CN117563225A - Game game play control method, device, equipment and computer storage medium - Google Patents

Game game play control method, device, equipment and computer storage medium Download PDF

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Publication number
CN117563225A
CN117563225A CN202210942044.0A CN202210942044A CN117563225A CN 117563225 A CN117563225 A CN 117563225A CN 202210942044 A CN202210942044 A CN 202210942044A CN 117563225 A CN117563225 A CN 117563225A
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China
Prior art keywords
game
virtual object
matching
match
opponent
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CN202210942044.0A
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Chinese (zh)
Inventor
李宇
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Shenzhen Tencent Network Information Technology Co Ltd
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Shenzhen Tencent Network Information Technology Co Ltd
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Priority to CN202210942044.0A priority Critical patent/CN117563225A/en
Publication of CN117563225A publication Critical patent/CN117563225A/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
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/56Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F9/00Arrangements for program control, e.g. control units
    • G06F9/06Arrangements for program control, e.g. control units using stored programs, i.e. using an internal store of processing equipment to receive or retain programs
    • G06F9/44Arrangements for executing specific programs
    • G06F9/451Execution arrangements for user interfaces

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Human Computer Interaction (AREA)
  • Software Systems (AREA)
  • Theoretical Computer Science (AREA)
  • Physics & Mathematics (AREA)
  • General Engineering & Computer Science (AREA)
  • General Physics & Mathematics (AREA)
  • Information Transfer Between Computers (AREA)

Abstract

The method provides a brand new relation mode between virtual objects in game application, namely game opponent relation, and provides a mode for game players to synchronously match game opponents, so that game players can have a chance to play a game against the game opponents in another game opponents, functions of the game application operated by the terminal device are expanded, interestingness and playability of the game application are improved, game demands of the game players are met, and game experience of the game players is improved.

Description

Game game play control method, device, equipment and computer storage medium
Technical Field
The present application relates to the field of computer technologies, and in particular, to the field of object retrieval technologies, and provides a game play control method, device, apparatus, and computer storage medium.
Background
Currently, in gaming applications, game players often form a chain of relationships to help the game players more conveniently play a collaborative game in the gaming application.
In the related art, a relationship chain in a game application generally exists in the form of a forward relationship of friends, close friends, nearby people, and the like, and in the form of a negative relationship of a blacklist, and the like. In the game application, when a certain game player is required to be invited to play the game for a game, the friend invitation can be conveniently carried out through a friend interface, or the invitation can be carried out through friend chat in the game application.
Currently, in a game application, a game player can only select other game players in a front relation chain (such as friends and close friends) to play a game, and the most common mode is to invite the friends to match the game play together, so that the game play can be cooperatively played with the friend players in the same game play, and the game winning is achieved by feeling the cooperation game. However, this single game match-up approach prevents game players from playing with more types of players, which is detrimental to the improvement of game technology, reduces the interest and playability of game applications, and the game players essentially have a need to play with some game players who have a negative relationship, but the current game applications obviously cannot meet the need.
Disclosure of Invention
The embodiment of the application provides a game play control method, a game play control device and a computer storage medium, which are used for providing a novel relation mode between virtual objects in a game application and realizing synchronous game play matching between a game player and a game opponent.
In one aspect, a game play control method is provided, and is applied to a game client, and the method includes:
presenting a first game interface comprising a first virtual object, wherein the first virtual object is in an idle state, and a second virtual object with which a game opponent relationship exists is associated with the first virtual object, and the game opponent relationship is formed in a historical game opponent based on a set game opponent event triggered by the second virtual object on the first virtual object;
and when the second virtual object triggers game match, presenting a second game interface containing match indication information, wherein the match indication information characterizes the first virtual object to update to a game match state from the idle state.
In one aspect, a game play control method is provided and applied to a game server, and the method includes:
Determining that a first virtual object is in an idle state, wherein the first virtual object is associated with a second virtual object with which a game opponent relationship exists, and the game opponent relationship is formed in a historical game opponent based on a set game opponent event triggered by the second virtual object on the first virtual object;
triggering the first virtual object to perform game match of the same type when detecting that the second virtual object triggers game match;
and sending matching instruction information to the game client corresponding to the first virtual object, so that the game client presents a game interface containing the matching instruction information, and the matching instruction information characterizes the first virtual object to update to a game match state from the idle state.
In one aspect, there is provided a game play control device for use in a game client, the device comprising:
a first presenting unit, configured to present a first game interface including a first virtual object, where the first virtual object is in an idle state, and the first virtual object is associated with a second virtual object with which a game opponent relationship exists, where the game opponent relationship is formed in a historical game opponent based on a set game opponent event triggered by the second virtual object on the first virtual object;
And the second presentation unit is used for presenting a second game interface containing matching indication information when the second virtual object triggers game match, wherein the matching indication information characterizes the first virtual object to update to a game match state from the idle state.
Optionally, the second presenting unit is specifically configured to:
when the second virtual object meets the set game state, presenting synchronous matching prompt information on the first game interface, wherein the synchronous matching prompt information is used for prompting whether to start a function of synchronous matching with the second virtual object;
and responding to the confirmation operation for the synchronous matching prompt information, and when the second virtual object triggers the game to match, presenting a second game interface containing matching indication information.
Optionally, the second presenting unit is specifically configured to:
responding to the confirmation operation, and sending a corresponding synchronous matching confirmation result to the game server;
receiving the matching indication information sent by the game server, wherein the matching indication information is sent after the game server responds to the synchronous matching confirmation result and triggers the first virtual object to perform the same type of game matching when detecting that the second virtual object triggers game matching;
And presenting a second game interface containing the matching instruction information.
Optionally, the second presenting unit is specifically configured to:
responding to the confirmation operation, and sending a corresponding synchronous matching confirmation result to the game server;
receiving a synchronous matching request sent by the game server when the game server responds to the synchronous matching confirmation result and detects that the second virtual object triggers game matching;
presenting entry matching prompt information based on the synchronous matching request, wherein the entry matching prompt information is used for prompting whether game matching is performed or not;
and responding to the confirmation operation for the matching entry prompt information, and presenting a second game interface containing the matching indication information.
Optionally, the apparatus further includes a relationship setting unit configured to:
presenting a game play interface corresponding to the history game play;
when the second virtual object triggers the game hostile event for the first virtual object, relationship setting prompt information is presented on the game hostile interface, and the relationship setting prompt information is used for prompting whether to set a game hostile relationship with the second virtual object;
And in response to a confirmation operation performed on the relation setting prompt information, associating the second virtual object as a game opponent of the first virtual object.
Optionally, the device further includes a position prompting unit, configured to:
presenting a third game interface in which the first virtual object and the second virtual object both enter a target game play, wherein in the target game play, the first virtual object and the second virtual object are in hostile relation;
and according to the position of the second virtual object in the virtual environment corresponding to the target game, presenting corresponding position prompt information in a game interface corresponding to the target game.
Optionally, the position prompting unit is specifically configured to:
receiving the position information of the second virtual object sent by the game server;
based on the position information, when the second virtual object is determined to be positioned outside the current view of the game play interface, corresponding azimuth indication information is presented in the game play interface, and the azimuth indication information indicates the azimuth of the second virtual object relative to the first virtual object; or,
And marking the game opponent relationship for the second virtual object when the second virtual object is determined to be positioned in the current field of view of the game opponent interface based on the position information.
Optionally, the apparatus further comprises a relationship releasing unit for:
if the first virtual object triggers the set game hostile event for the second virtual object, in the game hostile interface, relationship release prompt information is presented, and the relationship release prompt information is used for prompting whether to release the game hostile relationship with the second virtual object;
and releasing the game opponent relationship with the second virtual object in response to a confirmation operation performed on the relationship release prompt information.
Optionally, the relationship releasing unit is specifically configured to:
receiving first event indication information sent by a game server, wherein the first event indication information is used for indicating that the first virtual object triggers the set game hostile event for the second virtual object in the target game;
and responding to the first event indication information, and presenting the relation release prompt information in the game counter interface.
Optionally, the device further includes an event prompting unit, configured to:
receiving second event indication information sent by a game server, wherein the second event indication information is used for indicating that other virtual objects except the first virtual object trigger the set game hostile event for the second virtual object in the target game hostile;
and responding to the second event indication information, and presenting corresponding event prompt information in the game playing interface.
Optionally, the event prompting unit is further configured to:
and if the first virtual object triggers the game hostile event for the second virtual object, presenting task completion indication information in the game hostile interface, wherein the task completion indication information is used for indicating that the first virtual object completes a game task corresponding to the game hostile relationship.
In one aspect, there is provided a game play control device applied to a game server, the device comprising:
a determining unit, configured to determine that a first virtual object is in an idle state, where the first virtual object is associated with a second virtual object with which a game opponent relationship exists, where the game opponent relationship is formed in a historical game opponent based on a set game opponent event triggered by the second virtual object on the first virtual object;
The synchronous matching unit is used for triggering the first virtual object to perform game matching of the same type when detecting that the second virtual object triggers game matching;
the information synchronization unit is used for sending matching instruction information to the game client corresponding to the first virtual object, so that the game client presents a game interface containing the matching instruction information, and the matching instruction information characterizes the first virtual object to update to a game match state from the idle state.
Optionally, the synchronization matching unit is specifically configured to:
when the second virtual object is detected to meet the set game state, synchronous matching prompt information is sent to the game client, and the synchronous matching prompt information is used for prompting whether to start a function of synchronous matching with the second virtual object or not;
receiving a synchronous matching confirmation result sent by the game client, wherein the synchronous matching confirmation result is sent by the game client in response to a confirmation operation performed on the synchronous matching prompt information;
and triggering the first virtual object to perform the game match of the same type when detecting that the second virtual object triggers the game match.
Optionally, the synchronization matching unit is further configured to:
controlling the second virtual object and the first virtual object to enter a target game play in response to a game opponent relationship between the second virtual object and the first virtual object, wherein in the target game play, the first virtual object and the second virtual object are in an hostile relationship;
and sending the position information of the second virtual object to the game client, so that the game client presents corresponding position prompt information in a game play interface corresponding to the target game play according to the position information, wherein the position prompt information is used for prompting the position of the second virtual object in a virtual environment corresponding to the target game play.
Optionally, the determining unit is further configured to determine that, in the target game, the second virtual object is triggered to set a game hostile event;
the information synchronization unit is further configured to send first event indication information to the game client if it is determined that the set game hostile event is triggered by the first virtual object, so that the game client prompts whether to release a game hostile relationship with the second virtual object based on the first event indication information;
And if the set game hostile event is determined to be triggered by other virtual objects except the first virtual object, sending second event indication information to the game client side, so that the game client side presents corresponding event prompt information based on the second event indication information.
In one aspect, a computer device is provided comprising a memory, a processor and a computer program stored on the memory and executable on the processor, the processor implementing the steps of any of the methods described above when the computer program is executed.
In one aspect, a computer storage medium is provided, on which a computer program is stored which, when executed by a processor, carries out the steps of any of the methods described above.
In one aspect, a computer program product is provided that includes a computer program stored in a computer readable storage medium. The processor of the computer device reads the computer program from the computer readable storage medium, and the processor executes the computer program so that the computer device performs the steps of any of the methods described above.
In the game opponent control method, the device, the equipment and the computer storage medium provided by the embodiment of the application, in the game opponent process, based on the game opponent event triggered between the virtual objects, the game opponent relationship between the virtual objects can be formed, for example, in the game opponent process, when the second virtual object triggers the set game opponent event to the first virtual object (such as the second virtual object defeats the first virtual object), the game opponent which associates the second virtual object as the first virtual object can be triggered, based on the premise of the game opponent relationship, when the first virtual object is in an idle state, if the second virtual object triggers the game opponent matching, the first virtual object can be synchronously matched with the second virtual object, and the game interface which is updated into the game opponent matching state from the idle state is presented.
Drawings
In order to more clearly illustrate the embodiments of the present application or the technical solutions in the related art, the drawings that are required to be used in the embodiments or the related technical descriptions will be briefly described below, and it is apparent that the drawings in the following description are only embodiments of the present application, and other drawings may be obtained according to the provided drawings without inventive effort for a person having ordinary skill in the art.
Fig. 1 is a schematic view of an application scenario provided in an embodiment of the present application;
FIG. 2 is a flow chart illustrating a process for establishing a game opponent relationship according to an embodiment of the present disclosure;
FIGS. 3 a-3 b are schematic views illustrating game play interfaces according to embodiments of the present disclosure;
FIG. 3c is a schematic diagram of a social system interface provided by an embodiment of the present application;
FIG. 4 is a schematic flow chart of a game play control method according to an embodiment of the present application;
FIGS. 5 a-5 b are schematic diagrams of game interfaces provided in embodiments of the present application;
FIG. 6 is a schematic flow chart of another method for controlling game play according to the embodiment of the present application;
FIG. 7 is a schematic flow chart of another method for controlling game play according to an embodiment of the present application;
Fig. 8 is a schematic display diagram of a synchronization matching prompt message provided in an embodiment of the present application;
FIG. 9 is a schematic flow chart of another method for controlling game play according to the embodiment of the present application;
fig. 10 is a schematic display diagram of entry matching prompt information provided in an embodiment of the present application;
FIG. 11 is a schematic flow chart of another method for controlling game play according to the embodiment of the present application;
FIGS. 12 a-12 d are schematic diagrams of game interfaces provided in embodiments of the present application;
FIG. 13 is a schematic flow chart of another method for controlling game play according to an embodiment of the present application;
FIGS. 14 a-14 d are schematic diagrams of game play interfaces provided in embodiments of the present application;
FIG. 15 is a schematic structural diagram of a game play control device according to an embodiment of the present disclosure;
FIG. 16 is a schematic view of another game play control device according to an embodiment of the present disclosure;
fig. 17 is a schematic diagram of a composition structure of a computer device according to an embodiment of the present application;
fig. 18 is a schematic diagram of the composition structure of another computer device to which the embodiments of the present application are applied.
Detailed Description
For the purposes of making the objects, technical solutions and advantages of the present application more apparent, the technical solutions in the embodiments of the present application will be clearly and completely described below with reference to the accompanying drawings in the embodiments of the present application, and it is apparent that the described embodiments are only some embodiments of the present application, but not all embodiments. All other embodiments, which can be made by one of ordinary skill in the art without undue burden from the present disclosure, are within the scope of the present disclosure. Embodiments and features of embodiments in this application may be combined with each other arbitrarily without conflict. Also, while a logical order is depicted in the flowchart, in some cases, the steps depicted or described may be performed in a different order than presented herein.
It will be appreciated that in the following detailed description of the present application, data relating to game players is referred to, and that when embodiments of the present application are applied to particular products or technologies, relevant permissions or consents need to be obtained, and that the collection, use and processing of relevant data is required to comply with relevant laws and regulations and standards of the relevant country and region.
In order to facilitate understanding of the technical solutions provided in the embodiments of the present application, some key terms used in the embodiments of the present application are explained here:
virtual environment: is a virtual environment that the gaming application displays (or provides) while running on the terminal device. The virtual environment can be a simulation environment for the real world, a semi-simulation and semi-fictional three-dimensional environment, or a pure fictional three-dimensional environment. The virtual environment may be any one of a two-dimensional virtual environment, a 2.5-dimensional virtual environment, and a three-dimensional virtual environment, and the following embodiments are exemplified by the virtual environment being a three-dimensional virtual environment, but are not limited thereto. Optionally, the virtual environment is also used for virtual environment combat between at least two virtual characters. Optionally, the virtual environment is also for use in a combat between at least two virtual characters using the game props. Optionally, the virtual environment is further configured to use the game props to play within a target area of the virtual environment that is continuously decreasing over time in the virtual environment.
Virtual object: in the embodiment of the application, the virtual object refers to an object capable of uniquely determining one game object, and a plurality of virtual objects can be created under one game account. In some gaming applications, where it is desired to create a virtual object to play a game in a virtual environment, the virtual object may refer to a movable object in the virtual environment. The movable object may be at least one of a virtual character, a virtual animal, and a cartoon character. Alternatively, when the virtual environment is a three-dimensional virtual environment, the virtual object may be a three-dimensional stereoscopic model created based on an animated skeleton technique. Each virtual object has its own shape and volume in the three-dimensional virtual environment, occupying a portion of the space in the three-dimensional virtual environment. In some game applications, a game player may create a game character that does not have a visual physical object, but may complete a game by selecting an operable game hero in the game as a movable object in a virtual environment, which may also be the virtual object of the embodiments of the present application.
Game opponents: the game opponent relationship is formed based on a game hostile event of one virtual object to another virtual object in a historical game, for example, when in a game, the virtual object a is defeated by the virtual object B, or the virtual object B disputes the virtual object a (such as disfiguring words in the game), then a game player controlling the virtual object a expects to play against the virtual object B again to defeat the virtual object B, and based on such game requirement, the virtual object B can be associated as a game opponent of the virtual player a after a certain condition is met, so that the game opponent relationship exists between the two.
Game play: the virtual match is a game mode in which at least two virtual objects are matched in a virtual environment, and optionally, the game match is a single-match mode in which at least two virtual objects are matched.
In one possible implementation, each game play may correspond to a combat duration/number of combat, and when the game play corresponds to the combat duration, the virtual object whose survival duration reaches the combat duration is won; when the virtual weapon prop fights a corresponding number of fight people, the last or set of surviving virtual objects gets victory. Alternatively, the virtual match may be a single match mode game match (i.e., the virtual objects in the virtual match are all single matches), a double match mode game match (i.e., the virtual objects in the virtual match may be two-person team matches or single matches), or a four-person match (i.e., the virtual match may be a team of up to four virtual objects), where when the match mode is a double match or a four-person match, the first virtual object may be matched with the second virtual object having a friend relationship or with the third virtual object having no friend relationship.
In one possible implementation, each game pair corresponds to at least two camps, virtual objects of different camps are in hostile relation with each other, each camps corresponds to a respective campsite, and when the campsite of each camp is fully occupied (such as the crystal of the camping is broken), the virtual object of the camping fails in the game pair.
Game hostile event: refers to a game event that occurs with two virtual objects placed as different opponents. For example, when the first virtual object and the second virtual object are matched to different groups or different camps, the two virtual objects are in hostile relation, then the game event occurring between the two virtual objects can be considered as a game hostile event, for example, the first virtual object is defeated by the second virtual object, the first virtual object is attacked by the second virtual object, and the like, and in addition, when whether the first virtual object belongs to the judgment of setting the game hostile event, besides whether the event in the game itself is triggered, judgment of other dimensions, such as the occurrence times and the frequency of the event, and the like, can be increased.
Game match: the method refers to a process of matching a plurality of virtual objects together to complete one game play by adopting a certain matching mechanism in the game application. When the virtual object triggers game play matching, the virtual object enters a matching queue and waits for matching the corresponding game play.
Synchronous matching: in this embodiment of the present application, synchronous matching refers to that when a virtual object is in an idle state, if a game opponent triggers matching, the virtual object may be triggered synchronously to perform matching, for example, the virtual object may be automatically pulled into a matching queue of the game opponent, or after a request for confirmation by a game player, the virtual object is added into the matching queue of the game opponent.
Game status: the virtual object is in a state in the game application, such as offline, idle, game match state, game match, exit from game match, in a game hall, match queue number is not in line, etc.
In the related art, a relationship chain in a game application generally exists in the form of a forward relationship of friends, close friends, nearby people, and the like, and in the form of a negative relationship of a blacklist, and the like. However, in the game application, the game player can only select other game players in the front relation chain (such as friends and close friends) to play the game, and the most common mode is to invite the friends to match the game play together so as to be capable of playing the game play in cooperation with the friend players in the same game play.
However, in the actual game process, there is often a need for the game player to play together with some game players having negative relations, for example, after the virtual object controlled by the game player is defeated by the same hostile virtual object multiple times, the game player often has a counterattack mind after the game fails, and further there is a need for playing again with the hostile virtual object, and the mechanism in the game application in the related art makes it difficult for the virtual character of the non-friend to meet again, so that more needs of the game player cannot be satisfied. In addition, the single game match mode in the related art makes the game player unable to play with more types of players, which is disadvantageous to the improvement of game technology and reduces the interest and playability of the game application.
Based on this, the embodiment of the application provides a game opponent control method, in the game opponent process, based on the game opponent event triggered between the virtual objects, a game opponent relationship between the virtual objects can be formed, for example, in the game opponent process, when the second virtual object triggers the set game opponent event (such as that the second virtual object defeats the first virtual object) to the first virtual object, the game opponent associating the second virtual object as the first virtual object can be triggered, based on the premise of the game opponent relationship, when the first virtual object is in an idle state, if the second virtual object triggers the game opponent matching, the first virtual object can be synchronously matched with the second virtual object, and a game interface of the game opponent matching state is presented when the first virtual object is updated from the idle state.
The following description is made for some simple descriptions of application scenarios applicable to the technical solutions of the embodiments of the present application, and it should be noted that the application scenarios described below are only used for illustrating the embodiments of the present application and are not limiting. In the specific implementation process, the technical scheme provided by the embodiment of the application can be flexibly applied according to actual needs.
The scheme provided by the embodiment of the application can be applied to most game application scenes, such as game application scenes in which a plurality of virtual objects participate in a game, including but not limited to, equal game application scenes. As shown in fig. 1, an application scenario is schematically provided in an embodiment of the present application, where a scenario may include a plurality of terminal devices 101 and a game server 102, where each terminal device 101 may be installed with a game client corresponding to the game server 102, such as an application program supporting a three-dimensional virtual environment. The application may be any one of a virtual reality application, a three-dimensional map application, a Third person shooter game (TPS), a First person shooter game (FPS), a multiplayer online tactical game (Multiplayer Online Battle Arena, MOBA), a Massively Multiplayer Online Role Playing Game (MMORPG), a multiplayer gunfight survival game. Alternatively, the application may be a stand-alone application, such as a stand-alone 3D game, or a network-on-line application. The game client related to the embodiment of the present application may be a software client, or may be a client such as a web page or an applet, and the server 102 is a server corresponding to the software or the web page or the applet, and is not limited to the specific type of the client.
The terminal device 101 may be any device having a game application running function, for example, a mobile phone, a laptop, a tablet (PAD), a notebook, a desktop, a smart television, a smart car device, a smart wearable device, an electronic book reader, an MP3 (Moving Picture Experts Group Audio Layer III, dynamic video expert compression standard audio layer 3) player, an MP4 (Moving Picture Experts Group Audio Layer IV, dynamic video expert compression standard audio layer 4) player, and the like.
The game server 102 is a background server corresponding to a game client, and is configured to provide background services for the game client. For example, the cloud server may be an independent physical server, a server cluster or a distributed system formed by a plurality of physical servers, or a cloud server providing cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communication, middleware services, domain name services, security services, namely, content delivery networks (Content Delivery Network, CDNs), basic cloud computing services such as big data and artificial intelligence platforms, etc., but the cloud server is not limited thereto.
In the process of running the game client on each terminal device 101, the game server 102 performs primary computing work, and each terminal device 101 performs secondary computing work; alternatively, the game server 102 takes on secondary computing work, and each terminal device 101 takes on primary computing work; alternatively, the game server 102 and each terminal device 101 perform cooperative computing using a distributed computing architecture.
In the actual application process, different game players can run game clients through the respective terminal devices 101, wherein the application programs running on the different terminal devices 101 can be the same or the same type of application programs of different operating system platforms. When the terminal device 101 runs the game client, a game interface containing virtual objects is presented. Taking two terminal devices as an example, the terminal device a presents a game interface including a first virtual object, the terminal device B presents a game interface including a second virtual object, when the first virtual object and the second virtual object are in the same game play, the first virtual object and the second virtual object may be in the same virtual environment and in different teams, different organizations, or two teams with hostility, and when the second virtual object triggers a set game hostility event to the first virtual object, the second virtual object may be associated as a game opponent of the first virtual object. When the game server 102 detects that the first virtual object is in the idle state, that is, can match a game play, if the second virtual object triggers game play matching, the first virtual object is updated to the game play matching state, so that the first virtual object and the second virtual object are matched into the same game play again, and meanwhile, the terminal device a of the first virtual object can present a corresponding game interface. Optionally, in the game play, the first virtual object and the second virtual object remain in different teams, different organizations, or two parties with hostility.
In this embodiment, each terminal device 101 and the game server 102 may be directly or indirectly connected through one or more networks 103. The network 103 may be a wired network, or may be a Wireless network, for example, a mobile cellular network, or may be a Wireless-Fidelity (WIFI) network, or may be other possible networks, which is not limited in this embodiment of the present application.
It should be noted that, the number of terminal devices and game servers shown in fig. 1 is merely illustrative, and the number of terminal devices and game servers is not limited in practice, and is not particularly limited in the embodiments of the present application.
The game play control method provided by the exemplary embodiments of the present application will be described below with reference to the accompanying drawings in conjunction with the application scenarios described above, and it should be noted that the application scenarios described above are only shown for the convenience of understanding the spirit and principles of the present application, and the embodiments of the present application are not limited in any way in this respect.
In the following description, the first virtual object and the second virtual object are mainly described as examples, and in an actual application scenario, the number of virtual objects may be many, which is not limited in this embodiment of the present application.
In the embodiment of the present application, the control of the game play is based on the existence of the game opponent relationship, and thus the establishment process of the game opponent relationship will be described first. Referring to fig. 2, a schematic flow chart of a process for establishing a game opponent relationship according to an embodiment of the present application is shown, and a specific implementation flow is described as follows:
step 201: the game client presents a game play interface corresponding to the historical game play.
The historical game play refers to a game play in which the first virtual object and the second virtual object participate together. That is, before the first virtual object and the second virtual object have a game opponent relationship, the first virtual object and the second virtual object are matched into the same game play by a matching mechanism in the game, and the game players corresponding to the first virtual object and the second virtual object can control the first virtual object and the second virtual object to perform the game play.
Specifically, the game play interface may be presented by the game client based on game data issued by the game server, i.e., the game client may maintain a communication connection with the game server, continuously receive game data sent by the game server, and present the game play interface based on the game data.
Step 202: the game server detects that the second virtual object triggers a set game hostile event for the first virtual object.
In the embodiment of the application, in consideration of the actual game process, for example, after the virtual object controlled by the game player is defeated by the same hostile virtual object for multiple times, the game player often has a mind of countering the virtual object after the game is defeated, and further has a requirement of playing the game with the hostile virtual object again, so that a game hostile event generated in the game process can be set to trigger and establish a game hostile relationship between the virtual objects, and a foundation is laid for subsequent game hostile control.
In one possible implementation, setting a game hostile event may include one or more of the following:
(1) Defeating, i.e., if the first virtual object is defeated by the second virtual object, may trigger a process of the game opponent associating the second virtual object as the first virtual object. Considering that the probability of occurrence of a defeat event between virtual objects in a hostile relationship may be high in a game, in order to avoid frequent reminding, a threshold of the number of defeats or a threshold of the frequency may be set, and only after the number of defeats of a first virtual object by a second virtual object exceeds a certain threshold of the number of times, the first virtual object sets the desire of a game opponent to be stronger at this time, and triggers the association procedure.
(2) The language attack, that is, when the second virtual object performs language attack on the first virtual object, may trigger an association process, for example, the second virtual object performs a \35881 curse, a cynicism, etc. on the first virtual object using text, or performs a \35881 curse, a cynicism, etc. on the first virtual object by voice. Of course, the threshold number of language attacks or the threshold frequency may also be set.
(3) In general, in order to facilitate the collaborative fight between virtual objects during game play, tactical instructions, such as "start to withdraw", "start to attack", and other shortcut instructions, are generally provided in the game, for example, clicking a certain virtual object information field can trigger the status of playing the virtual object, but if a second virtual object frequently triggers an instruction, interference will occur to other virtual objects, for example, the actual attack of the withdrawal will be initiated, so that the fight of the present group fails, and the normal game of other players is interfered; or, the information broadcast report of a certain virtual object is continuously clicked, so that the interference is caused to other players, and the flow of other virtual players to the associated game opponents can be triggered.
(4) The negative game event refers to a situation that a virtual object has a negative game, for example, a situation that the virtual object hangs up for a long time, notifies the position of a member of the team to an opponent, is defeated by an opponent virtual player under a plurality of non-operational errors, and the like, so that the team tends to fail in the game.
(5) And analyzing data generated in the game playing process based on the pre-trained condition judgment model to judge whether the condition of a game opponent which associates the second virtual object as the first virtual object is met or not, and triggering the association flow if the condition is met.
Of course, other possible events may also be included, and the embodiments of the present application are not limited in this regard.
In the embodiment of the application, the game player can set a certain virtual object as a game opponent by himself/herself, for example, inputs the game Identifier (ID) of the certain virtual object through the setting interface, so as to set the virtual object as the game opponent.
Step 203: the game server sends relation setting prompt information to the game client.
Step 204: the game client presents relation setting prompt information on the game play interface.
That is, the game server may detect whether a set game hostile event occurs, and when detecting that a set game hostile event occurs, trigger a game hostile association procedure.
In one possible implementation manner, the game server may send relationship setting prompt information to the terminal device, where the relationship setting prompt information is used to prompt whether to set a game opponent relationship with the second virtual object, so that the terminal device displays the relationship setting prompt information in the corresponding game opponent interface. Referring to fig. 3a, a schematic display diagram of a game play interface is shown, where, taking a "defeat" event as an example, after a second virtual object defeats a first virtual object, after receiving a relationship setting prompt message, a terminal device corresponding to the first virtual object prompts "whether the second virtual object defeats you, is set as a game opponent" in the game play interface, and a corresponding selection button is displayed.
In view of the fact that the relationship setting prompt information may block the game play screen and may interfere with the game process of the game player, in order to reduce the interference degree, the relationship setting prompt information may be displayed in a region with smaller interference, as shown in fig. 3a, and the relationship setting prompt information may be displayed in the lower right corner, which is an example, however, in the practical application process, the relationship setting prompt information may also be displayed in other regions, for example, the top region, the central region, or the left region of the game play interface, which is not limited in this embodiment of the present application.
In one possible implementation, after the game is completed, the game player may be prompted whether to set a virtual object in the game as a game opponent.
In one possible implementation, when the game server detects that the set game hostile event occurs, the game server may also automatically trigger a game hostile association procedure, that is, the game server may directly set the second virtual object triggering the set game hostile event as the game hostile of the first virtual object.
Step 205: the game client receives confirmation operation aiming at the relation setting prompt information.
Referring to fig. 3a, the game player may operate a selection button corresponding to the relationship setting prompt information to select whether to associate the second virtual object as the game opponent of the first virtual object, as shown in "yes" and "no" in fig. 3a, and confirm that the second virtual object is set as the game opponent if the game player selects "yes" and confirm that the second virtual object is not set as the game opponent if "no" is selected. Meanwhile, in order to facilitate the game player, a default option may be set, that is, a countdown may be set for the "yes" or "no" option, and when the countdown is completed, if the game player does not perform any confirmation operation, the default game player selects the option of setting the countdown, such as setting the countdown for "no" in fig. 3 a.
Step 206: the game client synchronizes a validation operation with the game server.
Step 207: the game server associates the second virtual object as a game opponent to the first virtual object.
Based on the selection result of the game player, the game client synchronizes the selection result with the game server, if the selection result is yes, the game server sets the second virtual object as a game opponent of the first virtual object, and pulls the second virtual object into a game opponent list of the first virtual object; otherwise, if the selection result is "no", the process is ended, that is, the second virtual object is not pulled into the game opponent list of the first virtual object.
It should be noted that, the game client may also be used by the opponent of the game that sets the second virtual object as the first virtual object.
Specifically, if the second virtual object is pulled into the game opponent list of the first virtual object successfully, corresponding result display is also presented on the interface of the game client correspondingly.
In one possible implementation, when the game server succeeds in pulling the second virtual object into the game opponent list of the first virtual object, success indication information is fed back to the game client, and then, as shown in fig. 3b, the game client displays the success indication information, so that the game player perceives that the game opponent setting is successful.
In one possible implementation, a game player may also view his game opponents on a social system interface within the gaming application. Referring to FIG. 3c, a schematic diagram of a social system interface is shown. Wherein in this interface, the game player can view information of virtual objects having various relationships, such as the "game opponent" column shown in fig. 3c, and can view the second virtual opponent just added to the game opponent list, as well as other virtual objects historically added to the game opponent list.
After the two virtual objects have the game opponent relationship, the synchronous matching of the game opponents can be triggered based on the game opponents between the two virtual objects, and referring to fig. 4, a schematic flow chart of a game opponent control method provided in the embodiment of the application is shown, and a specific implementation flow of the method is as follows:
step 401: a first game interface is presented that includes a first virtual object, wherein the first virtual object is in an idle state, the first virtual object associated with a second virtual object with which a game opponent relationship exists, the game opponent relationship being formed in a historical game play based on a set game opponent event triggered by the second virtual object for the first virtual object.
Step 402: and when the second virtual object triggers game match, presenting a second game interface containing match indication information, wherein the match indication information characterizes the first virtual object to update to a game match state from an idle state.
In this embodiment of the present application, when the first virtual object is online and in an idle state, that is, the first virtual object is currently available for game play matching. Referring to fig. 5a, the first virtual object is currently located in the game hall and is not matching the game play, and is in an idle state, although other possible situations are possible, as long as the first virtual object is online and is not matching the game play.
Then, when its game opponent, e.g., the second virtual object, triggers a game match, then the first virtual object will also match the corresponding game with the step. Referring to fig. 5a, the interface of the second virtual object is similar to that of the first virtual object, when the game player controlling the second virtual object triggers "start matching", the second virtual object triggers game match, and then the first virtual object presents an interface displaying match indication information as shown in fig. 5b, and the match indication information characterizes that the first virtual object is updated from an idle state to a game match state, that is, the first virtual object is in game match.
Therefore, in the embodiment of the application, after the second virtual object is set as the game opponent of the first virtual object, when the second virtual object triggers game match, the first virtual object is automatically triggered to enter game match, so that a game player can have a chance to play a game with the game opponent in another game match, the function of the game application operated by the terminal device is expanded, the interestingness and playability of the game application are improved, the game requirement of the game player is met, and the game experience of the game player is improved.
In the embodiment of the present application, considering that the interface presentation of the game client is generally presented based on the game data interacted with the game server, please refer to fig. 6, which shows another flow chart of the game play control method provided in the embodiment of the present application, the specific implementation flow chart of the method is as follows:
601: the game server determines that the first virtual object is in an idle state.
602: the game server detects that the second virtual object triggers a game play match.
603: the game server triggers the first virtual object to perform the same type of game play matching.
In this embodiment of the present invention, when the first virtual object can match a game match and the second virtual object triggers the match, the game server may automatically pull the first virtual object into the game match queue and update its state to a game match state on the premise that the first virtual object and the second virtual object have a game opponent relationship.
In one possible implementation, the game server may pull the first virtual object into the same type of game play match such that the first virtual object has a larger machine than the second virtual object to match into the same game play. For example, when the second virtual object triggers a 5V5 match, then the first virtual object likewise enters into a 5V5 match queue.
In one possible implementation, the game server may control the second virtual object and the first virtual object to enter a target game play in response to a game opponent relationship between the second virtual object and the first virtual object, and in the target game play, the first virtual object and the second virtual object are in an hostile relationship. That is, since the first virtual object and the second virtual object have a game opponent relationship, the game server can also apply a matching restriction to the first virtual object and the second virtual object, so that the first virtual object is matched to the same game opponent and belongs to the opponent relationship, and thus, the first virtual object can realize a game opponent event such as defeat to the second virtual object, thereby satisfying the counterattack psychology of the first virtual object and improving the game experience.
604: and the game server sends matching indication information to the game client corresponding to the first virtual object.
605: the game client presents a game interface containing matching instruction information.
In this embodiment of the present application, after the game server pulls the first virtual object into the matching queue, corresponding matching instruction information is synchronized to the game client, so that the game client presents a corresponding game interface, such as a matching interface and related matching information, after receiving the corresponding matching instruction information.
In one possible implementation, to facilitate the game player's awareness of the game match currently triggered for the second virtual object, a corresponding hint may be displayed, e.g., when the match indication is displayed, words such as "in sync with the second virtual object match" or "in matching, will enter the same game as the second virtual object" may be displayed.
Therefore, when the second virtual object is added into the matching queue through the game server, the first virtual object is automatically pulled into the same matching queue, so that a game player can have a chance to play a game against a game opponent in another game against, the psychological requirement that the game player is knocked out in the previous game against is met, and the game experience of the game player is improved.
In the embodiment of the application, a situation that the game player does not want to immediately follow the second virtual object to perform matching may occur, and then a query of the synchronous matching function may also be performed. Referring to fig. 7, another flow chart of the game play control method provided in the embodiment of the present application is shown, and the specific implementation flow of the method is as follows:
Step 701: the game client presents a first game interface that includes a first virtual object.
Step 702: the game server detects that the second virtual object satisfies the set game state.
Step 703: the game server sends synchronous matching prompt information to the game client.
In this embodiment of the present application, when the first virtual object is in an idle state, and when the game server detects that the second virtual object meets the set game state, synchronization matching prompt information is sent to the game client, where the synchronization matching prompt information is used to prompt whether to start a function of performing synchronization matching with the second virtual object.
In the actual application process, if the first virtual object has a plurality of game opponents, when the first virtual object is idle, the game server will detect all the game opponents to determine whether the set game state is satisfied.
In one possible implementation, setting the game state may include one or a combination of more of the following states:
(1) The game player is online.
(2) The opponent returns to the casino, e.g., exits the last game pair back to the casino.
(3) The opponent is in the lobby and in a non-matching state.
(4) The opponents of the game are in a matching state but the teams required for the corresponding game pair are not in line, for example 100 people are required for the game pair, but only 70 people are currently matching.
Specifically, when the first virtual object is in the game hall and in a matchable state, the game server detects all the game opponents, and if the game opponents meet the set game state at this time, synchronous matching prompt information is sent to the game client. For example, when a game opponent is online or is also in a non-matching state in a game lobby, the game server may send game opponent information to the game client.
In the specific application process, if a plurality of game opponents exist at the same time to meet the set game state, the game server can randomly select one of the game opponents to trigger the synchronous matching prompt information, or can select all the game opponents meeting the state to trigger the synchronous matching prompt information, so that a game player can select a certain game opponent to perform synchronous matching; or, one game opponent may be selected according to the priority relationship to trigger the synchronous matching prompt information, for example, according to the time sequence of meeting the state, although other possible manners may be adopted, which is not limited in the embodiment of the present application.
Step 704: the game client presents synchronous matching prompt information on a first game interface.
After receiving the synchronous matching prompt information, the game client indicates that the game client knows that the game opponent meets the set game state, and takes the second virtual object meeting the set game state as an example, so that synchronous matching prompt information is presented on the first game interface to prompt a game player whether to start a function of synchronous matching with the second virtual object.
Referring to fig. 8, a schematic diagram of displaying synchronous matching prompt information is shown, where, taking the second virtual object online as an example, when the second virtual object is online, the prompt interface shown in fig. 8 is presented to ask the game player whether to start the function of synchronous matching with the game opponent, and the game player can select according to the current requirement of the game player.
Similarly, to facilitate the game player, a default option may be set, that is, a countdown may be set for each selectable option, and when the countdown is completed, if the game player does not perform any confirmation operation, the default game player selects the option for setting the countdown, as specifically set for the countdown 20s in fig. 8.
Step 705: the game client receives the confirmation operation aiming at the synchronous matching prompt information.
Step 706: and the game client responds to the confirmation operation, and when the second virtual object triggers game match, a second game interface containing match indication information is presented.
In this embodiment of the present application, if the game player selects to start the function of performing synchronous matching with the game opponent, when the second virtual object triggers game match, the game client presents a second game interface including the match instruction information. If the game player chooses not to open, the process ends.
In one possible implementation, the presentation process of the second game interface may also be implemented in conjunction with a game server, please continue with the process shown in steps 707-711 in fig. 7.
Step 707: and the game client sends a corresponding synchronous matching confirmation result to the game server.
Step 708: the game server detects that the second virtual object triggers a game play match.
Step 709: the game server triggers the first virtual object to perform the same type of game play matching.
Step 710: the game server sends matching indication information to the game client.
Step 711: the game client presents a second game interface containing matching instruction information.
Specifically, after receiving the confirmation operation, the game client receives a synchronous result to the game server, so that the game server detects whether the second virtual object triggers game match or not, and when detecting that the second virtual object triggers game match, the game server can synchronously match the first virtual object, for example, pull the first virtual object into a match matched by the second virtual opponent, and distribute the first virtual object in a team outside the second virtual object, so as to ensure that the first virtual object and the game opponent are in hostile relation. In addition, the game server synchronizes the matching indication information to the game client, and the game client displays the matching interface and related matching information after receiving the matching indication information.
If the game player selects not to start, the game client side can synchronize the selection result to the game server, and the game server does not perform corresponding reaction.
In this embodiment of the present application, when the game server detects that the second virtual object triggers the game to match, considering that there may be a situation that the game player does not want to enter the match in the temporary, it may also be queried whether the game player enters the matching queue. Referring to fig. 9, another flow chart of the game play control method provided in the embodiment of the present application is shown, and the specific implementation flow of the method is as follows:
step 901: the game server detects that the second virtual object triggers a game play match.
In the embodiment of the application, after the game player sets the game opponent relationship, the game server detects whether the second virtual object triggers game opponent matching; or after the game player confirms the synchronous matching prompt information, the game client side sends a corresponding synchronous matching confirmation result to the game server, and the game server responds to the synchronous matching confirmation result to detect whether the second virtual object triggers the game to match or not.
Step 902: the game server sends a synchronization matching request to the game client.
Specifically, the synchronization matching request is used for indicating that the second virtual object has entered the game match queue, and inquiring whether the game player follows the entry into the game match queue.
Step 903: the game client presents the entry matching prompt information based on the synchronous matching request.
The entry matching prompt information is used for prompting whether game match is performed or not. Referring to fig. 10, a schematic diagram of a display of entry matching prompt information is shown. Taking the example that the second virtual object triggers 5V5 game match, the game player may be prompted to "whether the second virtual object is performing 5V5 match and synchronously enters the match queue" and inquire whether the game player enters.
Step 904: the game client receives the confirmation operation aiming at the matched entry prompt information.
Step 905: the game client sends a corresponding matching entry confirmation result to the game server.
Step 906: the game server triggers the first virtual object to perform the same type of game play matching.
Step 907: the game server sends matching indication information to the game client.
Step 908: the game client presents a second game interface containing matching instruction information.
In this embodiment of the present invention, a game player may select whether to enter according to his own demand, if yes, the game client synchronizes the selection result to the game server, and the game server also performs synchronization matching on the first virtual object, for example, the game server pulls the first virtual object into a match matched by the second virtual opponent, and distributes the first virtual object to a team other than the second virtual object, so as to ensure that the first virtual object and the game opponent are in an hostile relationship. In addition, the game server synchronizes the matching indication information to the game client, and the game client displays the matching interface and related matching information after receiving the matching indication information.
If the game player selects no, the game client side can synchronize the selection result to the game server, and the game server ends the flow and does not perform corresponding reaction.
In this embodiment of the present application, when the first virtual object and the second virtual object enter the target game, in order to help the first virtual object to quickly reach the counterattack, after entering the target game, the position of the second virtual object may be prompted for the first virtual object. Referring to fig. 11, another flow chart of a game play control method provided in the embodiment of the present application is shown, and a specific implementation flow of the method is as follows:
Step 1101: the game client presents a third game interface where both the first virtual object and the second virtual object enter the target game play.
Optionally, in order to implement the first virtual object countering the second virtual object, in the target game, the first virtual object and the second virtual object are in hostile relation.
And data interaction is carried out between the game client and the game server, namely, the game server sends game data to the game client, so that the game client presents a corresponding game interface. For example, when the first virtual object matches the second virtual object to the same game play, the game server sends the relevant data of the game play to the game client, so that the game client presents a game interface corresponding to the game play, such as a game play loading interface, a game play cut-out animation, and the like.
Step 1102: the game server transmits the position information of the second virtual object to the game client.
Specifically, the location information is used to indicate a location where the second virtual object is located in the virtual environment corresponding to the target game, for example, coordinates in the virtual environment.
Step 1103: and the game client presents corresponding position prompt information in a game play interface corresponding to the target game play according to the position information.
In one possible implementation, the location of the second virtual object may be displayed directly to the first virtual object. Referring to fig. 12a, an interface diagram of a position prompt is shown, where coordinates of a game opponent may be directly displayed to a game player, so that the game player can find the game opponent in time.
In one possible implementation, to enable hinting to the first virtual object location while guaranteeing fairness of the game, only the approximate orientation of the second virtual object may be hinted without providing a specific location.
Specifically, after entering a game, the game server synchronizes the position information of the second virtual object to the game client, and the game client can determine whether the second virtual object is located in the current field of view of the game playing interface based on the position information, wherein the current field of view is the field of view of the player, that is, the current field of view is in the game interface displayed by the current game client, if the second virtual object is located outside the current field of view of the game playing interface, corresponding azimuth indication information is presented in the game playing interface, and the azimuth indication information is used for indicating the azimuth of the second virtual object relative to the first virtual object, so that the position does not need to be directly prompted, and the game experience of the game player controlling the second virtual object can be ensured.
Referring to fig. 12b and 12c, which are schematic diagrams of an interface of another position prompt, in fig. 12b, a corresponding identifier may be displayed in the screen edge corresponding to the second virtual object, and in fig. 12b, a red bar identifier is displayed in the screen edge, so as to prompt the game player for the position; alternatively, as shown in FIG. 12c, the second virtual object's location may be indicated by an arrow. Of course, other possible manners may be used for displaying, which are not limited by the embodiments of the present application.
In the embodiment of the application, if the second virtual object is determined to be located in the current field of view of the game opponent interface based on the position information, the second virtual object can be marked with the game opponent relationship, so that the second virtual object can be more obviously distinguished from other virtual objects, and the game player can more easily find the second virtual object. Referring to fig. 12d, a logo of a game opponent may be added to the top of the head of the second virtual object, and of course, other possible marking manners may also be adopted, for example, adding a red edge around the second virtual object, which is not limited in the embodiment of the present application.
In the embodiment of the application, when the second virtual object is triggered by the game hostile event, a prompt is also performed on the game hostile interface. Referring to fig. 13, another flow chart of a game play control method provided in the embodiment of the present application is shown, and a specific implementation flow of the method is as follows:
Step 1301: the game server determines that in the target game play, the second virtual object is triggered to set a game hostile event.
Step 1302: the game server determines whether a set game hostile event is triggered by the first virtual object.
Step 1303: if yes, the game server determines that the game hostile event is triggered by the first virtual object, and sends first event indication information to the game client.
Step 1304: the game client prompts whether to release the game opponent relationship with the second virtual object based on the first event indication information.
In the embodiment of the application, the game client receives the first event indication information sent by the game server, where the first event indication information is used to indicate that, in the target game, the first virtual object triggers a set game hostile event on the second virtual object, for example, referring to fig. 14a, a schematic diagram of a game play interface for triggering and setting a game hostile event is shown, wherein if a first virtual object defeats a second virtual object, a game play interface may be prompted with "may you happy you have defeated a game opponent", "may you happy you successfully make a counterattack", etc.
In this embodiment of the present invention, if the first virtual object triggers and sets a game hostile event for the second virtual object, task completion instruction information may be presented in the game hostile interface, where the task completion instruction information is used to instruct the first virtual object to complete a game task corresponding to the game hostile relationship. The game tasks are tasks related to game opponent relations, each game task is provided with a corresponding task completion condition, when the corresponding condition is met, the game tasks are completed, the system can give corresponding rewards, and the game tasks are presented on a game interface.
For example, after the first virtual object defeats the second virtual object five times in succession, referring to fig. 14b, the achievement interface of "enemy must report" may be displayed for the first virtual object, so as to better conform to the mood of the game player at this time, and enhance the game experience of the game player. Of course, this is limited to providing an example, and other achievements or medal mechanisms may be employed during actual game application, and embodiments of the present application are not limited in this regard.
In this embodiment of the present application, the setting of the game hostile event may further be that the first virtual object continuously defeats the second virtual object, where the second virtual object falls into a trap of the first virtual object, etc., which is not limited in this embodiment of the present application.
Step 1305: the game client synchronizes the selection result to the game server.
Step 1306: the game server releases the game opponent relationship or does not process it.
When the first virtual object triggers a game hostile event on the second virtual object, the counterattack psychology of the game player is satisfied, so that a more friendly game environment is built, the situation that the players sink in the counterattack psychology is avoided, a mechanism for rapidly removing the relationship of the game opponents can be provided, and after a certain condition is satisfied, for example, the first virtual object triggers the game hostile event on the second virtual object, and the game client can respond to the first event indication information to present relationship release prompt information in the game opponent interface. Referring to fig. 14c, whether to contact the game opponent relationship can be prompted in the game opponent interface, the game player can select yes or no according to own requirements, if yes, the game client synchronizes the game server selection result, the game server releases the game opponent relationship between the two, namely, the second virtual object is removed from the game opponent list of the first virtual object; if not, the game client synchronizes the game server selection result, and the game server keeps the game opponent relationship between the two and does not process the game opponent relationship.
In this embodiment of the present application, the game client may also perform an operation of touching the relationship, that is, the game client may, in response to a confirmation operation performed on the relationship release prompt information, release the game opponent relationship with the second virtual object, and remove the second virtual object from the game opponent list of the first virtual object.
Illustratively, after the game client displays whether to dismiss the game opponent relationship, the game player may press the E key for 3 seconds as the selection dismiss, and press the R key for 10 seconds or 20 seconds as the selection dismiss.
It should be noted that, the above process is exemplified by prompting at the game play interface, but in practical application, prompting may also be performed during the end of the game play, so as to avoid interference with the progress of the game play.
Step 1307: if not, the game server determines that the game hostile event is triggered by other virtual objects except the first virtual object, and sends second event indication information to the game client.
Step 1308: the game client presents corresponding event prompt information based on the second event indication information.
In this embodiment of the present application, if the game server determines that the game hostile event is triggered by a virtual object other than the first virtual object, the event prompt information is synchronized to the game client, so that the game client displays the corresponding event prompt information. Referring to fig. 14d, if the second virtual object is defeated by other virtual objects, a "second virtual object has been defeated", "second virtual object has been defeated by others", etc. are displayed on the game client to prompt the game player.
In summary, in the embodiment of the present application, in a game scenario, a novel relationship mode between game characters is provided, that is, a game opponent system is provided, based on the game opponent system, a game player can experience the sense of reaction, so that the interest of the game is improved, and the game experience is improved.
Referring to fig. 15, based on the same inventive concept, an embodiment of the present application further provides a game play control device 150, applied to a game client, where the device includes:
a first presenting unit 1501, configured to present a first game interface including a first virtual object, where the first virtual object is in an idle state, and the first virtual object is associated with a second virtual object with which a game opponent relationship exists, and the game opponent relationship is formed in a historical game opponent based on a set game opponent event triggered by the second virtual object to the first virtual object;
the second presenting unit 1502 is configured to present a second game interface including matching instruction information when the second virtual object triggers game match, where the matching instruction information characterizes the first virtual object from an idle state to a game match state.
Optionally, the second presenting unit 1502 is specifically configured to:
when the second virtual object meets the set game state, synchronous matching prompt information is presented on the first game interface, and the synchronous matching prompt information is used for prompting whether to start a function of synchronous matching with the second virtual object;
and responding to the confirmation operation aiming at the synchronous matching prompt information, and when the second virtual object triggers the game to match, presenting a second game interface containing matching indication information.
Optionally, the second presenting unit 1502 is specifically configured to:
responding to the confirmation operation, and sending a corresponding synchronous matching confirmation result to the game server;
receiving matching indication information sent by a game server, wherein the matching indication information is sent after the game server responds to a synchronous matching confirmation result and triggers a first virtual object to perform the same type of game matching when detecting that the second virtual object triggers the game matching;
a second game interface is presented that includes matching instruction information.
Optionally, the second presenting unit 1502 is specifically configured to:
responding to the confirmation operation, and sending a corresponding synchronous matching confirmation result to the game server;
Receiving a synchronous matching request sent by a game server when a second virtual object is detected to trigger game matching in response to a synchronous matching confirmation result;
based on the synchronous matching request, presenting entry matching prompt information, wherein the entry matching prompt information is used for prompting whether game matching is performed or not;
and responding to the confirmation operation for the matching entry prompt information, and presenting a second game interface containing the matching indication information.
Optionally, the apparatus further comprises a relationship setting unit 1503 for:
presenting a game play interface corresponding to the history game play;
when the second virtual object triggers and sets a game hostile event for the first virtual object, relationship setting prompt information is presented on a game hostile interface, and the relationship setting prompt information is used for prompting whether to set a game hostile relationship with the second virtual object;
and in response to the confirmation operation of the relation setting prompt information, associating the second virtual object as the game opponent of the first virtual object.
Optionally, the device further comprises a position prompting unit 1504 for:
presenting a third game interface in which both the first virtual object and the second virtual object enter a target game play, wherein in the target game play, the first virtual object and the second virtual object are in hostile relation;
And according to the position of the second virtual object in the virtual environment corresponding to the target game, presenting corresponding position prompt information in the game interface corresponding to the target game.
Optionally, the location prompting unit 1504 is specifically configured to:
receiving the position information of a second virtual object sent by a game server;
based on the position information, when the second virtual object is determined to be positioned outside the current view of the game play interface, corresponding azimuth indication information is presented in the game play interface, and the azimuth indication information indicates the azimuth of the second virtual object relative to the first virtual object; or,
and marking the game opponent relationship on the second virtual object when the second virtual object is determined to be positioned in the current field of view of the game opponent interface based on the position information.
Optionally, the apparatus further comprises a relationship releasing unit 1505 for:
if the first virtual object triggers and sets a game hostile event for the second virtual object, in the game hostile interface, relationship release prompt information is presented, and the relationship release prompt information is used for prompting whether to release the game hostile relationship with the second virtual object;
in response to a confirmation operation for the relationship release prompt, the game opponent relationship with the second virtual object is released.
Optionally, the relationship releasing unit 1505 is specifically configured to:
receiving first event indication information sent by a game server, wherein the first event indication information is used for indicating that a first virtual object triggers and sets a game hostile event for a second virtual object in a target game;
in response to the first event indication, a relationship release prompt is presented in the game play interface.
Optionally, the apparatus further comprises an event prompt unit 1506 for:
receiving second event indication information sent by a game server, wherein the second event indication information is used for indicating that other virtual objects except the first virtual object trigger a set game hostile event on the second virtual object in a target game;
and responding to the second event indication information, and presenting corresponding event prompt information in the game playing interface.
Optionally, the event prompt unit 1506 is further configured to:
and if the first virtual object triggers and sets a game hostile event for the second virtual object, presenting task completion indication information in a game hostile interface, wherein the task completion indication information is used for indicating that the first virtual object completes a game task corresponding to the game hostile relationship.
The device may be used to execute the method shown by the game client in each embodiment of the present application, so the description of the functions and the like that can be implemented by each functional module of the device in the foregoing embodiments may be referred to, and will not be repeated.
Referring to fig. 16, based on the same inventive concept, an embodiment of the present application further provides a game play control device 160, applied to a game server, where the device includes:
a determining unit 1601, configured to determine that a first virtual object is in an idle state, where the first virtual object is associated with a second virtual object with which a game opponent relationship exists, where the game opponent relationship is formed in a historical game opponent based on a set game opponent event triggered by the second virtual object for the first virtual object;
a synchronization matching unit 1602, configured to trigger the first virtual object to perform the same type of game match when detecting that the second virtual object triggers the game match;
the information synchronization unit 1603 is configured to send matching instruction information to the game client corresponding to the first virtual object, so that the game client presents a game interface containing the matching instruction information, where the matching instruction information characterizes the first virtual object from an idle state to a game match state.
Optionally, the synchronization matching unit 1602 is specifically configured to:
when the second virtual object is detected to meet the set game state, synchronous matching prompt information is sent to the game client, and the synchronous matching prompt information is used for prompting whether to start a function of synchronous matching with the second virtual object;
receiving a synchronous matching confirmation result sent by the game client, wherein the synchronous matching confirmation result is sent by the game client in response to a confirmation operation aiming at synchronous matching prompt information;
and triggering the first virtual object to perform the game match of the same type when detecting that the second virtual object triggers the game match.
Optionally, the synchronization matching unit 1602 is further configured to:
responding to the game opponent relationship between the second virtual object and the first virtual object, controlling the second virtual object and the first virtual object to enter a target game opponent, wherein in the target game opponent, the first virtual object and the second virtual object are in an opponent relationship;
and sending the position information of the second virtual object to the game client, so that the game client presents corresponding position prompt information in a game play interface corresponding to the target game play according to the position information, wherein the position prompt information is used for prompting the position of the second virtual object in a virtual environment corresponding to the target game play.
Optionally, the determining unit 1601 is further configured to determine that, in the target game, the second virtual object is triggered to set a game hostile event;
the information synchronization unit 1603 is further configured to, if it is determined that the game hostile event is triggered by the first virtual object, send first event indication information to the game client, so that the game client prompts whether to release the game hostile relationship with the second virtual object based on the first event indication information;
and if the game hostile event is determined to be triggered by other virtual objects except the first virtual object, sending second event indication information to the game client, so that the game client presents corresponding event prompt information based on the second event indication information.
The device may be used to execute the method shown by the game server in each embodiment of the present application, so the description of the functions and the like that can be implemented by each functional module of the device may be referred to in the foregoing embodiments, and will not be repeated.
Through the device, a brand new relation mode between virtual objects in the game application is provided, and a mode of synchronously matching the game with the game opponents is provided for the game player, so that the game player can have a chance to play the game with the game opponents in another game opponents, the functions of the game application operated by the terminal equipment are expanded, the interestingness and the playability of the game application are improved, the game requirement of the game player is met, and the game experience of the game player is improved.
Referring to fig. 17, based on the same technical concept, the embodiment of the application further provides a computer device. In one embodiment, the computer device may be the game server shown in FIG. 1, and as shown in FIG. 17, includes a memory 1701, a communication module 1703, and one or more processors 1702.
A memory 1701 for storing computer programs for execution by the processor 1702. The memory 1701 may mainly include a storage program area and a storage data area, wherein the storage program area may store an operating system, a program required for running an instant messaging function, and the like; the storage data area can store various instant messaging information, operation instruction sets and the like.
The memory 1701 may be a volatile memory (RAM) such as a random-access memory (RAM); the memory 1701 may also be a nonvolatile memory (non-volatile memory), such as a read-only memory, a flash memory (flash memory), a hard disk (HDD) or a Solid State Drive (SSD); or memory 1701, is any other medium that can be used to carry or store desired program code in the form of instructions or data structures and that can be accessed by a computer, but is not limited to such. The memory 1701 may be a combination of the above.
The processor 1702 may include one or more central processing units (central processing unit, CPU) or digital processing units, or the like. Processor 1702 is configured to implement the game play control method described above when calling the computer program stored in memory 1701.
The communication module 1703 is used for communicating with a terminal device and other servers.
The specific connection medium between the memory 1701, the communication module 1703 and the processor 1702 is not limited in the embodiments of the present application. In the embodiment of the present application, the memory 1701 and the processor 1702 are connected by the bus 1704 in fig. 17, and the bus 1704 is depicted by a bold line in fig. 17, and the connection manner between other components is only schematically illustrated, but not limited to. The bus 1704 may be classified as an address bus, a data bus, a control bus, or the like. For ease of description, only one thick line is depicted in fig. 17, but only one bus or one type of bus is not depicted.
The memory 1701 stores a computer storage medium in which computer executable instructions are stored for implementing the game play control method according to the embodiments of the present application, and the processor 1702 is configured to execute the game play control method according to each of the embodiments described above.
In another embodiment, the computer device may also be a terminal device, such as the terminal device shown in fig. 1, for implementing the functions implemented by the game client as described above. In this embodiment, the structure of the computer device may include, as shown in fig. 18: communication component 1810, memory 1820, display unit 1830, camera 1840, sensor 1850, audio circuitry 1860, bluetooth module 1870, processor 1880, and the like.
The communication component 1810 is for communicating with a server. In some embodiments, a circuit wireless fidelity (Wireless Fidelity, wiFi) module may be included, where the WiFi module is a short-range wireless transmission technology, and the computer device may help the user to send and receive information through the WiFi module.
Memory 1820 may be used for storing software programs and data. The processor 1880 performs various functions of the terminal device and data processing by executing software programs or data stored in the memory 1820. Memory 1820 may include high-speed random access memory, and may also include non-volatile memory, such as at least one magnetic disk storage device, flash memory device, or other volatile solid-state storage device. The memory 1820 stores an operating system that enables the terminal device to operate. The memory 1820 in this application may store an operating system and various application programs, and may also store code for performing the game play control methods of the embodiments of this application.
The display unit 1830 may also be used to display information input by a user or information provided to the user and a graphical user interface (graphical user interface, GUI) of various menus of the terminal device. In particular, the display unit 1830 may include a display screen 1832 disposed on a front surface of the terminal device. The display 1832 may be configured in the form of a liquid crystal display, light emitting diodes, or the like. The display unit 1830 may be used to display various game pages in the embodiments of the present application.
The display unit 1830 may also be used to receive input numeric or character information, generate signal inputs related to user settings and function control of the terminal device, and in particular, the display unit 1830 may include a touch screen 1831 provided on the front of the terminal device, and may collect touch operations on or near the user, such as clicking buttons, dragging scroll boxes, and the like.
The touch screen 1831 may be covered on the display screen 1832, or the touch screen 1831 may be integrated with the display screen 1832 to implement input and output functions of the terminal device, and the integrated touch screen may be abbreviated as a touch screen. The display unit 1830 may display an application program and corresponding operation steps in this application.
The camera 1840 may be used to capture still images and the user may comment the image captured by the camera 1840 through the application. The camera 1840 may be one or more. The object generates an optical image through the lens and projects the optical image onto the photosensitive element. The photosensitive element may be a charge coupled device (charge coupled device, CCD) or a Complementary Metal Oxide Semiconductor (CMOS) phototransistor. The photosensitive elements convert the optical signals to electrical signals, which are then passed to a processor 1880 for conversion to digital image signals.
The terminal device may further comprise at least one sensor 1850, such as an acceleration sensor 1851, a distance sensor 1852, a fingerprint sensor 1853, a temperature sensor 1854. The terminal device may also be configured with other sensors such as gyroscopes, barometers, hygrometers, thermometers, infrared sensors, light sensors, motion sensors, and the like.
Audio circuitry 1860, speaker 1861, microphone 1862 may provide an audio interface between a user and the terminal device. The audio circuit 1860 may transmit the received electrical signal converted from audio data to the speaker 1861, and may be converted into a sound signal by the speaker 1861 for output. The terminal device may also be configured with a volume button for adjusting the volume of the sound signal. On the other hand, microphone 1862 converts the collected sound signals into electrical signals, which are received by audio circuit 1860 and converted into audio data, which are output to communication component 1810 for transmission to, for example, another terminal device, or to memory 1820 for further processing.
The bluetooth module 1870 is used for exchanging information with other bluetooth devices having a bluetooth module through a bluetooth protocol. For example, the terminal device may establish a bluetooth connection with a wearable computer device (e.g., a smart watch) that also has a bluetooth module through the bluetooth module 1870, thereby performing data interaction.
The processor 1880 is a control center of the terminal device, connects various parts of the entire terminal using various interfaces and lines, and performs various functions of the terminal device and processes data by running or executing software programs stored in the memory 1820, and calling data stored in the memory 1820. In some embodiments, the processor 1880 may include one or more processing units; the processor 1880 may also integrate an application processor that primarily processes operating systems, user interfaces, applications, etc., and a baseband processor that primarily processes wireless communications. It will be appreciated that the baseband processor described above may not be integrated into the processor 1880. The processor 1880 of the present application may run an operating system, application programs, user interface displays and touch responses, as well as the game play control methods of embodiments of the present application. In addition, the processor 1880 is coupled to a display unit 1830.
Based on the same inventive concept, the present embodiments also provide a storage medium storing a computer program, which when run on a computer, causes the computer to perform the steps in the game play control method according to various exemplary embodiments of the present application described above in the present specification.
In some possible embodiments, aspects of the game play control method provided herein may also be implemented in the form of a computer program product comprising a computer program for causing a computer device to carry out the steps of the game play control method according to the various exemplary embodiments of the present application described herein above, when the program product is run on the computer device, e.g. the computer device may carry out the steps of the embodiments.
The program product may employ any combination of one or more readable media. The readable medium may be a readable signal medium or a readable storage medium. The readable storage medium can be, for example, but is not limited to, an electronic, magnetic, optical, electromagnetic, infrared, or semiconductor system, apparatus, or device, or a combination of any of the foregoing. More specific examples (a non-exhaustive list) of the readable storage medium would include the following: an electrical connection having one or more wires, a portable disk, a hard disk, random Access Memory (RAM), read-only memory (ROM), erasable programmable read-only memory (EPROM or flash memory), optical fiber, portable compact disk read-only memory (CD-ROM), an optical storage device, a magnetic storage device, or any suitable combination of the foregoing.
The program product of embodiments of the present application may employ a portable compact disc read only memory (CD-ROM) and comprise a computer program and may run on a computer device. However, the program product of the present application is not limited thereto, and in the present application, the readable storage medium may be any tangible medium that can contain, or store the program, including a computer program, for use by or in connection with a command execution system, apparatus, or device.
The readable signal medium may comprise a data signal propagated in baseband or as part of a carrier wave in which a readable computer program is embodied. Such a propagated data signal may take any of a variety of forms, including, but not limited to, electro-magnetic, optical, or any suitable combination of the foregoing. A readable signal medium may also be any readable medium that is not a readable storage medium and that can communicate, propagate, or transport a program for use by or in connection with a command execution system, apparatus, or device.
A computer program embodied on a readable medium may be transmitted using any appropriate medium, including but not limited to wireless, wireline, optical fiber cable, RF, etc., or any suitable combination of the foregoing.
Computer programs for performing the operations of the present application may be written in any combination of one or more programming languages, including an object oriented programming language such as Java, C++ or the like and conventional procedural programming languages, such as the "C" programming language or similar programming languages.
It should be noted that although several units or sub-units of the apparatus are mentioned in the above detailed description, such a division is merely exemplary and not mandatory. Indeed, the features and functions of two or more of the elements described above may be embodied in one element in accordance with embodiments of the present application. Conversely, the features and functions of one unit described above may be further divided into a plurality of units to be embodied.
Furthermore, although the operations of the methods of the present application are depicted in the drawings in a particular order, this is not required to or suggested that these operations must be performed in this particular order or that all of the illustrated operations must be performed in order to achieve desirable results. Additionally or alternatively, certain steps may be omitted, multiple steps combined into one step to perform, and/or one step decomposed into multiple steps to perform.
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 preferred embodiments of the present application have been described, additional variations and modifications in those embodiments may occur to those skilled in the art once they learn of the basic inventive concepts. It is therefore intended that the following claims be interpreted as including the preferred embodiments and all such alterations and modifications as fall within the scope of the application.
It will be apparent to those skilled in the art that various modifications and variations can be made in the present application without departing from the spirit or scope of the application. Thus, if such modifications and variations of the present application fall within the scope of the claims and the equivalents thereof, the present application is intended to cover such modifications and variations.

Claims (20)

1. A game play control method, characterized by being applied to a game client, the method comprising:
presenting a first game interface comprising a first virtual object, wherein the first virtual object is in an idle state, and the first virtual object is associated with a second virtual object with which a game opponent relationship exists, the game opponent relationship being formed in a historical game opponent based on a set game opponent event triggered by the second virtual object on the first virtual object;
and when the second virtual object triggers game match, presenting a second game interface containing match indication information, wherein the match indication information characterizes the first virtual object to update to a game match state from the idle state.
2. The method of claim 1, wherein presenting a second game interface containing match indication information when the second virtual object triggers a game match, comprises:
when the second virtual object meets the set game state, presenting synchronous matching prompt information on the first game interface, wherein the synchronous matching prompt information is used for prompting whether to start a function of synchronous matching with the second virtual object;
And responding to the confirmation operation for the synchronous matching prompt information, and when the second virtual object triggers the game to match, presenting a second game interface containing matching indication information.
3. The method of claim 2, wherein in response to a validation operation for the synchronization match prompt, presenting a second game interface containing match indication information when the second virtual object triggers a game match, comprises:
responding to the confirmation operation, and sending a corresponding synchronous matching confirmation result to the game server;
receiving the matching indication information sent by the game server, wherein the matching indication information is sent after the game server responds to the synchronous matching confirmation result and triggers the first virtual object to perform the same type of game matching when detecting that the second virtual object triggers game matching;
and presenting a second game interface containing the matching instruction information.
4. The method of claim 2, wherein in response to a validation operation for the synchronization match prompt, presenting a second game interface containing match indication information when the second virtual object triggers a game match, comprises:
Responding to the confirmation operation, and sending a corresponding synchronous matching confirmation result to the game server;
receiving a synchronous matching request sent by the game server when the game server responds to the synchronous matching confirmation result and detects that the second virtual object triggers game matching;
presenting entry matching prompt information based on the synchronous matching request, wherein the entry matching prompt information is used for prompting whether game matching is performed or not;
and responding to the confirmation operation for the matching entry prompt information, and presenting a second game interface containing the matching indication information.
5. The method of claim 1, wherein prior to presenting the first game interface containing the first virtual object, the method further comprises:
presenting a game play interface corresponding to the history game play;
when the second virtual object triggers the game hostile event for the first virtual object, relationship setting prompt information is presented on the game hostile interface, and the relationship setting prompt information is used for prompting whether to set a game hostile relationship with the second virtual object;
and in response to a confirmation operation performed on the relation setting prompt information, associating the second virtual object as a game opponent of the first virtual object.
6. The method of claim 1, wherein after presenting the second game interface containing the match indication information when the second virtual object triggers a game match, the method further comprises:
presenting a third game interface in which the first virtual object and the second virtual object both enter a target game play, wherein in the target game play, the first virtual object and the second virtual object are in hostile relation;
and according to the position of the second virtual object in the virtual environment corresponding to the target game, presenting corresponding position prompt information in a game interface corresponding to the target game.
7. The method of claim 6, wherein presenting corresponding location hint information in a game play interface corresponding to the target game play according to a location of the second virtual object in a virtual environment corresponding to the target game play, comprising:
receiving the position information of the second virtual object sent by the game server;
based on the position information, when the second virtual object is determined to be positioned outside the current view of the game play interface, corresponding azimuth indication information is presented in the game play interface, and the azimuth indication information indicates the azimuth of the second virtual object relative to the first virtual object; or,
And marking the game opponent relationship for the second virtual object when the second virtual object is determined to be positioned in the current field of view of the game opponent interface based on the position information.
8. The method of claim 6, wherein, in the virtual environment corresponding to the target game pair, the location of the second virtual object is presented, after presenting the corresponding location prompt information in the game pair interface corresponding to the target game pair, the method further comprises:
if the first virtual object triggers the set game hostile event for the second virtual object, in the game hostile interface, relationship release prompt information is presented, and the relationship release prompt information is used for prompting whether to release the game hostile relationship with the second virtual object;
and releasing the game opponent relationship with the second virtual object in response to a confirmation operation performed on the relationship release prompt information.
9. The method of claim 8, wherein presenting relationship-releasing cues in the game-play interface if the first virtual object triggers the set game hostile event for the second virtual object comprises:
Receiving first event indication information sent by a game server, wherein the first event indication information is used for indicating that the first virtual object triggers the set game hostile event for the second virtual object in the target game;
and responding to the first event indication information, and presenting the relation release prompt information in the game counter interface.
10. The method of claim 6, wherein after presenting the first virtual object and the second virtual object both enter a third game interface of a target game play, the method further comprises:
receiving second event indication information sent by a game server, wherein the second event indication information is used for indicating that other virtual objects except the first virtual object trigger the set game hostile event for the second virtual object in the target game hostile;
and responding to the second event indication information, and presenting corresponding event prompt information in the game playing interface.
11. The method of claim 6, wherein, in the virtual environment corresponding to the target game pair, the location of the second virtual object is presented, after presenting the corresponding location prompt information in the game pair interface corresponding to the target game pair, the method further comprises:
And if the first virtual object triggers the game hostile event for the second virtual object, presenting task completion indication information in the game hostile interface, wherein the task completion indication information is used for indicating that the first virtual object completes a game task corresponding to the game hostile relationship.
12. A game play control method, characterized by being applied to a game server, comprising:
determining that a first virtual object is in an idle state, wherein the first virtual object is associated with a second virtual object with which a game opponent relationship exists, and the game opponent relationship is formed in a historical game opponent based on a set game opponent event triggered by the second virtual object on the first virtual object;
triggering the first virtual object to perform game match of the same type when detecting that the second virtual object triggers game match;
and sending matching instruction information to the game client corresponding to the first virtual object, so that the game client presents a game interface containing the matching instruction information, and the matching instruction information characterizes the first virtual object to update to a game match state from the idle state.
13. The method of claim 12, wherein triggering the first virtual object to perform the same type of game play match upon detecting that the second virtual object triggers a game play match comprises:
when the second virtual object is detected to meet the set game state, synchronous matching prompt information is sent to the game client, and the synchronous matching prompt information is used for prompting whether to start a function of synchronous matching with the second virtual object or not;
receiving a synchronous matching confirmation result sent by the game client, wherein the synchronous matching confirmation result is sent by the game client in response to a confirmation operation performed on the synchronous matching prompt information;
and triggering the first virtual object to perform the game match of the same type when detecting that the second virtual object triggers the game match.
14. The method of claim 12, wherein upon detecting that the second virtual object triggers a game match, triggering the first virtual object to make the same type of game match, the method further comprises:
controlling the second virtual object and the first virtual object to enter a target game play in response to a game opponent relationship between the second virtual object and the first virtual object, wherein in the target game play, the first virtual object and the second virtual object are in an hostile relationship;
And sending the position information of the second virtual object to the game client, so that the game client presents corresponding position prompt information in a game play interface corresponding to the target game play according to the position information, wherein the position prompt information is used for prompting the position of the second virtual object in a virtual environment corresponding to the target game play.
15. The method of claim 14, wherein after controlling the second virtual object and the first virtual object to enter a target game play in response to a game opponent relationship between the second virtual object and the first virtual object, the method further comprises:
determining that the second virtual object is triggered the set game hostile event in the target game play;
if the set game hostile event is determined to be triggered by the first virtual object, sending first event indication information to the game client side, so that the game client side prompts whether to release a game hostile relationship with the second virtual object based on the first event indication information;
and if the set game hostile event is determined to be triggered by other virtual objects except the first virtual object, sending second event indication information to the game client side, so that the game client side presents corresponding event prompt information based on the second event indication information.
16. A game play control device for use in a game client, the device comprising:
a first presenting unit, configured to present a first game interface including a first virtual object, where the first virtual object is in an idle state, and the first virtual object is associated with a second virtual object with which a game opponent relationship exists, where the game opponent relationship is formed in a historical game opponent based on a set game opponent event triggered by the second virtual object on the first virtual object;
and the second presentation unit is used for presenting a second game interface containing matching indication information when the second virtual object triggers game match, wherein the matching indication information characterizes the first virtual object to update to a game match state from the idle state.
17. A game play control device for use in a game server, said device comprising:
a determining unit, configured to determine that a first virtual object is in an idle state, where the first virtual object is associated with a second virtual object with which a game opponent relationship exists, where the game opponent relationship is formed in a historical game opponent based on a set game opponent event triggered by the second virtual object on the first virtual object;
The synchronous matching unit is used for triggering the first virtual object to perform game matching of the same type when detecting that the second virtual object triggers game matching;
the information synchronization unit is used for sending matching instruction information to the game client corresponding to the first virtual object, so that the game client presents a game interface containing the matching instruction information, and the matching instruction information characterizes the first virtual object to update to a game match state from the idle state.
18. A computer device comprising a memory, a processor and a computer program stored on the memory and executable on the processor, characterized in that,
the processor, when executing the computer program, implements the steps of the method of any one of claims 1-11 or 12-15.
19. A computer storage medium having stored thereon computer program instructions, characterized in that,
the computer program instructions, when executed by a processor, implement the steps of the method of any one of claims 1 to 11 or 12 to 15.
20. A computer program product comprising computer program instructions, characterized in that,
the computer program instructions, when executed by a processor, implement the steps of the method of any one of claims 1 to 11 or 12 to 15.
CN202210942044.0A 2022-08-08 2022-08-08 Game game play control method, device, equipment and computer storage medium Pending CN117563225A (en)

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