CN116943194A - Information interaction method and device for data war game and electronic equipment - Google Patents

Information interaction method and device for data war game and electronic equipment Download PDF

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Publication number
CN116943194A
CN116943194A CN202310747303.9A CN202310747303A CN116943194A CN 116943194 A CN116943194 A CN 116943194A CN 202310747303 A CN202310747303 A CN 202310747303A CN 116943194 A CN116943194 A CN 116943194A
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China
Prior art keywords
camping
game
camp
data point
progress
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CN202310747303.9A
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Chinese (zh)
Inventor
吴铭迪
谢扬政
关磊
王星
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Netease Hangzhou Network Co Ltd
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Netease Hangzhou Network Co Ltd
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Priority to CN202310747303.9A priority Critical patent/CN116943194A/en
Publication of CN116943194A publication Critical patent/CN116943194A/en
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/45Controlling the progress of the video game
    • A63F13/46Computing the game score
    • 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
    • A63F2300/61Score computation
    • 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

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Human Computer Interaction (AREA)
  • Theoretical Computer Science (AREA)
  • Processing Or Creating Images (AREA)

Abstract

The application provides an information interaction method, an information interaction device, electronic equipment and a computer readable storage medium for a data point war game, wherein the method comprises the following steps: determining the camping attribution information of a data point area in response to the presence of a first camped game character and the absence of a second camped game character in the data point area; and updating the integral of the first camping and the second camping according to the camping attribution information of each data point area. According to the scheme provided by the application, the points are updated and counted based on the attribute information of the point area, so that the camping after the start can still catch up with the points later, the game balance is improved, the game participation enthusiasm of each camping player is mobilized, the retention rate of a user is improved, and the idle consumption of a server is reduced.

Description

Information interaction method and device for data war game and electronic equipment
Technical Field
The application relates to the technical field of online games, in particular to an information interaction method and device for a data point war game, electronic equipment and a computer readable storage medium.
Background
A plurality of players in some games are divided into camps (e.g., two camps) and a player may cooperate with other players of the respective camps to fight against an opponent, such as a data battle. In a point battle game, a plurality of points are usually provided, each of which can occupy a point by competing with a player of an opponent battle, and the win or lose of the point battle is determined by the fact that each of the camps occupies the point.
In determining the win or lose of the point battle, the related art generally sets the camping that takes over a predetermined number of points as the winning camping, for example, when there are three points in total, the camping that takes over two points at the same time may be determined as the winning camping. In the game process, a certain party camp may play an unstable role when the game is just started due to the fact that the game is not preempted, so that the enemy camp quickly occupies a set number of points to win, the game balance is poor, a player is easy to lose, and the server is free.
Disclosure of Invention
In view of the above, the present application provides an information interaction method, apparatus, electronic device and computer readable storage medium for a data battle game, which can optimize game balance, reduce player loss, and better avoid server idle consumption. The specific contents are as follows.
In a first aspect, an embodiment of the present application provides an information interaction method for a data point war game, where the method includes:
determining the camping attribution information of a data point area in response to the presence of a first camped game character and the absence of a second camped game character in the data point area;
and updating the integral of the first camping and the second camping according to the camping attribution information of each data point area.
In a second aspect, an embodiment of the present application further provides an information interaction device for a data point war game, where the device includes:
a determining unit, configured to determine, in response to a game character of a first camp existing in a data point area and a game character of a second camp not existing in the data point area, camp attribution information of the data point area;
and the updating unit is used for updating the integral of the first camping and the second camping according to the camping attribution information of each data point area.
In a third aspect, an embodiment of the present application further provides an electronic device, including:
a processor; and
a memory for storing a data processing program, the electronic device being powered on and executing the program by the processor, to perform the method according to any of the first aspects.
In a fourth aspect, an embodiment of the present application further provides a computer readable storage medium storing a data processing program, the program being executed by a processor to perform a method according to any one of the first aspects.
Compared with the prior art, the application has the following advantages:
according to the information interaction method of the point battle game, provided by the application, in response to the game role of the first battle in the point area and the game role of the second battle in the point area, the battle attribution information of the point area is determined, and then the integral of the first battle and the integral of the second battle are updated according to the battle attribution information of each point area, and the updated integral corresponding to each battle can objectively and fairly reflect the point occupation condition of each battle in the game process, so that the subsequent determination of which battle wins based on the integral is facilitated. In the embodiment of the application, the integral of the camping can reflect the integral performance of the occupied points of the camping more comprehensively, even if a certain camping takes more points in the starting process, the application can still catch up the points in the follow-up process after the starting process because the updating statistics of the integral is carried out on the basis of the attribute information of the point areas, thereby improving the participation degree of the game of the players of each camping, mobilizing the participation enthusiasm of the game of each camping player, improving the game balance, further improving the retention rate of users and reducing the idle consumption of the server.
Drawings
In order to more clearly illustrate the technical solutions of the embodiments of the present application, the drawings that are needed in the description of the embodiments of the present application will be briefly described below, it being obvious that the drawings in the following description are only some embodiments of the present application, and that other drawings may be obtained according to these drawings without inventive effort for a person skilled in the art.
FIG. 1 is a flowchart of an information interaction method for a data point game according to an embodiment of the present application;
FIG. 2 is a schematic diagram of an example of a scene map corresponding to a scene of a data point game according to an embodiment of the present application;
FIG. 3 is a schematic diagram of a point area in a scene of a point combat game according to an embodiment of the present application;
FIG. 4 is a schematic diagram of a first virtual object in a scene of a data point game in an embodiment of the present application in a light emitting state;
FIG. 5 is a schematic diagram of a first virtual object in a scene of a data point game in an unlit state according to an embodiment of the present application;
FIG. 6 is a schematic diagram of virtual equipment in a virtual equipment store displayed on a display interface in an embodiment of the present application;
FIG. 7 is an exemplary diagram of an example of task challenge prompt information displayed on a display interface in an embodiment of the present application;
FIG. 8 is an exemplary diagram of another example of task challenge prompt information displayed on a display interface according to an embodiment of the present application;
FIG. 9 is a schematic diagram of a content presentation shown in a scene of a game in an embodiment of the application;
FIG. 10 is a schematic diagram of a preemption progress icon corresponding to each data point area displayed on a display interface according to an embodiment of the present application;
FIG. 11 is a block diagram illustrating an exemplary configuration of an information interaction device for a data-based combat game according to an embodiment of the present application;
fig. 12 is a schematic structural diagram of an electronic device according to an embodiment of the present application.
Reference numerals: 100. a first virtual object; 200. a data point area; 300. a virtual equipment store; 400. task challenge prompt information; 410: a first nutrient-potential progress bar; 420. a second lineup vigor progress bar; 510. a first camping integration progress bar; 520. a second camping integral progress bar; 600. virtual equipment identification; 700. virtual equipment store identification; 800. virtual assets owned by the game character; 900. a content presentation; 1000. prompting information; 1100. and a preemption progress icon.
Detailed Description
In order that those skilled in the art can better understand the technical solutions of the present application, the present application will be clearly and completely described below with reference to the accompanying drawings in the embodiments of the present application. The application can be embodied in many other forms than described above and therefore all other embodiments will be apparent to those skilled in the art from consideration of the specification without the exercise of inventive faculty in view of the specification.
It should be noted that the terms "first," "second," "third," and the like in the claims, description, and drawings of the present application are used for distinguishing between similar objects and not necessarily for describing a particular sequential or chronological order. The data so used is interchangeable under appropriate circumstances such that the embodiments of the application described herein are capable of operation in sequences other than those illustrated or otherwise described herein. Furthermore, the terms "comprises," "comprising," and their variants are intended to cover a non-exclusive inclusion, such that a process, method, system, article, or apparatus that comprises a list of steps or elements is not necessarily limited to those steps or elements expressly listed but may include other steps or elements not expressly listed or inherent to such process, method, article, or apparatus.
A plurality of players in some games are divided into camps (e.g., two camps) and a player may cooperate with other players of the respective camps to fight against an opponent, such as a data battle. In a point battle game, a plurality of points are usually provided, each of which can occupy a point by competing with a player of an opponent battle, and the win or lose of the point battle is determined by the fact that each of the camps occupies the point.
In determining the win or lose of the point battle, the related art generally sets the camping that takes over a predetermined number of points as the winning camping, for example, when there are three points in total, the camping that takes over two points at the same time may be determined as the winning camping. In the game process, a certain party camp may play an unstable role when the game is just started due to the fact that the game is not preempted, so that the enemy camp quickly occupies a set number of points to win, the game balance is poor, a player is easy to lose, and the server is free.
In order to optimize game balance and reduce player loss, and better avoid server idle consumption, the first embodiment of the application provides an information interaction method for a data battle game.
The execution main body of the information interaction method of the data war game provided by the application can be electronic equipment, and the electronic equipment can be a server, a desktop computer, a notebook computer, a tablet computer, a mobile phone, a smart watch, a smart television and the like, and can also be other electronic equipment with a data processing function.
The scene of the point combat game in the embodiment of the application comprises a first camp, a second camp and a plurality of point areas, wherein the first camp and the second camp comprise a plurality of game roles.
The first camp and the second camp are two combat camps, and the spot area included in the game scene may be a scene area of a preset range centered on a specific virtual building or a specific virtual sign set in the game scene, and the number of the spot areas may be 2 to 15 or more, for example, as shown in fig. 2, A, B, C, D, E five spot areas 200 are included in the spot combat game scene. Multiple spot areas 200 may be interspersed throughout the game scene to facilitate the discovery and reaching of the location of the spot areas by the game character.
The area range of the point area can be set smaller, for example, taking a game scene as an example of a simulated actual scene, the length range and the width range of the point area can be 5 meters to 20 meters, and the area range of the point area can also be set according to specific game setting requirements. The point area may be a regular area such as a circular area or a rectangular area, or may be an irregular area, and the present application is not particularly limited. As shown in fig. 3, the point area 200 is a circular area centered on a specific virtual mark (a tower-shaped light beam).
The number of game characters in the first camp and the number of game characters in the second camp may be the same to increase fairness of the game and game experience of the player, and the number of game characters in the first camp and the number of game characters in the second camp may be different.
The scene of the data point combat game can also comprise a third camp and a fourth camp … …, and the data point combat game is not limited to only comprise the first camp and the second camp, and the data point combat game mode of the third camp and the fourth camp is similar to that of the first camp and the second camp, and the application takes the game process of the first camp and the second camp as an example, and the scheme provided by the application is only introduced.
The first camp may include 2 to 20 game characters, and in order to make the game interesting higher and facilitate cooperation between camps, the first camp may include 5 to 15 game characters. Those skilled in the art may set a camp to include more game characters according to actual needs, and the present application is not particularly limited. The number of game characters included in the second and third camps … … is similar to that of the first camps, and will not be described here again.
The scene of the point battle game may be a mountain scene, a sea scene, a desert scene, a forest scene, a castle scene, a swordsman scene, etc., but is not limited thereto.
In the embodiment of the present application, as shown in fig. 2, a scene map may be displayed on a display interface, so that a player can learn the setting positions of various points or other objects in a scene from the scene map. The scene map may be identified with the location of each of the spot areas 200, the location of the first virtual object 100 hereinafter, the location of the virtual equipment store 300, the location of teammates, and the like, but is not limited thereto.
The information interaction method of the data point war game provided by the application is described in detail below with reference to the accompanying drawings.
As shown in fig. 1, the information interaction method for the data point combat game provided by the application comprises the following steps S110 to S120.
Step S110: and determining the camping attribution information of the data point area in response to the presence of the game character of the first camping and the absence of the game character of the second camping in the data point area.
The game characters of the first campaigns in the site area may be game characters of at least one first campaigns, for example, 1, 2 or more game characters of each first campaigns in the site area, and when more game characters of the first campaigns exist in the site area, the more difficult the second campaigns to take away the site area.
After the game of the first camp and the game of the second camp are moved into the same data area, the two camps can fight to drive the game of the other camp out of the data area or defeat the game of the other camp, so that only the game of the present camp exists in the data area.
The camping attribution information of the site area is used for indicating which camping the site area belongs to, and the camping attribution information may include: belongs to a first camp, belongs to a second camp and does not belong to any camp.
Step S110, when determining the information of the camping attribution of the point area, determining the information of the camping attribution of the point area as belonging to the first camping; or, determining the information of the camping attribution of the data point area as belonging to the first camping in response to the situation that the game role of the first camping exists in the data point area and the state of the game role of the second camping does not exist continuously for a set duration; alternatively, the information about the camping attribution of the site area may be determined by other methods, and the details of other methods for determining the information about the camping attribution of the site area will be described later.
Step S120: and updating the integral of the first camping and the second camping according to the camping attribution information of each data point area.
Specifically, the number of the data point areas belonging to the first camping and the number of the data point areas belonging to the second camping can be determined according to the camping attribution information of each data point area, and the integral of the first camping and the second camping is updated according to the determined corresponding numbers of the two camps.
In step S120, in response to reaching the set update timing, the integration of the first and second camps may be updated according to the camping attribution information of each of the data point areas. The update opportunity may include: at least one of a time corresponding to the preset time interval, a point area where the camping attribution information is changed, an arrival setting time, and a game character where the battle is present is reached, but not limited thereto.
When the update time is the time corresponding to the preset time interval, the integration of the first camping and the second camping is updated once at preset time intervals. The set time may be the fifth minute, tenth minute, fifteenth minute, etc. of the game play, and the present application is not particularly limited.
The integral of the first camp and the second camp, namely the accumulated scores of the first camp and the second camp, is used for showing the overall occupation condition of the camps on each point area after the game is put into play.
Specifically, in step S120, in response to reaching the set update timing, the phase fractions corresponding to the update timing of the first camping and the second camping may be calculated according to the camping attribution information of each data point area, the sum of the phase fractions corresponding to each update timing of the first camping is determined as the integral after the update of the first camping, and the sum of the phase fractions corresponding to each update timing of the second camping is determined as the integral after the update of the second camping. For example, when the update timing is the time corresponding to the preset time interval, and the preset time interval is 1 second, in step S120, the phase fractions corresponding to the first camping and the second camping seconds may be calculated according to the camping attribution information of each data point area every 1 second, and if the current time is the nth second, the sum of the N phase fractions corresponding to the first camping from the 1 st second to the nth second of the game play may be determined as the integral after updating the first camping, and the sum of the N phase fractions corresponding to the first camping from the 1 st second to the nth second of the game play may be determined as the integral after updating the second camping.
Optionally, in step S120, the integration of the first camping and the second camping may be updated in real time according to the camping attribution information of each data point area. For example, the instantaneous scores of the first and second camps at the current time may be determined in real time according to the camping attribution information of each data point area, the sum of the instantaneous scores corresponding to the first camps may be determined as the integral after updating the first camps, and the sum of the instantaneous scores corresponding to the second camps may be determined as the integral after updating the second camps.
Optionally, in step S120, the number of times of the first camping accumulation and the number of times of the second camping accumulation and the number of times of the first camping accumulation and the second camping accumulation and the number of times of the accumulation and the occupation point area corresponding to the first camping accumulation and the second camping accumulation may be determined according to the camping attribution information of each point area. For example, the integration of the first and second camps may be updated based on the principle that the integration of the camps is proportional to the number of times the area of the points of occupation is accumulated. The number of times that the first camping accumulates the occupied area point area may be the number of times that the first camping changes the camping attribution information of the occupied area point area from not belonging to the first camping to belonging to the first camping.
In the embodiment of the present application, the integration of the first camping and the second camping may be updated according to the camping attribution information of each data point area in other manners, and other specific manners will be described in detail below.
According to the information interaction method of the point battle game, provided by the application, in response to the game role of the first battle in the point area and the game role of the second battle in the point area, the battle attribution information of the point area is determined, and then the integral of the first battle and the integral of the second battle are updated according to the battle attribution information of each point area, and the updated integral corresponding to each battle can objectively and fairly reflect the point occupation condition of each battle in the game process, so that the subsequent determination of which battle wins based on the integral is facilitated. In the embodiment of the application, the integral of the camping can reflect the integral performance of the occupied points of the camping more comprehensively, even if a certain camping takes more points in the starting process, the application can still catch up the points in the follow-up process after the starting process because the updating statistics of the integral is carried out on the basis of the attribute information of the point areas, thereby improving the participation degree of the game of the players of each camping, mobilizing the participation enthusiasm of the game of each camping player, improving the game balance, further improving the retention rate of users and reducing the idle consumption of the server.
In the embodiment of the present application, as shown in fig. 3, the first play point progress bar 510 and the second play point progress bar 520 may be displayed on the display interface, and the game play duration may be displayed, or the game play duration may be counted down. So that players can know the integral condition of each camp in real time and the game progress.
In one embodiment, in step S110, the camping attribution information of the data point area may be determined in the following steps S111 to S112.
Step S111: and increasing the progress of the first camping occupied by the data point area.
Step S112: and setting the camping attribution information of the data point area to belong to the first camping in response to the fact that the progress of the first camping in the data point area reaches a preset progress.
Step S111 can be understood as: when the point occupying condition that only the game characters of the first camping in the point region are met, the progress of the first camping occupying the point region is increased, and when the point occupying condition is not met, the progress of the first camping occupying the point region is not increased. The progress of the first camping site area is not increased, and the progress of the first camping site area is paused.
The progress of occupying the spot area may be represented by a progress value, or may be represented by the cumulative time length in the spot area where camps exist alone (only one of the camps exists). The increase of the progress of the first camping preemption point area may be an increase of the progress value of the first camping preemption point area or an increase of the accumulated duration of the first camping preemption point area.
For example, the progress is represented by a progress value of 10 in total, that is, the preset progress is 10, when the first camping alone enters the data point area, the progress of the first camping occupied data point area may be started to be increased, when the second camping also enters the data point area, the progress of the first camping occupied data point area is suspended to be increased because the occupation condition is not satisfied, when the first camping drives the second camping out of the data point area or all the game characters of the second camping are defeated, only the game characters of the first camping exist in the data point area, at this time, the progress of the first camping occupied data point area may be continuously increased until the progress value of the first camping occupied data point area is 10, and the data point area is set to belong to the first camping.
For another example, when the occupation progress is indicated by the accumulated time length of camping alone existing in the data point area, the accumulated total time length is 20 seconds, that is, the preset progress is 20 seconds, similar to the progress indicated by the progress value, until the accumulated time length of the first camping occupying the data point area is 20 seconds, and the data point area is set to belong to the first camping.
In this embodiment, since the progress of occupation is set, when only the game character in the first camp is present in the area of the site, the camp attribution information of the area of the site is not immediately set to belong to the first camp, but after the game character in the first camp is present in the area of the site for a certain period of time, the progress of occupation reaches the preset progress, and the camp attribution information of the area of the site is set to belong to the first camp. Therefore, the change of the camping attribution information of the point area is more reasonable, and the stability of occupying the point area by the player can be improved relative to the change of the camping attribution attribute of the point area.
In one embodiment, the step S120 may update the integral of the first and second camps according to the following steps S121 to S122.
Step S121: according to a preset first time interval, determining the number of the data point areas belonging to the first camp and the second camp according to the camp attribution information of the data point areas, and calculating the phase integral of the first camp and the second camp according to the number of the data point areas belonging to the first camp and the second camp to obtain the phase integral corresponding to the first time interval of the first camp and the second camp.
The first time interval can be any value of 1-10 seconds, and can also be other longer or shorter time intervals, and the situation that the occupied point area of a square matrix is possibly missed due to overlong first time interval, so that the first time interval can be set shorter, the integral of each matrix at different moments can be determined more accurately and fairly in real time, and the fairness of the game is improved.
Taking the first time interval of 1 second as an example, the electronic device can determine the number of the data point areas belonging to the first camp and the second camp according to the camp attribution information of each data point area every 1 second, so that the integration of the first camp and the second camp in the corresponding stages of each 1 second is obtained according to the determined number.
In this embodiment, a unit integral that can be obtained by occupying one data point region may be determined, a product of the number of data point regions belonging to the first array and the unit integral may be determined as a phase integral corresponding to the first array, and a product of the number of data point regions belonging to the second array and the unit integral may be determined as a phase integral corresponding to the second array. The unit integral may be 1 minute or 2 minutes … …, or may be another specific integral value, and the present application is not particularly limited.
Step S122: and updating the integral of the first camp and the second camp according to the integral of the first camp and the second camp in the corresponding stage of the first time interval.
Step S122 may be performed at the first time interval described above, that is, updating the integral of the first and second camps at the first time interval described above. Therefore, the integral of each camp can be updated more timely after the phase integral is calculated each time, so that the real-time integral condition of each camp is timely known, and the subsequent game result is accurately, timely and real-timely determined according to the integral.
Alternatively, in step S122, in response to detecting that a new phase integral corresponding to the first or second camps is calculated, the integral of the first and second camps may be updated according to the phase integral corresponding to the first time interval of the first and second camps. That is, the process of updating the integral of the first and second camps is performed once every time the phase integral corresponding to the first or second camps is calculated. The real-time integration condition of each camping can be timely obtained.
Step S122 updates the integral of the first and second camps according to the phase integral of the first and second camps corresponding to each first time interval, taking the first time interval of 1 second as an example, and may update the integral of the first and second camps according to the phase integral of the first and second camps corresponding to each second.
In step S122, the integration of the first and second camps may be updated specifically in accordance with the following steps S122a to S122 b.
Step S122a: and calculating a first integral sum of the integral of each stage corresponding to the first camping and a second integral sum of the integral of each stage corresponding to the second camping according to the first time interval.
For example, if the current time is 4 seconds of the start, the first time interval is 1 second, the first integral of each phase corresponding to the first camping in the 1 st second, the 2 nd second, the 3 rd second and the 4 th second is 2 minutes, 1 minute, 3 minutes and 2 minutes, respectively, the first integral sum of each phase integral corresponding to the first camping in the 1 st second is 2 minutes, the first integral sum of each phase integral corresponding to the first camping in the 2 nd second is 2+1=3 minutes, … …, and the first integral sum of each phase integral corresponding to the first camping in the 4 th second is 2+1+3+2=8 minutes. The second integral sum for the second campaigns is calculated in a similar manner to the first campaigns and will not be described in detail herein.
Step S122b: and determining updated integral corresponding to the first camping according to the first integral sum, and determining updated integral corresponding to the second camping according to the second integral sum.
Specifically, the first integral sum may be determined as an updated integral corresponding to the first camp, and the second integral sum may be determined as an updated integral corresponding to the second camp. In this embodiment, step S122b may be performed in response to calculating a new integral sum corresponding to the first camp or calculating a new integral sum corresponding to the second camp, that is, step S122b may be performed when the first integral sum or the second integral sum changes, and the updated integral sum corresponding to the changed integral sum may be updated in time. Alternatively, the step S122b may be performed at the first preset time interval.
The updated integral corresponding to each camping can be accurately, quickly and conveniently calculated by calculating the integral sum.
According to the embodiment, the phase integral of each camping in each phase (namely, each first time interval) can be conveniently and accurately calculated through the number of the data point areas occupied by each camping, and the integral of each camping can be accurately calculated and updated based on the phase integral.
In one embodiment, the step of increasing the first camping preemption point area in step S111 may be implemented as follows steps S111 a-S111 b.
Step S111a: and reducing the progress of the second camping for the data point area in response to the data point area being in a progress state of being occupied by the second camping, and increasing the progress of the first camping for the data point area in response to the progress of the second camping for the data point area being reduced to zero.
The status of the site area in progress for being occupied by the second camp may include: the progress of the site area being occupied by the second camp is the preset progress (i.e. the site area is already occupied by the second camp), and the progress of the site area being occupied by the second camp is greater than zero and less than the preset progress (i.e. the site area is being occupied by the second camp).
In the case that the first camp drives all the game characters of the second camp out of the data point area or the data point area is in a progress state occupied by the second camp before the data point area is defeated, the progress of the second camp for occupying the data point area can be reduced first, and the progress of the first camp for occupying the data point area is increased when the progress of the second camp for occupying the data point area is reduced to zero, so that the data point occupying process and the information interaction in the process are more reasonable, and the user game experience is better.
Step S111b: and in response to the point area being in a progress state not occupied by the second camping, increasing the progress of the first camping to occupy the point area.
The data point area is in a progress state of not being occupied by the second camp, that is, the data point area is in a progress state of not being occupied by a camp other than the first camp, and in this case, the data point area may be in a progress state of being occupied by the first camp, or may be in a neutral state (that is, in a progress state of not being occupied by any camp). This may be a direct increase in the progress of the first camping on the site area since it does not involve other camps having already been or being occupied in advance.
In one embodiment, the above method may further include the following step a before the step S111a and the step S111 b.
Step A: the speed of progress is determined based on the principle that the number of game characters of the first camp present in the point area is positively correlated with the speed of progress.
That is, the greater the number of first-camp game characters present in the point area, the faster the progress rate, and the lesser the number of first-camp game characters present in the point area, the slower the progress rate. The number of game characters of the first camp in the data point area and the progress change speed can be in a linear proportional relationship, or in a nonlinear proportional relationship, for example, in an exponential positive correlation, a sinusoidal positive correlation, or the like, or in an irregular positive correlation, and the application is not particularly limited.
The progress of increasing the first camping preemption point area in step S111a and step S111b may be implemented as follows: and increasing the progress of the first camping area occupying the data point area according to the progress change speed. The step of reducing the progress of the second camping occupied point area in step S111a may be implemented as follows: and reducing the progress of the second camping area according to the progress change speed.
When the number of game roles of the first camp in the data point area is more, the progress of the second camp is reduced or the progress of the first camp is increased at a higher speed, so that the data point area is occupied more quickly by the first camp, and the diversity and rationality of information interaction in the game are increased; meanwhile, the rate of the occupied progress of the data point area is determined according to the number of the game characters, so that the duration of a single game scene can be reduced, and the electric quantity and the data flow consumed by the terminal are saved.
In one embodiment, the information interaction method may further include the following steps: in the process of increasing the progress of the first camping on the spot area in step S111, in response to detecting the presence of the game character of the first camping and the game character of the second camping in the spot area, the progress of increasing the first camping on the spot area is suspended. That is, when only the first camping game character exists in the spot area, the progress of the first camping occupied spot area is increased, when the second camping game character enters the spot area again, the progress of the first camping occupied spot area is suspended, and when only the first camping game character exists again in the spot area, the progress of the first camping occupied spot area is continuously increased. Therefore, the information interaction process of the game can be enriched, the information interaction in the game is more reasonable, and the game experience of the user is better.
In one embodiment, the above method may further include the following steps S130 to S150.
Step S130: and displaying the preemption progress icon corresponding to the data point area on a display interface.
The preemption progress icon corresponding to the point area may be displayed at any position of the display interface, for example, the preemption progress icon may be displayed at a center position, a top position, a side position, etc. of the display interface, but is not limited thereto. The terminal device may display the game scene on the display interface when running the point war game, and the preemption progress icon may also be displayed at a position corresponding to the point area in the game scene, for example, the preemption progress icon may be displayed in the point area, so that the preemption progress icon is displayed when the game scene is displayed on the display interface.
The preemption progress icon may display identification information corresponding to the point area, for example, if the point area is an a point area, the preemption progress icon may display an a identification.
In this embodiment, the occupation progress icon corresponding to each data point area may be displayed on the display interface, so that the player may learn the current camping attribution status of each data point area.
The preemption progress icon may be a circular progress icon, a rectangular progress icon, a bar progress icon, but is not limited thereto. The preemption progress icon may represent a specific progress by the duty ratio of the colored areas of the icon. For example, as shown in fig. 10, the occupancy progress icon 1100 may be a bar, and the occupancy progress of the camping of the point area C corresponding to the light gray color may be represented by the occupancy ratio of the light gray color area in the rectangular bar occupancy progress icon 1100 marked with C.
Step S140: and displaying a preemption progress icon in a second color in response to the point area being in a progress state preempted by the second camping.
Step S150: and displaying a preemption progress icon in a first color in response to the point area being in a progress state preempted by the first camp.
For example, as shown in fig. 10, the point areas A, B, C, D, F are all in a progress state of being occupied by the first camping (light gray square matrix), so the progress icon of the occupied point area A, B, C, D, F is displayed by light gray, wherein the progress state of the point area A, B, C, F being occupied by the first camping is completely occupied, so the entire area of the occupied progress icon 1100 corresponding to the A, B, C, F point area is light gray, the progress state of the point area C being occupied by the first camping is 80% of the preset progress, and the partial area of the occupied progress icon 1100 corresponding to the C point area is light gray. The site area E is in a progress state of being occupied by the second camp (black camp), so that the occupied progress icon 1100 of the site area E is displayed through black, wherein the progress state of the site area E being occupied by the second camp is 80% of a preset progress, and therefore, a partial area of the occupied progress icon 1100 of the site area E is black.
Optionally, in response to the first camped game character occupying the site area, highlighting an occupying progress icon corresponding to the site area in a game display interface corresponding to the first camped game character. The highlighting may be an enlarged display, a light emitting display, etc., but is not limited thereto. As shown in fig. 10, the point area C is in a state of being occupied by the game character of the first camp, and therefore, the occupied progress icon 1100 corresponding to the point area C is displayed in an enlarged manner on the game display interface corresponding to the game character of the first camp, so that the player of the first camp can clearly know the occupied progress of himself.
According to the embodiment, the occupation progress icons are displayed in different colors to distinguish which area is occupied or which area is occupied, so that a player can conveniently acquire the information of the occupation of each area, the player can flexibly plan a game based on the acquired information, and the user game experience is improved.
In an embodiment, the information interaction method may further include the following step S160.
Step S160: in response to the score of the first or second camp reaching the preset score, determining the camp reaching the preset score as a winning camp.
For example, when the credit of the second camp reaches a preset credit, the second camp is determined to be the winning camp. And after determining the winning camping, ending the local point battle game. In this embodiment, the camping that the point reaches the preset point first is determined as the winning camping, so that the player has stronger enthusiasm to take the point to acquire the point, which is more beneficial to the situation of the game and the player plays more flexibly.
Optionally, the information interaction method may further include the following steps: s170 to step S180.
Step S170: and ending the local point war game in response to detecting the winning camping.
Step S180: and ending the local point game in response to the starting time of the local point game reaching the second preset time, and determining that the game result of the local point game is a tie.
The second preset duration may be any duration from 20 minutes to 40 minutes, or may be other shorter or longer durations, where the specific duration is designed according to the actual requirement of the game, and is not limited herein.
After the starting time of the local point battle game reaches the second preset time, the local point battle game is not finished, namely, a party battle reaches a preset point at first, so that the time of each game is controlled not to be too long in order to avoid the dead game of the game battle, the local point game can be finished, and the game result of the local point game is determined to be the tie.
In a specific embodiment, in the case that the camping reaching the preset score is determined as the winning camping, in step S121, the phase scores of the first camping and the second camping may be calculated according to the following steps S121a to S121 b.
Step S121a: and determining the points corresponding to each point area based on the principle that the points corresponding to each point area are proportional to the game play time.
The integral corresponding to each point area may be in a linear proportional relationship with the game play duration, or may be in a nonlinear proportional relationship, for example, in an exponential proportional relationship, a sinusoidal proportional relationship, or may be in a non-regular proportional relationship, and the present application is not particularly limited.
Illustratively, the point corresponding to each point area may be occupied for 1 minute during the first 5 minutes of the game play, the point corresponding to each point area may be occupied for 2 minutes during the 5 th to 10 th minutes of the game play, and the point corresponding to each point area may be occupied for 4 minutes during the 10 th to 15 th minutes of the game play.
Step S121b: and calculating the phase integral of the first camp and the second camp according to the number of the data point areas belonging to the first camp and the second camp and the integral corresponding to each occupied data point area.
For example, when the current time is 5 to 10 minutes of game play, the score corresponding to each point area may be 2 points, and when the number of point areas belonging to the first camp is 3, the currently calculated phase score of the first camp is 2×3=6 points.
According to the embodiment, more points can be obtained more rapidly along with the promotion of the game process, so that the junk time of the office end can be improved, the game efficiency is improved, and the user game experience is better.
In another embodiment, the information interaction method may further include the following step S190.
Step S190: in response to reaching the first preset time period from the play of the point game, determining that the first and second camps are winning camps with multiple credits
The first preset duration may be any duration from 20 minutes to 40 minutes, or may be other shorter or longer durations, where the specific duration is designed according to the actual requirement of the game, and is not limited herein.
In one embodiment, a first virtual object may also be included in the scene of the data battle game, the first virtual object being for being occupied by a camp, thereby providing a virtual asset for a game character in the camp that occupies the first virtual object.
The first virtual object may be displayed in a variety of configurations. For example, the first virtual object may be displayed in the form of a virtual cornucopia, a virtual money tree, a virtual saving pot, a virtual building (e.g., house), etc., so that the player recognizes the first virtual object, and the first virtual object may also be displayed in the form of a cube, a sphere, etc., so that the player recognizes the first virtual object, and function identification information for prompting the player of the function of the first virtual object may be displayed on the first virtual object. For example, as shown in fig. 4 and 5, the first virtual object may be a virtual money tree.
The scene of the data battle game can comprise a plurality of first virtual objects scattered at different positions of the scene, so that each game role can fairly have the opportunity of occupying the first virtual objects to acquire the virtual assets. The scene of the data point combat game can also comprise a first virtual object, and the application is not particularly limited.
In the embodiment of the application, after the point combat game is played, the virtual equipment of each game role can be the same, so that each game role plays at the same equipment starting point, and the fairness of the game is improved.
The information interaction method may further include the following steps S1100 to S1110.
Step S1100: and responding to the occupation operation of the game roles in the first camping on the first virtual object, and setting that the first virtual object belongs to the first camping.
The operation of the first virtual object may be a click operation of the game character on the first virtual object, an operation of the game character moving to a distance smaller than a set distance from the first virtual object, a selection operation of the game character on a control of the first virtual object displayed on the display interface, or other operation of the game character for the first virtual object.
Specifically, the above-mentioned preemption operation may be: selecting a first virtual object by a game character in a first camp under the condition that the distance between the game character and the first virtual object is smaller than a first preset distance; alternatively, the above-mentioned preemption operation may be: the distances between all game characters in the first camp and the first virtual object are smaller than a first preset distance, and no game characters in the second camp exist in a range of the distances between all game characters in the first camp and the first virtual object being smaller than the first preset distance.
Step S1110: and allocating the virtual asset for the game character in the camp to which the first virtual object belongs, so that the game character with the virtual asset purchases virtual equipment by using the virtual asset.
Specifically, a certain number of virtual assets may be allocated at a time for game characters in a camp to which the first virtual object belongs.
Alternatively, a certain number of virtual assets may be allocated to the game characters in the camping to which the first virtual object belongs at intervals, for example, the virtual assets may be allocated to the game characters in the camping to which the first virtual object belongs at preset second time intervals. Thus, the enthusiasm of the player to occupy the first virtual object can be improved.
The virtual assets may be virtual tokens or other forms of virtual assets.
The game character can purchase virtual equipment by using the owned virtual asset, and through the purchased virtual equipment, the game character can promote own game capability, such as promotion of attack values, rich attack skills and the like, so that the game character in battle with the game character in the opponent can have higher winning probability, thereby being easier to take points and obtain points.
According to the method and the device for buying the equipment-rich game, the game role can acquire virtual currency by occupying the first virtual object so as to buy the equipment-rich game process, so that information interaction in the game is richer and more flexible, and user experience is improved.
In one embodiment, the information interaction method may further include the following steps S1120 to S1140.
Step S1120: and setting the first virtual object to be in a blocking state within a third preset duration that the first virtual object belongs to the first camping.
The third preset time period may be any time period of 10 seconds to 1 minute, or may be another longer or shorter time period, which is not particularly limited herein.
Step S1130: and setting the first virtual object to be in an unsealed state in response to the fact that the duration that the first virtual object belongs to the first camping exceeds a third preset duration.
Step S1140: and responding to the occupying operation of the first virtual object when the game role in the second camp is in the unpacking state of the first virtual object, and setting that the first virtual object belongs to the second camp.
In this embodiment, when the first virtual object is in a blocked state after being occupied by the first camp, the second camp cannot perform the operation of occupying the first virtual object again, so that waiting time can be provided after the first camp occupies the first virtual object, virtual assets are allocated to game roles of the first camp within the waiting time, so that the situation that the first camp is contended by other camps just after the first camp occupies the first virtual object is better avoided, the occupancy enthusiasm of a user is improved, and the user experience is higher.
In one embodiment, the information interaction method may further include the following steps S1150 to S1160.
Step S1150: and in response to the first virtual object being in a state of not being occupied by the camp, displaying the first virtual object in a first display state.
Is not occupied by camping, i.e. is not occupied by any camping.
Step S1160: and in response to the second virtual object being in a state of being occupied by the camp, displaying the first virtual object in a second display state.
The second display state is different from the first display state. For example, the first display state is to display the first virtual object in red, and the second display state is to display the first virtual object in green; or, the first display state is to display the first virtual object in a light-emitting state, the second display state is to display the first virtual object in a non-light-emitting state, as shown in fig. 4, to display the first virtual object not occupied by the camp in a light-emitting state, as shown in fig. 5. The present application is not particularly limited to the specific form of the display state.
According to the method and the device, the player can know whether the first virtual object is currently occupied by the camp in the game process, so that the player can conveniently make the occupied decision.
In one embodiment, the first camp and the second camp may each correspond to a respective virtual equipment store, the virtual equipment store of the first camp and the virtual equipment store of the second camp including the same virtual equipment in an initial state, the virtual equipment included in the virtual equipment store being for purchase by a game character.
The information interaction method may further include the following steps S1170 to S1180.
Step S1170: in response to a purchase operation of the target game character from the virtual equipment store to purchase the target virtual equipment, the target virtual equipment is configured for the target game character to play the game using the target virtual equipment.
Alternatively, as shown in fig. 6, the purchase operation may be a click operation of the displayed virtual equipment identifier 600 by the player corresponding to the target game character, or a click operation of the purchase control corresponding to the displayed virtual equipment identifier by the player corresponding to the target game character, and the purchase operation may be other operations, which are not particularly limited herein.
Step S1180: and deleting the target equipment from the virtual equipment store corresponding to the campaigns to which the target game characters belong.
For example, the target game character is a game character in a first camp, the initial state in the virtual equipment store corresponding to the first camp includes 5 pieces of equipment a, when the target game character purchases 2 pieces of equipment a from the virtual equipment store, 2 pieces of equipment a are deleted from the virtual equipment store corresponding to the first camp, and 3 pieces of equipment a remain in the virtual equipment store corresponding to the first camp. If the game character in the second camp does not purchase the equipment a from the virtual equipment store, 5 pieces of equipment a in the initial state remain in the virtual equipment store corresponding to the second camp.
According to the method, the corresponding virtual equipment stores are respectively arranged for the first camping and the second camping, after the player buys goods in the virtual equipment stores of the player camping, equipment inventory in the stores of the player camping is correspondingly reduced, so that the virtual equipment which can be purchased by different camps is the same, resources cannot be monopolized by one party, the fairness of a game is improved, the balanced development of the game situation is facilitated, and the game experience is better.
Optionally, before step S1170, the above information interaction method may further include the following steps: and responding to store equipment display operation triggered by the target game role, and displaying virtual equipment in a virtual equipment store corresponding to the lineup to which the target game role belongs on a display interface corresponding to the target game role.
For example, as shown in fig. 6, the store equipment display operation may be a click operation of the virtual equipment store identifier 700 on the display interface by the player corresponding to the target game character, or may be a trigger operation of a shortcut key corresponding to the store equipment display operation, or the like. As shown in FIG. 6, virtual assets 800 owned by the game character can also be displayed on the display interface.
Illustratively, at least one equipment store identifier is provided in the scene of the data battle game, and the store equipment display operation may include: and selecting operation of the target game role on equipment store identification.
As shown in fig. 6, the virtual equipment is displayed on the display interface corresponding to the target game character in the virtual equipment store corresponding to the camp to which the target game character belongs.
According to the embodiment, the virtual equipment which can be purchased can be shown to the player, the interaction convenience is improved, and the player can purchase the virtual equipment more conveniently.
In one embodiment, the information interaction method may further include the following steps: and when the preset asset delivery time is reached, distributing virtual assets for each game role.
The preset asset delivery time may include: at each fixed point in time, 5 minutes, 8 minutes, 15 minutes, etc. Alternatively, the asset delivery time may be each time corresponding to a preset time interval, for example, if the preset time interval is 5 minutes, the asset delivery time may be each time corresponding to 5 minutes.
According to the method and the device, the virtual assets are distributed to each game role in the asset delivery time, so that each player role can acquire the virtual assets fairly to purchase equipment, and the point occupation capability of each game role is improved.
Alternatively, the above-mentioned allocation of virtual assets to each game character may be implemented as follows: virtual assets are assigned to each game character based on the principle that the number of virtual assets assigned is positively correlated with the time of the start of the point combat game. The positive correlation may be linear proportional, curvilinear proportional, irregular positive correlation, etc. For example, 5 minutes of play, 5 virtual assets allocated to each game character, 8 minutes of play, 10 virtual assets allocated to each game character, and 15 minutes of play, 20 virtual assets allocated to each game character.
With the progress of the game, the intention of the occupied points of the two parties of the game is stronger, and the needed virtual equipment is possibly richer, so that more virtual assets are distributed to the game roles more until the beginning of the game, the game roles can perform more flexible and changeable fight by using richer equipment, and the game war is more vigorous and the user experience is better with the progress of the game.
In one embodiment, the information interaction method may further include the following steps S1190 to S1200.
Step S1190: and displaying the task challenge content on a display interface.
In step S1190, task challenge content may be displayed on the display interface in response to reaching the task challenge opportunity. The mission challenge occasion may include, but is not limited to, reaching a preset time, reaching a preset difference value by a point difference of the first and second camps, triggering a mission challenge function by a game character using a set skill, and the like.
Step S1190 may display a content presentation in the scene of the point game, where the task challenge content is presented. The content presentation may be, but is not limited to, a task reel, a posting wall, a bulletin board, etc., and the task challenge content may be displayed on the content presentation by text. The content demonstrations may be distributed across locations of the game scene so that each game character may view the task challenge content relatively easily. For example, as shown in fig. 9, the content presentation 900 displayed in the scene of the game is a reel. The method can enable the task challenge content to be displayed more vividly, and the visual experience of the user is better, so that the game experience is improved.
Optionally, task challenge prompt information may be displayed on the display interface, where the task challenge prompt information may be used to prompt a type of task challenge and rewarding content of the task challenge, for example, as shown in fig. 8, where the type of task challenge displayed on the display interface is a task scroll challenge, and the displayed rewarding content is: attack and defense are lifted, and the position of the place is displayed.
Or, the task challenge content can be displayed in the interface area of the display interface, so that the challenge content can be displayed more conveniently. For example, as shown in fig. 7, fig. 7 shows task challenge content in an interface area of a display interface.
Specifically, as shown in fig. 7 and 8, the task challenge content may be displayed on the display interface in text form, for example, the task challenge content may be displayed on a specific area (e.g., a middle area, a side area, etc.) of the display interface.
The task challenge content may include at least one of: occupying a designated site area (e.g., occupying site area a), acquiring designated virtual equipment, defeating a game character of a opponent's camp using designated skills.
Step S1200: and in response to the first and/or second camps completing the task indicated by the task challenge content, game rewards are conducted for the camps completing the task challenge content.
Specifically, the game may be awarded for the first camp in response to the task indicated by the task challenge content being completed by the first camp, and the game may be awarded for the first camp in response to the task indicated by the task challenge content being completed by the first camp. That is, in this embodiment, after the first camp and the second camp complete the task, game rewards are performed on both the first camp and the second camp that complete the task, so that each camp can actively complete the challenge task.
Or, the game rewards are performed for the camping for completing the task in response to the first camping or the second camping completing the task indicated by the task challenge content in the non-failure state, and the task challenge content is set in the failure state in response to the camping for completing the task. That is, if one of the camps completes the task indicated by the task challenge content, the other camps can not challenge the task of the task challenge content, so that the game can be rewarded for the camps which complete the task first, thereby improving the competitiveness of the player for challenging the task and having stronger game interest.
Optionally, the game prize for the camping to complete the task challenge content in step S1200 may include any one of the following: and awarding games for camping of the task challenge content which is finished first and awarding games for camping of the task challenge content which is finished within a time period which is a fourth preset duration from the task challenge time.
The fourth preset duration may be any duration of 30 seconds to 5 minutes, or may be other durations, and the present application is not particularly limited. The task challenge time is the time when the task challenge content is displayed on the display interface.
The game prize includes at least one of: increasing bonus points, increasing skill ability of the character in the camp, increasing virtual assets of the character in the camp.
Optionally, the game rewards for camping to complete the task challenge content can be implemented as follows; and adding an air potential value for the camping for completing task challenge content, and rewarding games for the camping reaching the preset air potential value in response to the air potential value corresponding to the first camping or the second camping reaching the preset air potential value. In this embodiment, each task challenge content may be set with a corresponding air potential value, and the game character completes the task corresponding to the task challenge content, and may obtain the corresponding air potential value. Specifically, the step of rewarding the game for the camping reaching the preset air potential value in response to the air potential value corresponding to the first camping or the second camping reaching the preset air potential value may be executed within an air potential challenge time period of a preset duration after the task challenge content is displayed, and if the air potential challenge time period is exceeded, the step of rewarding the game for the camping reaching the preset air potential value in response to the air potential value corresponding to the first camping or the second camping is stopped.
Optionally, as shown in fig. 3, a task challenge prompt 400 may be displayed on the display interface, as shown in fig. 3, 7, and 8, where the task challenge prompt 400 may display a content introduction of the task challenge, a first battle air potential progress bar 410, a second battle air potential progress bar 420, and a remaining time of the air potential challenge period (i.e., 00:13 in fig. 3, 02:43 in fig. 7, and 01:39 in fig. 8). The first and second aero-potential progress bars 410 and 420 are used for representing aero-potential values corresponding to the first and second camps.
Optionally, as shown in fig. 9, a prompt 1000 for prompting the battle situation of the my enclave may also be displayed on the display interface, where the prompt 1000 shown in fig. 9 is used to prompt that the first virtual object is occupied by the my enclave, and that each game character of the my enclave obtains a virtual asset of 1500.
Optionally, as shown in fig. 7, the air potential value increased after the task challenge is successful may also be displayed in the task challenge prompt information 400, and the air potential reward score 500 in fig. 7 is the air potential value increased after the task challenge is successful. As shown in fig. 8, the task challenge prompt message 400 may further display rewards that can be obtained when the air potential value reaches the preset air potential value, where the rewards that can be obtained when the air potential value reaches the preset air potential value in fig. 8 are: attack and defense are lifted, and the position of the place is displayed.
Where the game prize includes an increased prize credit, the method may further comprise the steps of: the credits of the first and second camps are updated according to the increased bonus points. For example, if a bonus point of 4 points is added to the first camp, the point corresponding to the first camp may be increased by 4.
Optionally, the information interaction method may further include: and displaying bonus point information corresponding to the first camp and the second camp on a display interface so that a player can know the bonus point condition of each camp. For example, bonus point information may be displayed in the form of a bonus point progress bar. Such as a first camping credit progress bar 510, a second camping credit progress bar 520 in fig. 3.
When the game rewards are to increase the skill ability of the game characters in the camping and increase the virtual assets of the game characters in the camping, the game characters with the skill ability can use the increased skills to more efficiently fight the player characters in the opponent camping, the fight ability is improved, the points are more easily occupied, and accordingly the points are improved, the game characters with the virtual assets can purchase more virtual equipment by using the increased virtual assets, so that the fight ability is improved, the points are more easily occupied, and the points are improved by the purchased virtual equipment.
The embodiment provides game challenges of non-point occupying behaviors, so that the content of the game is richer, camps in the point occupying weak party can improve the points of the game through task challenges, and users have more various point improving modes, so that the interest of the game is improved.
In one embodiment, the information interaction method may further include the following steps S1210 to S1230.
Step S1210: and determining game roles in the camps with more points in the first camps and the second camps as appreciation targets in response to the difference between the points corresponding to the first camps and the points corresponding to the second camps being larger than a preset threshold.
The preset threshold in step S1210 may be determined according to the foregoing factors, such as the preset integral, the integral corresponding to each occupied point, etc., where the setting of the preset threshold may embody that the current integral difference between the first camp and the second camp has a larger amplitude, and the specific value of the preset threshold is not limited by the present application. For example, if the preset score is 5000 minutes, the preset threshold may be 2500 to 3500 minutes.
In this step, any one of the game characters in the multi-point camping may be set as a bonus target, for example, a random one of the game characters in the multi-point camping may be set as a bonus target, a game character in the multi-point camping that the number of defeated opponents is the largest may be set as a bonus target, or a game character in the multi-point camping that is currently alive and has the highest armor value may be set as a bonus target, or the like, but is not limited thereto.
Step S1220: detecting whether the above-mentioned appreciation target is defeated.
The appreciation target is defeated, i.e., the appreciation target is defeated.
In this step, it is possible to detect whether the bonus target is defeated or not within a period of time from the fifth preset time period in which the bonus target is determined. When the distance determines that the time of the bonus object exceeds the fifth preset time period, the detection of whether the bonus object is defeated is stopped. Therefore, effective time can be set for the rewarding mechanism, and the wealth camping needs to defeat the rewarding target within a certain time to obtain rewarding rewards, so that the rationality of game information interaction is improved.
Step S1230: in response to detecting that the bonus target is defeated, a bonus point is added for a less-integrated one of the first and second camps.
The specific score of the bonus points may be set according to actual circumstances, and the present application is not particularly limited.
Optionally, the information interaction method may further include the following steps: and updating the integral of the first camping and the second camping according to the bonus integral. Specifically, the above-described bonus point may be added to the point of the first and second camps where the point of the first and second camps is small.
According to the embodiment, through the arrangement of the rewarding mechanism, when the integral difference between the two parties is relatively large, an integral recovery way is provided for the weak party, the enthusiasm of the weak party in the whole game process, especially in the middle and later stages of the game, the richness of the game is improved, and the user experience is better.
In one embodiment, the method may further include the steps of: and in response to reaching the equipment throwing occasion, throwing preset virtual equipment for the game character to pick up in the scene of the point game. The game characters pick up the released preset virtual equipment, so that the game capability can be improved, the game can be better played, and the richness of game information interaction is improved.
In the embodiment of the application, the first camping may include a plurality of teams, each team may include a plurality of game roles, and the second camping has the same composition structure as the first camping. For example, a first camp may include 4 teams of 3 game characters each, then the first camp includes 12 game characters and a second camp also includes 12 game characters for a total of 4 teams of 3 game characters each. Team grouping is performed in the camping, so that the player can conveniently perform operations such as voice in the team, team gathering and the like, and the user game operation is facilitated.
Optionally, the method may further include: and responding to the voice setting operation of the game role setting, and setting the voice mode of the game role as the mode corresponding to the voice setting operation. The voice patterns may include at least one of intra-camping voice, intra-team voice, nearby character voice.
Optionally, the method may further include: and in response to the current role-gathering stage, displaying rule introduction contents on a display interface so as to facilitate the players to be familiar with the whole game process. The character aggregation stage is a stage of waiting for each of the game characters of the camping.
Optionally, the method may further include: and in response to the end of the role assembly stage, playing the game display animation, and improving the immersion of the user.
Optionally, the information interaction method may further include the following steps: and determining a reviving point of the first game character in response to the first game character being defeated for a set period of time, and reviving the first game character at the reviving point. The revival site may be a revival site corresponding to a preset of a camp to which the first game character belongs, or may be a revival site designated by the first game character, or may be a site area where the camp to which the first game character belongs is occupied or is occupied, but is not limited thereto.
Corresponding to the information interaction method of the data battle game provided by the first embodiment of the application, the second embodiment of the application provides an information interaction device of the data battle game. As shown in fig. 11, the apparatus includes:
A determining unit 210, configured to determine, in response to a game character of a first camp existing in a site area and a game character of a second camp not existing in the site area, camp attribution information of the site area;
and an updating unit 220, configured to update the integral of the first camping and the second camping according to the camping attribution information of each of the data point areas.
Corresponding to the information interaction method of the data war game provided by the first embodiment of the application, the third embodiment of the application also provides an electronic device for information interaction of the data war game. As shown in fig. 12, the electronic device includes: a processor 301; and a memory 302 for storing a program of an information interaction method of the data war game, the apparatus being powered on and executing the program of the information interaction of the data war game by the processor, performing the steps of:
determining the camping attribution information of a data point area in response to the presence of a first camped game character and the absence of a second camped game character in the data point area;
and updating the integral of the first camping and the second camping according to the camping attribution information of each data point area.
In correspondence with the information interaction method of the data battle game provided in the first embodiment of the present application, a fourth embodiment of the present application provides a computer-readable storage medium storing a program of the information interaction method of the data battle game, the program being executed by a processor to perform the steps of:
Determining the camping attribution information of a data point area in response to the presence of a first camped game character and the absence of a second camped game character in the data point area;
and updating the integral of the first camping and the second camping according to the camping attribution information of each data point area.
It should be noted that, for the detailed description of the apparatus, the electronic device, and the computer readable storage medium provided in the embodiments of the present application, reference may be made to the description of the method in the first embodiment of the present application, which is not repeated here.
While the application has been described in terms of preferred embodiments, it is not intended to be limiting, but rather, it will be apparent to those skilled in the art that various changes and modifications can be made herein without departing from the spirit and scope of the application as defined by the appended claims.
In one typical configuration, a computing device includes one or more processors (CPUs), input/output interfaces, network interfaces, and memory.
The memory may include volatile memory in a computer-readable medium, random Access Memory (RAM) and/or nonvolatile memory, such as Read Only Memory (ROM) or flash memory (flash RAM). Memory is an example of computer-readable media.
1. Computer readable media, including both non-transitory and non-transitory, removable and non-removable media, may 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), random Access Memory (RAM) of other nature, 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 Disks (DVD) or other optical storage, magnetic cassettes, magnetic tape magnetic disk storage or other magnetic storage media or any other non-transmission media that can be used to store information that can be accessed by a computing device. Computer readable media, as defined herein, does not include non-transitory computer readable media (transmission media), such as modulated data signals and carrier waves.
2. It will be appreciated by those skilled in the art that embodiments of the present application may be provided as a method, system, or computer program product. Accordingly, the present application may take the form of an entirely hardware embodiment, an entirely software embodiment or an embodiment combining software and hardware aspects. Furthermore, the present application may take the form of a computer program product embodied on one or more computer-usable storage media (including, but not limited to, disk storage, CD-ROM, optical storage, and the like) having computer-usable program code embodied therein.
While the application has been described in terms of preferred embodiments, it is not intended to be limiting, but rather, it will be apparent to those skilled in the art that various changes and modifications can be made herein without departing from the spirit and scope of the application as defined by the appended claims.

Claims (36)

1. An information interaction method of a data point war game, which is characterized by comprising the following steps:
determining the camping attribution information of a data point area in response to the presence of a first camped game character and the absence of a second camped game character in the data point area;
and updating the integral of the first camping and the second camping according to the camping attribution information of each data point area.
2. The method of claim 1, wherein the determining the camping attribution information for the site area comprises:
increasing the progress of the first camping site area;
and setting the camping attribution information of the data point area as belonging to the first camping in response to the fact that the progress of the first camping in the data point area reaches a preset progress.
3. The method of claim 2, wherein updating the integral of the first and second camps based on the camping attribution information for each of the site areas comprises:
According to a preset first time interval, determining the number of the data point areas belonging to the first camp and the second camp according to the camp attribution information of each data point area, and calculating the phase integral of the first camp and the second camp according to the number of the data point areas belonging to the first camp and the second camp to obtain the phase integral of the first camp and the second camp corresponding to the first time interval;
updating the integral of the first camp and the second camp according to the integral of the first camp and the second camp in the stage corresponding to the first time interval.
4. A method according to claim 3, wherein updating the integral of the first and second camps based on the phase integral of the first and second camps corresponding to the first time interval comprises:
according to the first time interval, calculating a first integral sum of the integral of each stage corresponding to the first array and a second integral sum of the integral of each stage corresponding to the second array;
and determining updated integral corresponding to the first camping according to the first integral sum, and determining updated integral corresponding to the second camping according to the second integral sum.
5. The method of claim 2, wherein the increasing the progress of the first camping on the area of the data point comprises:
reducing the progress of the second camp for the data point area in response to the data point area being in a progress state of being occupied by the second camp, and increasing the progress of the first camp for the data point area in response to the progress of the second camp for the data point area being reduced to zero;
and in response to the data point area being in a progress state of not being occupied by the second camping, increasing the progress of the first camping on the data point area.
6. The method of claim 5, wherein prior to said increasing the progress of the first camping on the area of the data point and said decreasing the progress of the second camping on the area of the data point, the method further comprises:
and determining the progress change speed based on the principle that the number of the game characters of the first camp existing in the data point area and the progress change speed are positively correlated.
7. The method of claim 6, wherein the increasing the progress of the first camping on the area of the data point comprises:
Increasing the progress of the first camping area occupying the data point area according to the progress change speed;
the reducing the progress of the second camping to occupy the data point area comprises the following steps:
and reducing the progress of the second camping area to occupy the data point area according to the progress change speed.
8. The method according to claim 2, wherein the method further comprises:
and in the process of increasing the progress of the first camping to take the data point area, suspending increasing the progress of the first camping to take the data point area in response to detecting that the game characters of the first camping and the game characters of the second camping exist in the data point area.
9. The method of claim 5, wherein the method further comprises:
displaying a preemption progress icon corresponding to the data point area on a display interface;
displaying the preemption progress icon in a second color in response to the point area being in a progress state of preemption by the second camp;
and displaying the preemption progress icon in a first color in response to the point area being in a progress state of being preempted by the first camping.
10. A method according to claim 3, characterized in that the method further comprises:
Determining an integral reaching a preset integral as a winning integral in response to the integral of the first or second integral reaching the preset integral;
or in response to reaching a first preset duration from the play of the point game, determining that the first and second camps are winning camps.
11. The method of claim 10, wherein in the event that the camp that reaches the preset credit is determined to be a winning camp, the method further comprises:
ending the local point combat game in response to detecting the determination of the winning camp;
and ending the local point game in response to the starting time of the local point game reaching the second preset time, and determining that the game result of the local point game is a tie.
12. The method according to claim 10, wherein in case of determining a camp reaching the preset credit as a winning camp, the calculating the phase credits of the first camp and the second camp based on the number of data point areas belonging to the first camp and to the second camp comprises:
determining the point corresponding to each point area by taking the point corresponding to each point area and the game starting time length as the principle of direct proportion;
And calculating the phase integral of the first camping and the second camping according to the number of the data point areas belonging to the first camping and the second camping and the integral corresponding to each data point area.
13. The method of any one of claims 1 to 12, wherein the scene of the point combat game includes a first virtual object therein, the first virtual object being for being occupied by a camp, thereby providing a virtual asset for a game character in the camp that occupies the first virtual object, the method further comprising:
responding to the occupying operation of the game role in the first camp on the first virtual object, and setting that the first virtual object belongs to the first camp;
and distributing virtual assets for game characters in a camp to which the first virtual object belongs, so that the game characters with the virtual assets purchase virtual equipment by using the virtual assets.
14. The method of claim 13, wherein the preemption operation comprises at least one of:
the game role in the first camp performs selection operation on the first virtual object under the condition that the distance between the game role in the first camp and the first virtual object is smaller than a first preset distance;
And the distances between all game characters in the first camp and the first virtual object are smaller than the first preset distance, and no game characters in the second camp exist in the range of the distances between the game characters and the first virtual object being smaller than the first preset distance.
15. The method of claim 14, wherein the method further comprises:
setting the first virtual object to be in a blocking state within a third preset duration that the first virtual object belongs to the first camping;
setting the first virtual object to be in an unsealed state in response to the fact that the duration that the first virtual object belongs to the first camping exceeds the third preset duration;
and responding to the occupying operation of the first virtual object by the game role in the second camping when the first virtual object is in the unpacking state, and setting that the first virtual object belongs to the second camping.
16. The method of claim 13, wherein the assigning a virtual asset to a game character in a camp to which the first virtual object belongs comprises:
and distributing virtual assets for game characters in the camping to which the first virtual object belongs according to a preset second time interval.
17. The method of claim 13, wherein the method further comprises:
responding to the state that the first virtual object is not occupied by camping, and displaying the first virtual object in a first display state;
and in response to the second virtual object being in a state of being occupied by a camp, displaying the first virtual object in a second display state, the second display state being different from the first display state.
18. The method of claim 13, wherein the first camp and the second camp each correspond to a respective virtual equipment store, the virtual equipment store of the first camp being identical to the virtual equipment contained in the second camp when in an initial state, the virtual equipment contained in the virtual equipment store being for purchase by a game character;
the method further comprises the steps of:
configuring a target virtual appliance for a target game character in response to a purchase operation of the target game character from the virtual appliance store to purchase the target virtual appliance, such that the target game character plays a game using the target virtual appliance;
and deleting the target equipment from the virtual equipment store corresponding to the camp to which the target game role belongs.
19. The method of claim 18, wherein prior to the purchasing operation of purchasing a target virtual appliance from the virtual appliance store in response to a target game character, configuring the target game character with the target virtual appliance, the method further comprises:
and responding to store equipment display operation triggered by the target game role, and displaying virtual equipment in a virtual equipment store corresponding to the lineup to which the target game role belongs on a display interface corresponding to the target game role.
20. The method of claim 19, wherein at least one equipment store identifier is provided in the scene of the data point game;
the store equipment display operation includes: and selecting the equipment store identification by the target game role.
21. The method of claim 13, wherein the method further comprises:
and when the preset asset delivery time is reached, distributing virtual assets for each game role.
22. The method of claim 21, wherein the assigning virtual assets to each game character comprises:
virtual assets are assigned to each game character based on the principle that the number of virtual assets assigned is positively correlated with the time of the start of the point combat game.
23. The method according to any one of claims 1 to 13, further comprising:
displaying task challenge content on a display interface;
and in response to the first camp and/or the second camp completing the task indicated by the task challenge content, game rewards are played for camping to complete the task challenge content.
24. The method of claim 20, wherein the game prize includes at least one of: increasing bonus points, increasing skill ability of the character in the camp, increasing virtual assets of the character in the camp.
25. The method of claim 24, wherein when the game prize includes the increased prize credit, the method further comprises:
and updating the points of the first camping and the second camping according to the increased bonus points.
26. The method of claim 23, wherein the game prize for a camp to complete the mission challenge includes any of:
game rewards are carried out for camping for completing the task challenge content first;
and game rewards are carried out for completing the camping of the task challenge content within a time period which is a fourth preset time length from the task challenge time.
27. The method of claim 23, wherein displaying task challenge content on the display interface comprises at least one of:
displaying a content display in the scene of the point game, wherein task challenge content is displayed on the content display;
and displaying task challenge content in an interface area of the display interface.
28. The method of claim 27, wherein the task challenge content comprises at least one of: occupying a designated point area, acquiring designated virtual equipment, and defeating a game character of a opponent's camp using designated skills.
29. The method according to any one of claims 1 to 13, further comprising:
determining game roles in camps with more points in the first camps and the second camps as rewarding targets in response to the difference between the points corresponding to the first camps and the points corresponding to the second camps being greater than a preset threshold;
detecting whether the bonus object is defeated;
in response to detecting that the rewarding target is defeated, adding a rewarding credit to a less-integrated one of the first and second camps.
30. The method of claim 29, further comprising:
And updating the integral of the first camping and the second camping according to the bonus integral.
31. The method of claim 29, wherein the detecting whether the rewards objective is defeated comprises:
detecting whether the bonus target is defeated or not during a period of time from which the bonus target is determined to have a fifth preset length.
32. The method according to any one of claims 1 to 13, further comprising:
and in response to the arrival of the equipment throwing occasion, throwing preset virtual equipment for the game character to pick up in the scene of the point game.
33. The method of any one of claims 1 to 13, wherein the first camp comprises a plurality of teams, each team comprising a plurality of game characters therein; the second camping composition structure is the same as the first camping.
34. An information interaction device for a point combat game, the device comprising:
a determining unit, configured to determine, in response to a game character of a first camp existing in a data point area and a game character of a second camp not existing in the data point area, camp attribution information of the data point area;
and the updating unit is used for updating the integral of the first camping and the second camping according to the camping attribution information of each data point area.
35. An electronic device, comprising:
a processor; and
a memory for storing a data processing program, the electronic device being powered on and executing the program by the processor, to perform the method of any one of claims 1-33.
36. A computer readable storage medium, characterized in that a data processing program is stored, which program is run by a processor, performing the method according to any of claims 1-33.
CN202310747303.9A 2023-06-21 2023-06-21 Information interaction method and device for data war game and electronic equipment Pending CN116943194A (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
CN202310747303.9A CN116943194A (en) 2023-06-21 2023-06-21 Information interaction method and device for data war game and electronic equipment

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
CN202310747303.9A CN116943194A (en) 2023-06-21 2023-06-21 Information interaction method and device for data war game and electronic equipment

Publications (1)

Publication Number Publication Date
CN116943194A true CN116943194A (en) 2023-10-27

Family

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Family Applications (1)

Application Number Title Priority Date Filing Date
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Country Status (1)

Country Link
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