (AREA)
  • Processing Or Creating Images (AREA)

Abstract

The application provides an information processing method, an information processing device, electronic equipment and a storage medium in a game. The method comprises the following steps: obtaining game information of virtual roles in a game; determining the corresponding performance score of the virtual character according to the game information; setting a mark for the first target virtual character in response to the presence of at least one first target virtual character within the target time range having a corresponding performance score greater than or equal to the target performance score; wherein the marker is used for indicating the position information of the first target virtual character; and/or, in response to the presence of at least one first target virtual character within the target time range having a performance score greater than or equal to the target performance score, obtaining an attribute value of at least one second target virtual character, and increasing the attribute value of the second target virtual character to a preset attribute value; wherein the second target virtual character is any virtual character other than the first target virtual character.

Description

Information processing method and device in game, electronic equipment and storage medium
Technical Field
The present disclosure relates to the field of computer technologies, and in particular, to an information processing method and apparatus in a game, an electronic device, and a storage medium.
Background
In the related art, when the game data lead other users to a certain extent, the game data difference between the users is too large, so that the lead users cannot be effectively limited or the other users cannot be effectively regulated, and further the problems of lower game balance and poor user experience are caused.
Disclosure of Invention
In view of the foregoing, an object of the present application is to provide an information processing method, apparatus, electronic device, and storage medium in a game.
In view of the above object, in a first aspect, the present application provides an information processing method in a game, including:
obtaining game information of virtual roles in a game;
determining the corresponding performance score of the virtual character according to the game information;
determining whether a performance score corresponding to at least one first target virtual character is greater than or equal to a target performance score within a target time range;
setting a mark for at least one first target virtual character in response to the presence of a corresponding performance score of the first target virtual character in a target time range being greater than or equal to a target performance score; wherein the marker is used for indicating position information of the first target virtual character;
And/or
Responding to the fact that the corresponding performance score of at least one first target virtual role exists in the target time range and is larger than or equal to the target performance score, acquiring the attribute value of at least one second target virtual role, and increasing the attribute value of the second target virtual role to a preset attribute value; wherein the second target virtual character is any virtual character other than the first target virtual character.
In a second aspect, the present application provides an information processing apparatus in a game, comprising:
the acquisition module is configured to acquire game information of the virtual roles in the game;
a first determining module configured to determine a performance score corresponding to the virtual character according to the game information;
a second determining module configured to determine whether there is at least one first target virtual character corresponding to a performance score greater than or equal to a target performance score within a target time range;
an adjustment module configured to set a flag for all of the first target virtual characters in response to a presence of at least one first target virtual character within a target time range having a corresponding performance score greater than or equal to a target performance score; wherein the marker is used for indicating position information of the first target virtual character;
And/or
Responding to the fact that the corresponding performance score of at least one first target virtual role exists in the target time range and is larger than or equal to the target performance score, acquiring attribute values of at least one second target virtual role, and increasing the attribute values of all the second target virtual roles to preset attribute values; wherein the second target virtual character is any virtual character other than the first target virtual character.
In a third aspect, the present application provides an electronic device comprising a memory, a processor and a computer program stored on the memory and executable on the processor, the processor implementing the method of information processing in a game as described in the first aspect when executing the program.
In a fourth aspect, the present application provides a non-transitory computer-readable storage medium storing computer instructions for causing a computer to execute the information processing method in a game as described in the first aspect.
From the above, it can be seen that the information processing method, apparatus, electronic device and storage medium in a game provided by the present application acquire game information of virtual roles in a game, further determine, according to the game information, a performance score corresponding to the virtual roles, and further determine whether at least one performance score corresponding to a first target virtual role exists in a target time range and is greater than or equal to a target performance score, so as to determine whether at least one user exists in a leading position; still further, when it is determined that the performance score corresponding to the at least one first target virtual character exists in the target time range is greater than or equal to the target performance score, a flag may be set for the first target virtual character, and since the flag may be used to indicate the position information of the first target virtual character, other users may be enabled to obtain the accurate position of the user in the leading position according to the obtained position information of the first target virtual character in the leading position, and avoidance or team formation may be performed against the user. When it is determined that the performance score corresponding to at least one first target virtual character exists in the target time range is greater than or equal to the target performance score, the attribute value of any one virtual character except the first target virtual character can be obtained, the virtual character is determined to be a second target virtual character, and the attribute value of the second target virtual character is increased and adjusted, so that the countermeasure among users is balanced, and the experience of the users is improved.
Drawings
In order to more clearly illustrate the technical solutions of the present application or related art, the drawings that are required to be used in the description of the embodiments or related art will be briefly described below, and it is apparent that the drawings in the following description are only embodiments of the present application, and other drawings may be obtained according to these drawings without inventive effort to those of ordinary skill in the art.
Fig. 1 is a schematic flow chart of an information processing method in a game according to an embodiment of the present application.
Fig. 2 shows an exemplary schematic diagram of a marker in an embodiment according to the application.
Fig. 3 is a schematic diagram showing an exemplary configuration of an information processing apparatus in a game provided in an embodiment of the present application.
Fig. 4 shows an exemplary structural schematic diagram of an electronic device according to an embodiment of the present application.
Detailed Description
For the purposes of making the objects, technical solutions and advantages of the present application more apparent, the present application will be further described in detail below with reference to the accompanying drawings.
It should be noted that unless otherwise defined, technical or scientific terms used in the embodiments of the present application should be given the ordinary meaning as understood by one of ordinary skill in the art to which the present application belongs. The terms "first," "second," and the like, as used in embodiments of the present application, do not denote any order, quantity, or importance, but rather are used to distinguish one element from another. The word "comprising" or "comprises", and the like, means that elements or items preceding the word are included in the element or item listed after the word and equivalents thereof, but does not exclude other elements or items. The terms "connected" or "connected," and the like, are not limited to physical or mechanical connections, but may include electrical connections, whether direct or indirect. "upper", "lower", "left", "right", etc. are used merely to indicate relative positional relationships, which may also be changed when the absolute position of the object to be described is changed.
As described in the background section, in the related art, in, for example, a multi-player competitive game, users who have a high number of wins often have a certain degree of advantage of game data (such as experience and equipment) over other users, and thus are more likely to win other users when fighting, resulting in a poor game experience for other users.
Through researches of the inventor, in the related art, users in the leading position can be defeated to obtain rewards to a certain extent, but when the game data corresponding to the users in the leading position and the game data corresponding to other users are different to a certain extent, the other users cannot limit the users in the leading position, so that the difference between the users is larger and larger like a snowball, and the problems of reduced game balance and poor user experience are caused.
As such, the information processing method, the device, the electronic equipment and the storage medium in the game provided by the application acquire game information of the virtual roles in the game, further determine the performance score corresponding to the virtual roles according to the game information, and further determine whether the performance score corresponding to at least one first target virtual role is greater than or equal to the target performance score in the target time range, thereby determining whether at least one user is in the leading position; still further, when it is determined that the performance score corresponding to the at least one first target virtual character exists in the target time range is greater than or equal to the target performance score, a flag may be set for the first target virtual character, and since the flag may be used to indicate the position information of the first target virtual character, other users may be enabled to obtain the accurate position of the user in the leading position according to the obtained position information of the first target virtual character in the leading position, and avoidance or team formation may be performed against the user. When it is determined that the performance score corresponding to at least one first target virtual character exists in the target time range is greater than or equal to the target performance score, the attribute value of any one virtual character except the first target virtual character can be obtained, the virtual character is determined to be a second target virtual character, and the attribute value of the second target virtual character is increased and adjusted, so that the countermeasure among users is balanced, and the experience of the users is improved.
The information processing method in the game provided by the embodiment of the present application is specifically described below by way of specific embodiments.
Fig. 1 is a schematic flow chart of an information processing method in a game according to an embodiment of the present application.
Referring to fig. 1, the method for processing information in a game provided in the embodiment of the present application specifically includes the following steps:
s102: and obtaining game information of the virtual roles in the game.
S104: and determining the performance score corresponding to the virtual character according to the game information.
S106: and determining whether the performance score corresponding to the at least one first target virtual character is greater than or equal to the target performance score in the target time range.
S108: setting a mark for at least one first target virtual character in response to the presence of a corresponding performance score of the first target virtual character in a target time range being greater than or equal to a target performance score; wherein the marker is used for indicating position information of the first target virtual character;
and/or
Responding to the fact that the corresponding performance score of at least one first target virtual role exists in the target time range and is larger than or equal to the target performance score, acquiring the attribute value of at least one second target virtual role, and increasing the attribute value of the second target virtual role to a preset attribute value; wherein the second target virtual character is any virtual character other than the first target virtual character.
In some embodiments, in order to determine users in the leading position in the game play in time, game information of the virtual character corresponding to each user in the game play may be obtained in real time according to a preset sampling interval time. For example, game information of a game character operated by each player in a game is acquired every 1 minute.
Further, a performance score corresponding to each virtual character may be determined by at least some of the indicators in the game information, and the user at the leading position may be determined based on the performance score. The performance score can be used for indicating the score or the combat index of the corresponding virtual character in the game, the performance score can reflect the ranking of the corresponding virtual character in the game in real time, the ranking influences the game awards obtained by the virtual character when the game awards are settled, the higher the performance score is, the higher the ranking of the corresponding virtual character in the game awards are, and the higher the game awards obtained by the virtual character when the game awards are settled are determined. For example, the higher the point, the higher the ranking of the virtual characters, and the corresponding game rewards of the virtual characters can be determined according to the ranking, for example, the score of the game is highest, namely, the virtual characters with the highest points are ranked the highest, and the game rewards obtained in the process of game reward settlement are the highest; or when the expression score is the battle index, for example, the higher the battle index is, the higher the ranking of the virtual characters is, the corresponding game rewards of the virtual characters can be determined according to the ranking, for example, the expression score is the highest, namely, the ranking of the virtual characters with the highest battle index is the highest, and the game rewards obtained in the game reward settlement are the highest.
In some embodiments, the game information may include a number of winnings and a number of defeats, and the performance score may include a first performance score. And determining the corresponding defeat times and defeat times of each virtual character in the preset sampling interval time according to the game information, and determining whether the virtual character with the defeat times larger than a first threshold value and the defeat times smaller than or equal to a second threshold value exists. Specifically, in a game, the antagonism between the virtual characters generates game information, and each virtual character retains the number of times it has defeated the other virtual character and the number of times it has defeated by the other virtual character. When a number of defeats is greater than a first threshold (e.g., 2) and a number of defeats is less than or equal to a second threshold (e.g., 1) for a period of time (e.g., a preset sampling interval time), i.e., the number of defeats exceeds 2 and is not defeated, the performance score of the virtual character may be determined to be a first performance score. It will be appreciated that when the number of defeats corresponding to the virtual character is greater than the number of defeats, the greater the difference between the number of defeats and the number of defeats, the higher the performance score corresponding to the virtual character.
Still further, when it is determined that there is at least one virtual character having a performance score greater than or equal to the target performance score within the target time range, the virtual character may be determined as the first target virtual character, that is, the virtual character in the leading position. Specifically, the target performance score may be less than the first performance score, e.g., the target performance score may be 10 points and the first performance score may be 11 points. That is, once there is one virtual character that has been defeated more than 2 times and has not been defeated, the virtual character is determined as the first performance score, and at the same time, the virtual character is also determined as the first target virtual character (i.e., the virtual character that is in the leading position).
In some embodiments, the game information may include a number of resources and the performance score may include a second performance score. The number of resources corresponding to all the virtual characters can be determined according to the game information, and the average number of resources corresponding to each virtual character is determined according to the number of resources corresponding to all the virtual characters and the number of virtual characters, for example, the total number of resources is 100, the number of virtual characters is 10, and the average number of resources corresponding to each virtual character is 10.
Further, when it is determined that there is a virtual character having a number of resources greater than the average number of resources and a number of resources at least a target multiple of the average number of resources, the performance score of the virtual character may be determined as the second performance score. For example, the target multiple may be 1.5 times, and if the number of resources owned by one virtual character is 20, the number of resources owned by that virtual character is not only greater than 10 times the average number of resources, but also 2 times the average number of resources, and the performance score of that virtual character may be determined as the second performance score. Specifically, the target performance score may be less than the second performance score, e.g., the target performance score may be 10 points and the second performance score may be 12 points. Since the second performance score is greater than the target performance score, the virtual character may be determined to be the first target virtual character, i.e., the virtual character in the leading position.
In some embodiments, the game information may include dynamic system scores and the performance score may include a third performance score. Determining a dynamic system score of each virtual character in a preset sampling interval time according to game information, wherein the preset sampling interval time can be 3 minutes, for example, determining the dynamic system score by referring to game parameters such as the grade, equipment grade, continuous defeat times, duration of non-defeat and the like of the virtual character, for example, the higher the grade of the virtual character is, the higher the corresponding dynamic system score is; the higher the equipment level of the virtual character, the higher the corresponding dynamic system score; the more the number of successive wins of the virtual character, the higher the corresponding dynamic system score; the longer the duration of non-defeat of the avatar, the higher the corresponding dynamic system score. It will be appreciated that the higher the dynamic system score, the more the virtual character corresponding to it leads the virtual character whose dynamic system score is lower than that of the virtual character, and the greater the gap from other virtual characters whose dynamic system scores are lower than that of the virtual character. The dynamic system scores may be sorted in order from high to low to determine a scoring table, for example, the scoring table is sampled once every 1 minute, then 10 times are required to be sampled in a preset sampling interval time, in the first sampling, the dynamic system score corresponding to the virtual character a is 5 points, the dynamic system score corresponding to the virtual character B is 10 points, the dynamic system score corresponding to the virtual character C is 8 points, the dynamic system score corresponding to the virtual character D is 15 points, and the ranking order of the virtual characters A, B, C, D in the scoring table is DBCA, that is, the first three characters are the virtual character D, the virtual character B and the virtual character C respectively.
Further, the duration of time that the dynamic system score for each avatar is in the first three positions of the scoring table within the preset sampling interval time may be determined. For example, in the second sampling after 1 minute from the first sampling, the dynamic system score corresponding to the virtual character a is 8 points, the dynamic system score corresponding to the virtual character B is 5 points, the dynamic system score corresponding to the virtual character C is 15 points, and the dynamic system score corresponding to the virtual character D is 10 points, and the arrangement order of the virtual characters A, B, C, D in the scoring table is CDAB, that is, the first three characters are the virtual character C, the virtual character D, and the virtual character a, respectively. In the third sampling after 1 minute from the second sampling, the dynamic system score corresponding to the virtual character a is 15 points, the dynamic system score corresponding to the virtual character B is 8 points, the dynamic system score corresponding to the virtual character C is 10 points, and the dynamic system score corresponding to the virtual character D is 5 points, and the arrangement order of the virtual characters A, B, C, D in the scoring table is ACBD, that is, the first three characters are the virtual character a, the virtual character C and the virtual character B, respectively. That is, at this time, the duration of the three positions of the virtual character C in the front of the scoring table is 2 minutes, the duration of the three positions of the virtual character a in the front of the scoring table is 1 minute, the duration of the three positions of the virtual character D in the front of the scoring table is 1 minute, and the duration of the three positions of the virtual character B in the front of the scoring table is 0 minute.
Still further, the performance scores corresponding to the last three virtual characters may be determined as a third performance score, that is, the performance scores of virtual character C, virtual character a, and virtual character D are determined as a third performance score. Specifically, the target performance score may be less than the third performance score, for example, the target performance score may be 10 points and the second performance score may be 13 points. Since the third performance score is greater than the target performance score, the virtual character may be determined to be the first target virtual character, i.e., the virtual character in the leading position.
It will be appreciated that when one avatar meets at least any of the above embodiments, it may be determined as the first target avatar, i.e. the avatar in the leading position. That is, when the performance score of one virtual character is at least one of the first performance score, the second performance score, and the third performance score, the virtual character may be determined as the first target virtual character. It will be appreciated that when the performance score of one avatar is in different situations, the first performance score and the second performance score are obtained simultaneously, then that avatar may still be determined to be the first target avatar.
In some embodiments, in a game, a team situation may occur, that is, the virtual characters are teammates of each other, and there is a binding relationship. In one team, when at least one virtual character is determined to be the first target virtual character, other virtual characters with which a binding relationship exists may be determined to be the first target virtual character at the same time.
Fig. 2 shows an exemplary schematic diagram of a marker in an embodiment according to the application.
In some embodiments, when it is determined that the first target virtual character exists, in order to restrict the first target virtual character, game experiences of other users may be enhanced, and a flag may be set for all the first target virtual characters, wherein the flag is used to indicate location information of the first target virtual character. Referring to fig. 2, the mark may be an aperture centered on the first target virtual character for distinguishing the first target virtual character from other virtual characters.
Further, when a team situation exists, that is, teammates are formed among the virtual roles, and a binding relationship exists, whether a candidate virtual role bound with the first target virtual role exists or not can be determined, if so, the candidate virtual role, that is, teammates of the first target virtual role, is also determined to be the first target virtual role, and further, the virtual roles with the representation scores not exceeding the target representation scores can be marked, so that the virtual roles which are in teammate relationship with the first target virtual role are marked at the same time, and the severity of the game and the game balance are further improved.
In some embodiments, after the markers are set for all of the first target virtual roles, it may be determined whether the interaction range of any virtual roles at least partially overlaps with the marker range of the first target virtual roles, i.e., whether the remaining virtual roles are able to receive the markers of the first target virtual roles. Once the interaction range of the other virtual roles at least partially overlaps with the mark range of the first target virtual role, the other virtual roles can sense the first target virtual role, and at this time, the position information of the first target virtual role can be sent to the other virtual roles sensing the first target virtual role, so that the virtual roles can avoid the first target virtual role or resist the first target virtual role together with other virtual role teams.
It should be noted that, the marking range of the first target virtual character is larger than the interaction range of the first target virtual character, so that the first target virtual character is perceived by other virtual characters, and meanwhile, the other virtual characters are not perceived, so that the security of the other virtual characters is ensured.
In some embodiments, when game data, e.g., attribute values, of a first target avatar at a leading position are much higher than other avatars, it is difficult for the other avatars to defeat the first target avatar even if its position is marked. To further improve the balance of the game and the user experience, the attributes of other virtual characters may be enhanced.
Further, the target attribute values of the first target virtual roles may be obtained, the virtual roles with interaction ranges at least partially overlapping with the mark ranges are determined to be third target virtual roles, and the target number of the third target virtual roles, the attribute value of each third target virtual role, and the average attribute value of all third target virtual roles are determined. That is, the number of all the virtual characters subject to the marking range and the attribute value of each virtual character can be determined, and thus the average attribute value of the virtual characters can be determined.
Still further, the attribute value of each third target virtual character may be adjusted according to a ratio of a difference value of the target attribute value and the average attribute value of the first target virtual character to the target number. For example, for any one of the third target avatars, the adjusted attribute value may be represented as
Figure BDA0004039829660000091
Wherein L is i Represents the attribute value after adjustment, li represents the attribute value before adjustment, H represents the target attribute value of the first target virtual character, L Avg Representing the average attribute value of all third target avatars.
In some embodiments, after the first target virtual character is marked, any number of virtual characters in the virtual characters except the first target virtual character can be simultaneously adjusted to enhance the attribute value, and the virtual characters are used as second target virtual characters. The target attribute values of the first target virtual character and the attribute values of all the second target virtual characters can be obtained, and further, the adjustment proportion corresponding to each second target virtual character is determined according to the target attribute values and the attribute values of each second target virtual character. For example, if the target attribute value is 100, the attribute value of one second target virtual character is 10, and the attribute value of the other second target virtual character is 60, the adjustment ratio for the second target virtual character with the attribute value of 10 should be greater than the adjustment ratio for the second target virtual character with the attribute value of 60, so as to avoid the problem that a large gap still exists between the adjusted attribute values. For each second target virtual character, the attribute value of the second target virtual character can be increased to a preset attribute value according to the corresponding adjustment proportion, for example, the preset attribute value can be 90, which is equivalent to raising the attribute values of all the virtual characters to almost the same level, so that the game experience of each player is ensured.
In some embodiments, for a first target avatar, because it is in a leading position, an incentive award corresponding to the first target avatar may be set in order to motivate the consciousness of countermeasure by other avatars, and when at least one avatar defeats the first target avatar, the incentive award may be sent to that avatar, whether or not that avatar is also the first target avatar.
From the above, it can be seen that the information processing method, apparatus, electronic device and storage medium in a game provided by the present application acquire game information of virtual roles in a game, further determine, according to the game information, a performance score corresponding to the virtual roles, and further determine whether at least one performance score corresponding to a first target virtual role exists in a target time range and is greater than or equal to a target performance score, so as to determine whether at least one user exists in a leading position; still further, when it is determined that the performance score corresponding to the at least one first target virtual character exists in the target time range is greater than or equal to the target performance score, a flag may be set for the first target virtual character, and since the flag may be used to indicate the position information of the first target virtual character, other users may be enabled to obtain the accurate position of the user in the leading position according to the obtained position information of the first target virtual character in the leading position, and avoidance or team formation may be performed against the user. When it is determined that the performance score corresponding to at least one first target virtual character exists in the target time range is greater than or equal to the target performance score, the attribute value of any one virtual character except the first target virtual character can be obtained, the virtual character is determined to be a second target virtual character, and the attribute value of the second target virtual character is increased and adjusted, so that the countermeasure among users is balanced, and the experience of the users is improved.
It should be noted that, the method of the embodiments of the present application may be performed by a single device, for example, a computer or a server. The method of the embodiment can also be applied to a distributed scene, and is completed by mutually matching a plurality of devices. In the case of such a distributed scenario, one of the devices may perform only one or more steps of the methods of embodiments of the present application, and the devices may interact with each other to complete the methods.
It should be noted that some embodiments of the present application are described above. Other embodiments are within the scope of the following claims. In some cases, the actions or steps recited in the claims may be performed in a different order than in the embodiments described above and still achieve desirable results. In addition, the processes depicted in the accompanying figures do not necessarily require the particular order shown, or sequential order, to achieve desirable results. In some embodiments, multitasking and parallel processing are also possible or may be advantageous.
Fig. 3 is a schematic diagram showing an exemplary configuration of an information processing apparatus in a game provided in an embodiment of the present application.
Based on the same inventive concept, the application also provides an information processing device in the game, corresponding to the method of any embodiment.
Referring to fig. 3, the information processing apparatus in a game includes: the device comprises an acquisition module, a first determination module, a second determination module and an adjustment module; wherein, the liquid crystal display device comprises a liquid crystal display device,
the acquisition module is configured to acquire game information of the virtual roles in the game;
a first determining module configured to determine a performance score corresponding to the virtual character according to the game information;
a second determining module configured to determine whether there is at least one first target virtual character corresponding to a performance score greater than or equal to a target performance score within a target time range;
an adjustment module configured to set a flag for at least one first target virtual character in response to a presence of the first target virtual character within a target time range having a corresponding performance score greater than or equal to a target performance score; wherein the marker is used for indicating position information of the first target virtual character;
and/or
Responding to the fact that the corresponding performance score of at least one first target virtual role exists in the target time range and is larger than or equal to the target performance score, acquiring the attribute value of at least one second target virtual role, and increasing the attribute value of the second target virtual role to a preset attribute value; wherein the second target virtual character is any virtual character other than the first target virtual character.
In one possible implementation, the game information includes: number of defeats and number of defeats; the performance score includes: a first performance score;
the first determination module is further configured to:
determining the defeat times and the defeat times corresponding to the virtual character in the preset sampling interval time according to the game information;
determining whether there is a virtual character whose number of defeats is greater than the first threshold and whose number of defeats is less than or equal to the second threshold;
in response to the existence of a virtual character having the number of defeats greater than the first threshold and the number of defeats less than or equal to the second threshold, determining a performance score corresponding to the virtual character as a first performance score; wherein the first performance score is greater than or equal to the target performance score.
In one possible implementation, the game information includes: the number of resources; the performance score includes: a second performance score;
the first determination module is further configured to:
determining the number of resources corresponding to the virtual role according to the game information;
determining the average resource quantity corresponding to the virtual role according to the resource quantity corresponding to the virtual role and the virtual role quantity;
Determining whether there are virtual roles for which the number of resources is greater than the average number of resources and the number of resources is at least a target multiple of the average number of resources;
responsive to the presence of a virtual character having the number of resources greater than the average number of resources and the number of resources being at least a target multiple of the average number of resources, determining a performance score corresponding to the virtual character as a second performance score; wherein the second performance score is greater than or equal to the target performance score.
In one possible implementation, the game information includes: dynamic system scoring; the performance score includes: a third performance score;
the first determination module is further configured to:
determining dynamic system scores of the virtual roles in the preset sampling interval time according to the game information, and sequencing the dynamic system scores in order from high to low to determine a scoring table;
determining the duration time of the dynamic system score of the virtual character in the first three positions of the score table in the preset sampling interval time;
determining the performance scores corresponding to the virtual roles with the longest duration, the second longest duration and the third longest duration as third performance scores; wherein the third performance score is greater than or equal to the target performance score.
In one possible implementation, the adjustment module is further configured to:
determining whether a candidate virtual character bound with the first target virtual character exists or not in response to the presence of at least one first target virtual character in the target time range having a performance score greater than or equal to the target performance score;
in response to determining that there is a candidate virtual role bound to the first target virtual role, determining the candidate virtual role as the first target virtual role, and setting a flag for the first target virtual role.
In one possible implementation, the adjustment module is further configured to:
and in response to determining that the interaction range of any virtual character at least partially overlaps with the mark range centering on the first target virtual character, acquiring the position information of the first target virtual character according to the mark, and transmitting the position information to the virtual character.
In one possible implementation, the adjustment module is further configured to:
acquiring a target attribute value of the first target virtual character;
determining a target number of third target virtual roles, attribute values of the third target virtual roles and average attribute values of the third target virtual roles, wherein the interaction range and the mark range at least partially overlap;
And adjusting the attribute value of the third target virtual character according to the ratio of the difference between the target attribute value and the average attribute value to the target number.
In one possible implementation, the adjustment module is further configured to:
acquiring a target attribute value of the first target virtual character and an attribute value of a second target virtual character;
determining an adjustment proportion corresponding to the second target virtual role according to the target attribute value and the attribute value of the second target virtual role;
and increasing the attribute value of the second target virtual role to a preset attribute value according to the adjustment proportion.
In one possible implementation, the adjustment module is further configured to:
setting an incentive award corresponding to the first target virtual character;
the incentive award is sent to the virtual character in response to the existence of the virtual character defeating the first target virtual character.
For convenience of description, the above devices are described as being functionally divided into various modules, respectively. Of course, the functions of each module may be implemented in the same piece or pieces of software and/or hardware when implementing the present application.
The device of the foregoing embodiment is used to implement the corresponding method for processing information in a game in any of the foregoing embodiments, and has the beneficial effects of the corresponding method embodiment, which is not described herein.
Fig. 4 shows an exemplary structural schematic diagram of an electronic device according to an embodiment of the present application.
Based on the same inventive concept, the application also provides an electronic device corresponding to the method of any embodiment, which comprises a memory, a processor and a computer program stored on the memory and capable of running on the processor, wherein the processor realizes the information processing method in the game of any embodiment when executing the program. Fig. 4 shows a more specific hardware architecture of an electronic device according to this embodiment, where the device may include: processor 410, memory 420, input/output interface 430, communication interface 440, and bus 450. Wherein processor 410, memory 420, input/output interface 430, and communication interface 440 enable communication connections within the device between each other via bus 450.
The processor 410 may be implemented by a general-purpose CPU (Central Processing Unit ), a microprocessor, an application-specific integrated circuit (Application Specific Integrated Circuit, ASIC), or one or more integrated circuits, etc. for executing relevant programs to implement the technical solutions provided in the embodiments of the present disclosure.
The Memory 420 may be implemented in the form of ROM (Read Only Memory), RAM (Random Access Memory ), static storage device, dynamic storage device, or the like. Memory 420 may store an operating system and other application programs, and when the technical solutions provided by the embodiments of the present specification are implemented in software or firmware, the relevant program codes are stored in memory 420 and invoked for execution by processor 410.
The input/output interface 430 is used to connect with an input/output module to realize information input and output. The input/output module may be configured as a component in a device (not shown in the figure) or may be external to the device to provide corresponding functionality. Wherein the input devices may include a keyboard, mouse, touch screen, microphone, various types of sensors, etc., and the output devices may include a display, speaker, vibrator, indicator lights, etc.
The communication interface 440 is used to connect communication modules (not shown) to enable communication interactions of the device with other devices. The communication module may implement communication through a wired manner (such as USB, network cable, etc.), or may implement communication through a wireless manner (such as mobile network, WIFI, bluetooth, etc.).
Bus 450 includes a path to transfer information between components of the device (e.g., processor 410, memory 420, input/output interface 430, and communication interface 440).
It should be noted that although the above device only shows the processor 410, the memory 420, the input/output interface 430, the communication interface 440, and the bus 450, in the implementation, the device may further include other components necessary to achieve normal operation. Furthermore, it will be understood by those skilled in the art that the above-described apparatus may include only the components necessary to implement the embodiments of the present description, and not all the components shown in the drawings.
The electronic device of the foregoing embodiment is configured to implement the corresponding method for processing information in a game in any of the foregoing embodiments, and has the beneficial effects of the corresponding method embodiment, which is not described herein.
Based on the same inventive concept, corresponding to any of the above-described embodiment methods, the present application also provides a non-transitory computer-readable storage medium storing computer instructions for causing the computer to execute the information processing method in a game as described in any of the above-described embodiments.
The computer readable media of the present embodiments, including both permanent and non-permanent, removable and non-removable media, may be used to implement information storage by any method or technology. The information may be computer readable instructions, data structures, modules of a program, or other data. Examples of storage media for a computer include, but are not limited to, phase change memory (PRAM), static Random Access Memory (SRAM), dynamic Random Access Memory (DRAM), other types of Random Access Memory (RAM), read Only Memory (ROM), electrically Erasable Programmable Read Only Memory (EEPROM), flash memory or other memory technology, compact disc read only memory (CD-ROM), digital Versatile Discs (DVD) or other optical storage, magnetic cassettes, magnetic tape magnetic disk storage or other magnetic storage devices, or any other non-transmission medium, which can be used to store information that can be accessed by a computing device.
The storage medium of the above embodiment stores computer instructions for causing the computer to execute the information processing method in the game according to any of the above embodiments, and has the advantages of the corresponding method embodiments, which are not described herein.
Those of ordinary skill in the art will appreciate that: the discussion of any of the embodiments above is merely exemplary and is not intended to suggest that the scope of the application (including the claims) is limited to these examples; the technical features of the above embodiments or in the different embodiments may also be combined within the idea of the present application, the steps may be implemented in any order, and there are many other variations of the different aspects of the embodiments of the present application as described above, which are not provided in detail for the sake of brevity.
Additionally, well-known power/ground connections to Integrated Circuit (IC) chips and other components may or may not be shown within the provided figures, in order to simplify the illustration and discussion, and so as not to obscure the embodiments of the present application. Furthermore, the devices may be shown in block diagram form in order to avoid obscuring the embodiments of the present application, and this also takes into account the fact that specifics with respect to implementation of such block diagram devices are highly dependent upon the platform on which the embodiments of the present application are to be implemented (i.e., such specifics should be well within purview of one skilled in the art). Where specific details (e.g., circuits) are set forth in order to describe example embodiments of the application, it should be apparent to one skilled in the art that embodiments of the application can be practiced without, or with variation of, these specific details. Accordingly, the description is to be regarded as illustrative in nature and not as restrictive.
While the present application has been described in conjunction with specific embodiments thereof, many alternatives, modifications, and variations of those embodiments will be apparent to those skilled in the art in light of the foregoing description. For example, other memory architectures (e.g., dynamic RAM (DRAM)) may use the embodiments discussed.
The present embodiments are intended to embrace all such alternatives, modifications and variances which fall within the broad scope of the appended claims. Accordingly, any omissions, modifications, equivalents, improvements and/or the like which are within the spirit and principles of the embodiments are intended to be included within the scope of the present application.

Claims (12)

1. An information processing method in a game, comprising:
obtaining game information of virtual roles in a game;
determining the corresponding performance score of the virtual character according to the game information;
determining whether a performance score corresponding to at least one first target virtual character is greater than or equal to a target performance score within a target time range;
setting a mark for at least one first target virtual character in response to the presence of a corresponding performance score of the first target virtual character in a target time range being greater than or equal to a target performance score; wherein the marker is used for indicating position information of the first target virtual character;
and/or
Responding to the fact that the corresponding performance score of at least one first target virtual role exists in the target time range and is larger than or equal to the target performance score, acquiring the attribute value of at least one second target virtual role, and increasing the attribute value of the second target virtual role to a preset attribute value; wherein the second target virtual character is any virtual character other than the first target virtual character.
2. The method of claim 1, wherein the game information comprises: number of defeats and number of defeats; the performance score includes: a first performance score;
the determining the performance score corresponding to the virtual character according to the game information comprises the following steps:
determining the defeat times and the defeat times corresponding to the virtual character in the preset sampling interval time according to the game information;
determining whether there is a virtual character whose number of defeats is greater than the first threshold and whose number of defeats is less than or equal to the second threshold;
in response to the existence of a virtual character having the number of defeats greater than the first threshold and the number of defeats less than or equal to the second threshold, determining a performance score corresponding to the virtual character as a first performance score; wherein the first performance score is greater than or equal to the target performance score.
3. The method of claim 1, wherein the game information comprises: the number of resources; the performance score includes: a second performance score;
the determining the performance score corresponding to the virtual character according to the game information comprises the following steps:
determining the number of resources corresponding to the virtual role according to the game information;
Determining the average resource quantity corresponding to the virtual role according to the resource quantity corresponding to the virtual role and the virtual role quantity;
determining whether there are virtual roles for which the number of resources is greater than the average number of resources and the number of resources is at least a target multiple of the average number of resources;
responsive to the presence of a virtual character having the number of resources greater than the average number of resources and the number of resources being at least a target multiple of the average number of resources, determining a performance score corresponding to the virtual character as a second performance score; wherein the second performance score is greater than or equal to the target performance score.
4. The method of claim 1, wherein the game information comprises: dynamic system scoring; the performance score includes: a third performance score;
the determining the performance score corresponding to the virtual character according to the game information comprises the following steps:
determining dynamic system scores of the virtual roles in the preset sampling interval time according to the game information, and sequencing the dynamic system scores in order from high to low to determine a scoring table;
determining the duration time of the dynamic system score of the virtual character in the first three positions of the score table in the preset sampling interval time;
Determining the performance scores corresponding to the virtual roles with the longest duration, the second longest duration and the third longest duration as third performance scores; wherein the third performance score is greater than or equal to the target performance score.
5. The method of claim 1, wherein the setting a flag for the first target avatar in response to a performance score corresponding to the presence of at least one first target avatar within the target time frame being greater than or equal to the target performance score comprises:
determining whether a candidate virtual character bound with the first target virtual character exists or not in response to the presence of at least one first target virtual character in the target time range having a performance score greater than or equal to the target performance score;
in response to determining that there is a candidate virtual role bound to the first target virtual role, determining the candidate virtual role as the first target virtual role, and setting a flag for the first target virtual role.
6. The method of claim 5, wherein after the setting of the flag for the first target avatar, further comprising:
and in response to determining that the interaction range of any virtual character at least partially overlaps with the mark range centering on the first target virtual character, acquiring the position information of the first target virtual character according to the mark, and transmitting the position information to the virtual character.
7. The method of claim 6, wherein the responsive to determining that the interaction range of any virtual character at least partially overlaps with the marker range centered on the first target virtual character further comprises:
acquiring a target attribute value of the first target virtual character;
determining a target number of third target virtual roles, attribute values of the third target virtual roles and average attribute values of the third target virtual roles, wherein the interaction range and the mark range at least partially overlap;
and adjusting the attribute value of the third target virtual character according to the ratio of the difference between the target attribute value and the average attribute value to the target number.
8. The method of claim 1, wherein the obtaining the attribute value of the at least one second target virtual character and increasing the attribute value of the second target virtual character to a preset attribute value comprises:
acquiring a target attribute value of the first target virtual character and an attribute value of the second target virtual character;
determining an adjustment proportion corresponding to the second target virtual role according to the target attribute value and the attribute value of the second target virtual role;
And increasing the attribute value of the second target virtual role to a preset attribute value according to the adjustment proportion.
9. The method according to claim 1, characterized in that the method further comprises:
setting an incentive award corresponding to the first target virtual character;
the incentive award is sent to the virtual character in response to the existence of the virtual character defeating the first target virtual character.
10. An information processing apparatus in a game, comprising:
the acquisition module is configured to acquire game information of the virtual roles in the game;
a first determining module configured to determine a performance score corresponding to the virtual character according to the game information;
a second determining module configured to determine whether there is at least one first target virtual character corresponding to a performance score greater than or equal to a target performance score within a target time range;
an adjustment module configured to set a flag for at least one first target virtual character in response to a presence of the first target virtual character within a target time range having a corresponding performance score greater than or equal to a target performance score; wherein the marker is used for indicating position information of the first target virtual character;
And/or
Responding to the fact that the corresponding performance score of at least one first target virtual role exists in the target time range and is larger than or equal to the target performance score, acquiring the attribute value of at least one second target virtual role, and increasing the attribute value of the second target virtual role to a preset attribute value; wherein the second target virtual character is any virtual character other than the first target virtual character.
11. An electronic device comprising a memory, a processor and a computer program stored on the memory and executable on the processor, wherein the processor implements the method of any one of claims 1 to 9 when the program is executed by the processor.
12. A non-transitory computer readable storage medium storing computer instructions for causing the computer to implement the method of any one of claims 1 to 9.
CN202310015063.3A 2023-01-05 2023-01-05 Information processing method and device in game, electronic equipment and storage medium Pending CN116036590A (en)

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