CN117861208A - Game interaction method, game interaction device, electronic equipment and computer readable storage medium - Google Patents

Game interaction method, game interaction device, electronic equipment and computer readable storage medium Download PDF

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Publication number
CN117861208A
CN117861208A CN202410022182.6A CN202410022182A CN117861208A CN 117861208 A CN117861208 A CN 117861208A CN 202410022182 A CN202410022182 A CN 202410022182A CN 117861208 A CN117861208 A CN 117861208A
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China
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target
game
group
message
session
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CN202410022182.6A
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Chinese (zh)
Inventor
王依冉
欧阳书舟
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Netease Hangzhou Network Co Ltd
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Netease Hangzhou Network Co Ltd
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Priority to CN202410022182.6A priority Critical patent/CN117861208A/en
Publication of CN117861208A publication Critical patent/CN117861208A/en
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Abstract

The application discloses an interaction method, an interaction device, electronic equipment and a computer readable storage medium of a game, wherein the method comprises the following steps: providing a graphical user interface through a first terminal, wherein the graphical user interface comprises at least part of game scenes, the game scenes comprise first virtual characters controlled by the first terminal, and target game props are placed in the game scenes in response to placement instructions of the game props; establishing a target session group corresponding to the target game prop, wherein members of the target session group comprise the first virtual character; and responding to the interaction behavior of a second virtual character aiming at the target game prop, and adding the second virtual character into the target session group, wherein the second virtual character is a virtual character controlled by a second terminal. The method can reduce social pressure of the player, improve social experience of the player and promote information sharing in the game.

Description

Game interaction method, game interaction device, electronic equipment and computer readable storage medium
Technical Field
The present invention relates to the field of computers, and in particular, to a game interaction method, apparatus, electronic device, and computer readable storage medium.
Background
With the rapid development of networks, social ways among people are also becoming more and more diversified. Among them, online gaming is a popular social way. Users may be attracted to the game through social functions in the game, increasing player viscosity.
At present, in the social mode in the game, besides group chat is performed in a world channel, if a player wants to participate in a specific group chat or perform private chat with the player, the player needs to actively join the group chat or actively add friends to chat. In this way, the social pressure of the player is high, the social experience of the player is reduced, and the information sharing degree in the game is low.
It should be noted that the information disclosed in the foregoing background section is only for enhancing understanding of the background of the present application and thus may include information that does not form the prior art that is already known to those of ordinary skill in the art.
Disclosure of Invention
In view of this, the application provides an interaction method, an interaction device, an electronic device and a computer readable storage medium for a game, which can reduce social pressure of a player, improve social experience of the player and promote information sharing in the game.
In a first aspect, an embodiment of the present application provides an interaction method for a game, where a graphical user interface is provided by a first terminal, where the graphical user interface includes at least a part of a game scene, and the game scene includes a first virtual character controlled by the first terminal, and the method includes:
Placing a target game prop in the game scene in response to a placement instruction of the game prop;
establishing a target session group corresponding to the target game prop, wherein members of the target session group comprise the first virtual character;
and responding to the interaction behavior of a second virtual character aiming at the target game prop, and adding the second virtual character into the target session group, wherein the second virtual character is a virtual character controlled by a second terminal.
In a second aspect, an embodiment of the present application provides an interaction device for a game, where a graphical user interface is provided by a first terminal, where the graphical user interface includes at least a part of a game scene, and the game scene includes a first virtual character controlled by the first terminal, and the device includes: the device comprises a placement unit, a building unit and an adding unit;
the placing unit is used for responding to a placing instruction of the game prop and placing a target game prop in the game scene;
the establishing unit is used for establishing a target session group corresponding to the target game prop, and the target session group member comprises the first virtual role;
the adding unit is configured to respond to an interaction behavior of a second virtual character for the target game prop, and add the second virtual character into the target session group, where the second virtual character is a virtual character controlled by a second terminal.
In a third aspect, an embodiment of the present application provides an electronic device, including:
a processor; and
a memory for storing a data processing program, the electronic device being powered on and executing the program by the processor, to perform the method as in the first aspect.
In a fourth aspect, embodiments of the present application provide a computer readable storage medium storing a data processing program for execution by a processor to perform a method as in the first aspect.
According to the interaction method of the game, a graphical user interface is provided through a first terminal, the graphical user interface comprises at least part of game scenes, the game scenes comprise first virtual roles controlled through the first terminal, and target game props are placed in the game scenes in response to placement instructions of the game props; when a target game prop is placed, a target session group corresponding to the target game prop is established, wherein the target session group can understand group chat, namely, members of the target session group comprise a first virtual role; and responding to the interaction behavior of the second virtual character aiming at the target game prop, and adding the second virtual character into the target session group, wherein the second virtual character is a virtual character controlled by a second terminal.
According to the method, the interaction mode of placing the target game prop in the game scene is combined with the establishment of group chat, so that the game scene and the social system are opened, the interaction mode of a player in the game scene is closely combined with the social system, and the social experience of the player in the game is enriched; the game experience of the player is improved. In addition, in the method, the players interacting with the target game props can be passively added into the group chat, social pressure of the players is reduced, and information sharing in the game is promoted.
Drawings
In order to more clearly illustrate the technical solutions of the embodiments of the present application, the drawings that are needed in the description of the embodiments of the present application will be briefly described below, it being obvious that the drawings in the following description are only some embodiments of the present application, and that other drawings may be obtained according to these drawings without inventive effort for a person skilled in the art.
FIG. 1 is a schematic diagram of an exemplary gaming system according to an embodiment of the present disclosure;
FIG. 2 is a flowchart illustrating an example of a game interaction method according to an embodiment of the present disclosure;
FIG. 3 is a schematic diagram illustrating an example of placement of a target game prop according to an embodiment of the present disclosure;
Fig. 4 is a schematic display diagram of an example of prompt information of successful creation of a target session group according to an embodiment of the present application;
FIG. 5 is a schematic diagram illustrating an example of a session interface according to an embodiment of the present disclosure;
fig. 6 is a schematic diagram of an example of publishing chat messages through a session interface according to an embodiment of the present application;
fig. 7 is a schematic diagram illustrating an example of a message interface provided in an embodiment of the present application;
fig. 8 is a schematic diagram of an example of a message interface provided in an embodiment of the present application, where the message interface is displayed by triggering a first message in a session interface;
fig. 9 is a schematic diagram of an example of a reply message provided in an embodiment of the present application through an information input control;
fig. 10 is a schematic diagram of an example of displaying first reply information in a message interface and a session interface according to an embodiment of the present application;
fig. 11 is a schematic diagram of an example of displaying interactive information in a session interface according to an embodiment of the present application;
FIG. 12 is a schematic diagram illustrating an example of deleting a target game prop through a session interface according to an embodiment of the present disclosure;
FIG. 13 is a schematic diagram of another example of a deletion target game play object according to an embodiment of the present disclosure;
fig. 14 is a schematic diagram of an example of displaying a prompt message of a second virtual character group adding failure on a session interface according to an embodiment of the present application;
Fig. 15 is a schematic diagram of an example of displaying each session group in a session group set according to an embodiment of the present application;
fig. 16 is a schematic illustration of an example of a group chat member management interface corresponding to a target session group according to an embodiment of the present application;
fig. 17 is a schematic diagram of an example of a method for inviting friends to join a target session group according to an embodiment of the present disclosure;
FIG. 18 is a schematic structural diagram of an interaction device for a game according to an embodiment of the present disclosure;
fig. 19 is a block diagram of an electronic device configured to implement an interactive method for game play according to an embodiment of the present application.
Detailed Description
In the following description, numerous specific details are set forth in order to provide a thorough understanding of the present application. This application is, however, susceptible of embodiment in many other ways than those herein described and similar generalizations can be made by those skilled in the art without departing from the spirit of the application and the application is therefore not limited to the specific embodiments disclosed below.
It should be noted that the terms "first," "second," "third," and the like in the claims, specification, and drawings herein are used for distinguishing between similar objects and not necessarily for describing a particular sequential or chronological order. The data so used may be interchanged where appropriate to facilitate the embodiments of the present application described herein, and may be implemented in sequences other than those illustrated or otherwise described herein. Furthermore, the terms "comprises," "comprising," and their variants are intended to cover a non-exclusive inclusion, such that a process, method, system, article, or apparatus that comprises a list of steps or elements is not necessarily limited to those steps or elements expressly listed but may include other steps or elements not expressly listed or inherent to such process, method, article, or apparatus.
It should be understood that in embodiments of the present application, "at least one" means one or more, and "a plurality" means two or more. "and/or" is merely an association relationship describing an association object, meaning that there may be three relationships, e.g., a and/or B, may represent: a exists alone, A and B exist together, and B exists alone. The character "/" generally indicates that the context-dependent object is an "or" relationship. "comprising A, B and/or C" means comprising any 1 or any 2 or 3 of A, B, C.
It should be understood that in the embodiments of the present application, "B corresponding to a", "a corresponding to B", or "B corresponding to a", means that B is associated with a, from which B may be determined. Determining B from a does not mean determining B from a alone, but may also determine B from a and/or other information.
Based on the above-mentioned problems, embodiments of the present application provide a game interaction method, apparatus, electronic device, and computer-readable storage medium.
The interaction method of the game provided by the embodiment of the application can be executed by electronic equipment, and the electronic equipment can be a terminal or a server and other equipment. The terminal can be terminal equipment such as a smart phone, a tablet personal computer, a notebook computer and the like. The 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 storage, network services, cloud communication, middleware services, domain name services, security services, CDNs, basic cloud computing services such as big data and artificial intelligence platforms, and the like.
In an alternative embodiment, the terminal device stores the game application and the game virtual scene when the interactive method of the game is run on the terminal device. The terminal device interacts with the player through a graphical user interface. The manner in which the terminal device provides the graphical user interface to the player may include a variety of ways, for example, the graphical user interface may be rendered for display on a display screen of the terminal device, or presented by holographic projection.
In an alternative embodiment, when the interactive method of the game is run on a server, the method may be implemented and executed based on a cloud game system. Cloud gaming systems refer to gaming modalities based on cloud computing. The cloud game system comprises a server and client equipment. The running main body of the game application program and the game picture presentation main body are separated, and the storage and running of the interaction method of the game are completed on a server. The game screen presentation is performed at a client, and the client is mainly used for receiving and sending game data and presenting the game screen, for example, the client may be a display device with a data transmission function near a player side, such as a mobile terminal, a television, a computer, a palm computer, a personal digital assistant, a head-mounted display device, etc., but the terminal device for processing game data is a cloud server. When playing the game, the player operates the client to send an instruction to the server, the server controls the game to run according to the instruction, codes and compresses data such as game pictures and the like, the data is returned to the client through a network, and finally, the game pictures are decoded and output through the client.
It should be noted that, in the embodiment of the present application, the execution body of the interaction method of the game may be a terminal device, or may be a server, or the terminal device and the server execute together. The terminal device may be a local terminal device or a client device in the cloud game mentioned above. The embodiment of the application does not limit the type of the execution body.
By way of example, in connection with the above description, fig. 1 shows a gaming system 1000 for implementing an interactive method for gaming provided in an embodiment of the present application, the gaming system 1000 may include at least one terminal 1001, at least one server 1002, at least one database 1003, and a network. The terminal 1001 held by the user may be connected to different servers through a network. A terminal is any device having computing hardware capable of supporting software application tools corresponding to executing a game.
In the above-described game system 1000, the terminal 1001 is used to install and run a game application, and in some cases, the game application may not be installed in advance in the terminal 1001, and a player may directly access to enter a game through a client such as a browser. And the player logs in the game application program by using the registered game account number, and can control the virtual character corresponding to the game account number to participate in the game. When a player logs in to a game application, terminal 1001 sends a login request to server 1002, server 1002 verifies the game account number used by the player, and server 1002 determines the game mechanism corresponding to the game account number according to the login request, and the verification passes returns a login success notification to terminal 1001. During the game of a player through a game application, data interaction is performed between the terminal 1001 and the server 1002, the terminal 1001 transmits various information to the server 1002, the server 1002 determines display data of the terminal 1001 according to a stored game mechanism and the received information, and transmits the display data to the terminal 1001 to show the display data transmitted by the server 1002 to the player through the terminal 1001.
In a possible application scenario, different terminals 1001 may be served by different servers 1002, so in order to distinguish between the servers 1002 corresponding to different gaming terminals 1001, the first and second modes will be described when referred to in the embodiments of the present application. In practice, the servers 1002 corresponding to the different gaming terminals 1001 may be the same server 1002. It can be understood that the terminals 1001 corresponding to the virtual characters located in the same game scene are served by the same server 1002 without distinguishing the first and second.
In addition, when the game system 1000 includes a plurality of terminals, a plurality of servers, a plurality of networks, different terminals may be connected to each other through different networks, through different servers. The network may be a wireless network or a wired network, such as a Wireless Local Area Network (WLAN), a Local Area Network (LAN), a cellular network, a 2G network, a 3G network, a 4G network, a 5G network, etc. In addition, the different terminals may be connected to other terminals or to a server or the like using their own bluetooth network or hotspot network. In addition, the system 100 may include multiple databases coupled to different servers and information related to the game may be continuously stored in the databases as different users play the multi-user game online.
It should be noted that, in the embodiment of the present application, the same virtual game is executed on a plurality of terminal devices, so that data interaction between the plurality of terminal devices may be implemented through a server of the virtual game. Thus, the sending of data by the terminal device 1 to the terminal device 2 can be understood as: the terminal device 1 sends data to a server of the virtual game, which sends the data to the terminal device 2. The reception of data transmitted by the terminal device 2 by the terminal device 1 can be understood as: the terminal device 1 receives data transmitted from the server of the virtual game, the data being data transmitted from the terminal device 2 to the server. Alternatively, there may be no game server, and the terminal device 1 may directly transmit game data to the terminal device 2.
It should be noted that, the schematic game system shown in fig. 1 is only an example, and the game system 1000 described in the embodiment of the present application is for more clearly describing the technical solution of the embodiment of the present application, and does not constitute a limitation to the technical solution provided in the embodiment of the present application, and those skilled in the art can know that, with the evolution of the game system and the appearance of a new service scenario, the technical solution provided in the embodiment of the present application is equally applicable to similar technical problems.
It should be noted that, the triggering operations that occur in the following detailed description of the game interaction method provided in the embodiments of the present application may be regarded as triggering operations implemented by the player through a finger or a medium such as a control mouse, a keyboard, or a stylus. Which medium is specifically used may be determined according to the type of electronic device. For example, when the electronic device is a touch screen device such as a cell phone, tablet, gaming machine, etc., the player may operate on the touch screen via any suitable object or accessory such as a finger, stylus, etc. When the terminal equipment is a non-touch screen terminal equipment such as a desktop computer, a notebook computer and the like, a player can operate through external equipment such as a mouse, a keyboard and the like.
In the embodiment of the application, a graphical user interface is provided through a first terminal, and at least part of game scenes of the virtual game are displayed on the graphical user interface, wherein the game scenes comprise first virtual characters controlled through the first terminal.
The game scene may be understood as a simulation environment of the real world in the game, may be a half-simulation half-fictional virtual environment, or may be a pure fictional virtual environment. The game scene may be any one of a two-dimensional virtual scene, a 2.5-dimensional virtual scene, and a three-dimensional virtual scene. A virtual scene may generally include a plurality of scene elements, which refer to individual elements required to construct the virtual scene. For example, at least one of the following may be included, but is not limited to: virtual character elements, virtual article elements, virtual building elements, virtual terrain elements, virtual vegetation elements, and the like. Wherein the virtual terrain elements may include, but are not limited to, natural terrain elements such as land, sea, lake, river, etc. The virtual scene is a scene in which a player controls a virtual character to complete game logic.
It will be appreciated that a virtual character is a game character that a player manipulates in a game, i.e., the player manipulates the virtual character to perform various game activities in a game scene, such as picking up props, fighting, exploring or decrypting. The virtual characters may represent player characters, and each virtual character may be implemented as a three-dimensional virtual model or a two-dimensional virtual model, and the embodiment is not particularly limited. The virtual character includes, but is not limited to, at least one of a virtual character, a virtual animal, and a virtual machine.
In this embodiment, the first terminal provides a graphical user interface in which a first virtual character controlled by the first terminal device is displayed, and the number of the first virtual characters is not particularly limited in this embodiment, and may include one or more.
The virtual game in the embodiment of the application can comprise an open world adventure game, which allows players to freely explore and adventure in the game world of the virtual game, each player in the game corresponds to a respective game world, and players in the same game world can be regarded as teammates. That is, the first virtual character and the second virtual character may be virtual characters that are in the same camp.
It should be noted that, in the embodiment of the present application, the method is described by taking interaction on the terminal side controlling the first virtual character as an example. I.e. the above-mentioned game scene is displayed by means of a display screen provided by the terminal device controlling the first virtual character.
The technical scheme of the present application is described in detail below through specific embodiments. It should be noted that the following embodiments may be combined with each other, and the same or similar concepts or processes may not be described in detail in some embodiments.
Fig. 2 is a flowchart of an example of an interaction method of a game according to an embodiment of the present application, as shown in fig. 2. It should be noted that the steps shown may be performed in a different logical order than that shown in the method flow diagram. The method may include the following steps S210 to S230.
Step S210: and in response to the placement instruction of the game prop, placing the target game prop in the game scene.
It will be appreciated that the above game props may be understood as items acquired by a player in a game for completing a game task, for example, the game props may be used to help the player learn about a game task (such as a newspaper, a blackboard, a sign board, or the like in the game that carries a game task introduction, directs a game area), maintain a virtual item that survives a virtual character in a game scene, defeat a virtual item of another virtual character, or upgrade each virtual prop, and the like.
It will be appreciated that the above placement instructions for game play objects may be understood as instructions for placing target game play objects in a game scene. The target game play object may be understood as one or more of the game play objects in the game indicated by the placement instruction, and the embodiment is not particularly limited. In this embodiment, the target game prop is a game prop that allows each virtual character in the game to leave a message.
In practical application, various interface contents to be displayed are usually presented in a graphic user interface in a layer, wherein the layer refers to a layered display mode in the graphic user interface, and different contents can be placed on different layers so as to better control the display and hiding of the interface contents. Such as: in a game, two layers, a scene layer and a UI (User Interface) layer, respectively, may typically be included. The scene layer is used for placing scene elements of the game scene, namely the scene layer is mainly used for rendering the game world and objects in the game world, and comprises roles, environments, props, dynamic elements and the like; while the UI layer is typically a layer used to build two-dimensional interface elements for players to interact with the game. It will be appreciated that the interface elements in the UI layer are used to provide functionality for a player to interact with the game, and thus the display level of the UI layer is higher than the display level of the scene layer. That is, the display level of the interface element located in the UI layer is higher than the scene element in the scene layer. Thus, the same interface element in the UI layer may be displayed over different scene elements in the scene layer.
In this embodiment, the game play object is typically presented to the player in the form of an icon, and the icon of the game play object is displayed on the UI layer, prior to placement of the play object in the game scene. The display level of the icons of each game prop is higher than the display level of the scene picture. It should be noted that, in this embodiment, the scene picture is a game scene, and both express the same meaning.
The above-mentioned response to the placement instruction for the game prop, placing the target game prop in the game scene may be understood as placing the target game prop in the prop layer in the scene layer, that is, newly adding prop elements of the target game prop in the scene layer of the game scene and rendering and displaying the prop elements in the graphical user interface.
In alternative embodiments, the placement instructions may be generated by any of the following exemplary means:
example one: and generating a placement instruction in response to the placement operation of the first virtual character for each game prop.
That is, the placement instruction is a placement instruction generated by a placement operation of the player for each play object in the game.
For example, in some embodiments, at least one virtual prop owned by the first virtual character may be displayed through the first graphical user interface; responding to the selection operation of each virtual prop, taking the virtual prop selected by the selection operation as a target virtual prop, and placing the target virtual prop in a game scene. The above-mentioned selection operation for each virtual prop can be regarded as the placement operation of the first virtual character for each game prop, that is, the placement instruction is generated through the above-mentioned selection operation, and the game prop selected by the selection operation is the target game prop indicated by the placement instruction.
It will be appreciated that the placing operation is an operation in which a player selects and places among owned game props. The placing operation may include, but is not limited to, a clicking operation, a dragging operation, a pressing operation, a shortcut key operation, a voice command operation, a space gesture operation, etc. for the game prop, which is not limited in this embodiment.
Example two: and generating a placement instruction in response to the game progress reaching a preset progress.
That is, when it is detected that the game progress of the first virtual character reaches the preset game progress, the player is not required to perform the placing operation, and the target game prop can be automatically placed in the game scene.
Next, the above step S210 is described with reference to fig. 3 as a specific example.
As shown in fig. 3, a game scene 100 and a prop presentation interface 101 are included in a graphical user interface 300. Wherein a first virtual character 10 is also included in the game scene 100; a number of game play objects may be included in object display interface 101, and the number of game play objects owned by a player may also be displayed at the display location of each game play object, for example, 5 guideboard objects, 3 liquid medicine objects, and 1 weapon object are included in the object display interface.
When the player applies a click operation (indicates a selection in a gray filled state) to the guideboard prop, the guideboard prop is set as a target game prop, and after the click operation is completed, the graphical user interface 300 is switched to be displayed as a graphical user interface 301 in response to the completion of the click operation, and the target game prop 11 is displayed in the game scene 100 displayed in the graphical user interface 301.
Step S220: and establishing a target session group corresponding to the target game prop, wherein the target session group member comprises the first virtual role.
The target session group may be understood as a dedicated group chat environment corresponding to the target game prop. Members of the target conversation group can chat based on the target conversation group. The group members of the target session group include a first virtual character.
It may be appreciated that, in a specific embodiment, if the target game prop is placed in the game scene by the first virtual character, establishing the target session group corresponding to the target game prop may specifically include: and responding to successful placement of the target game prop in the game scene, establishing a target session group corresponding to the target game prop, and adding the first virtual character into the target session group. That is, only the first avatar is included in the members of the target session group.
The target session group may not be displayed in the graphical user interface after being created, and may be displayed by a certain operation when the player needs to view. Alternatively, the target session group may be displayed directly in the graphical user interface after being generated. In this regard, the present embodiment is not particularly limited.
It can be appreciated that when the first terminal controls the first virtual character to place the target game prop in the game scene, the first terminal can synchronize prop information corresponding to the target game prop to at least one second terminal, so that each second terminal displays the target game prop in the game scene according to the prop information.
It should be noted that when the player of the second terminal controls the second virtual character to enter the game scene, the target game prop is displayed at the same position where the target game prop is placed by the first virtual character in the game scene where the second virtual character is located. The synchronization of game scenes corresponding to all players is realized, so that the second virtual role can interact aiming at the target game props, and the social attribute of the open world game is enhanced. In this embodiment of the present application, the above synchronization process of synchronizing the prop information of the target game prop to each second terminal is a continuous process, that is, when different terminals interact with the target game prop, so that prop attribute information of the target game prop is changed, a synchronization mechanism may be triggered, so that each virtual character located in the same game scene may see the same target game prop.
Based on this, after the first virtual character places the above-described target game stage in the game scene, the following step S230 may also be performed.
Step S230: and responding to the interaction behavior of a second virtual character aiming at the target game prop, and adding the second virtual character into the target session group, wherein the second virtual character is a virtual character controlled by a second terminal.
It will be appreciated that the above-described interactive behavior for a target game play object refers to a series of interactions with the target game play object by a player controlling a second virtual character in the game. Different game information can be fed back through different interactive operations. In this embodiment, when the second virtual character has an interactive behavior with respect to the target game track, the second virtual character is added to the target session group so that the second virtual character is a member of the target session group.
In an alternative embodiment, the foregoing response to the interaction of the second virtual character with respect to the target game prop may first detect whether the second virtual character belongs to a member of the target session group, and if the second virtual character is not a member of the target session group, add the second virtual character to the target session group.
Therefore, the interactive mode of placing the target game prop in the game scene is combined with the establishment of the group chat, so that the game scene and the social system are opened, the interactive mode of the player in the game scene is closely combined with the social system, and the social experience of the player in the game is enriched; the game experience of the player is improved. In addition, in the method, the players interacting with the target game props can be passively added into the group chat, social pressure of the players is reduced, and information sharing in the game is promoted.
The following describes some specific embodiments and alternative embodiments of the present application in detail.
In some embodiments, when the first terminal generates a target session group for a target game prop, group information of the target session group may be synchronized to at least one second terminal, so that each second terminal displays the target session group according to the group information of the target session group. In a specific embodiment, the target session group is displayed in a graphical user interface of the second terminal when the player of the second terminal views the target session group. The manner in which the player corresponding to the second terminal views the target session group is the same as that of the player of the first terminal, and reference may be made to the following detailed description.
It should be noted that, the synchronization of the group information for the target session group is the same as the synchronization of the prop information of the target game prop, which is a continuous process, that is, when different terminals interact with the target game prop or send group chat messages in the session interface, so that the session interface in the target session group is changed, the synchronization mechanism is triggered, so that each virtual character in the target session group can see the same message information and group chat messages.
Based on this, in some alternative embodiments, the above method further comprises the following step S240.
Step S240: and responding to the display instruction aiming at the target session group, displaying a session interface corresponding to the target session group, wherein the session interface comprises message information input by a virtual character aiming at the target game prop.
The session interface may be understood as a chat window where members in the target session group chat.
The message information input for the target game prop is message information generated by each player at the position of the target game prop, and the message information can be information that the player can experience and pass the clearance method or challenge each other for the game gate in the scene area where the target game prop is. The message information is bound with the target game props, and a player is required to control the first virtual character to be near the target game props, so that when the target game props are displayed in the graphical user interface, the message information input by each virtual character for the target game props is displayed by triggering the target game props.
It should be noted that, in the embodiment of the present application, the session interface described above may be rendered and displayed as a two-dimensional element through the UI layer, and thus, the session interface may be displayed above different game scenes regardless of which scene area the first virtual character moves to. In other words, even if the first virtual character is not near the target game prop, the player controlling the first virtual character can still view the message information input by each virtual character for the target game prop through the session interface of the target session group.
Therefore, the player can check the messages input by each virtual character aiming at the target game prop in real time through the session interface capable of being displayed in real time, the interaction efficiency among the players can be improved, and the information sharing efficiency is improved.
It can be appreciated that the message information included in the session interface may be a message input by the first virtual character and/or the second virtual character for the target virtual prop. The message information in the session interface may include one or more pieces, which is not particularly limited in this embodiment.
The presentation instructions for the target session group described above may be generated in any of the following exemplary ways.
Example one: in response to a view operation for the target session group, a presentation instruction for the target session group is generated.
In some embodiments, after the target session group is established, a group identifier corresponding to the target session group may be displayed in a graphical user interface, and the viewing operation for the target session group may include: the triggering operation of the group identifier corresponding to the target session group may refer to the description of the placing operation in the foregoing, which is not repeated herein.
Or, in some embodiments, in response to establishing the target session group corresponding to the target game prop, displaying in the graphical user interface a hint message that the target session group of the target game prop has been created.
By displaying the prompt information that the target session group has been created, the player can be informed that the target session group has been generated without displaying the group identification of the target session group. Thus, the display space of the graphical user interface can be saved, and a better visual experience is brought to the player. Optionally, the prompt message is hidden after the display duration reaches the preset display duration.
As shown in fig. 4, after the first virtual character 10 places the target game prop 11, the graphical user interface 301 is displayed as a graphical user interface 302 in a switching manner, and the prompt information 12 is displayed in the graphical user interface 302, where the prompt information 12 may be "the BBB prop-specific group chat has been created".
Based on the prompt information that the target session group is created, the viewing operation for the target session group may include: triggering operation of the created prompt information of the target session group. That is, the presentation instruction for the target session group is generated by the trigger operation of the created hint information for the target session group.
Example two: and generating a display instruction aiming at the target session group in response to the successful establishment of the target session group.
That is, the presentation instruction for the target session group can be generated after the establishment of the target session group is successful without any operations performed by the player.
Example three: in response to a view operation for the target game prop, a presentation instruction for the target session group is generated.
In this example, the presentation instructions for the target session group may also be generated by a view operation for the target game prop displayed in the game scene, i.e., a session interface for the target session group is displayed in the graphical user interface by viewing the target game prop.
Of course, it should be understood that the manner of generating the presentation instruction is merely an example, and is not limited to the present application.
As shown in fig. 5, in response to the presentation instruction for the target session group, session interface 102 for the target session group established for target game prop 11 is displayed in graphical user interface 303. In the session interface 102, there are displayed message information of "trap in front" issued by the first virtual character "XXX" for the target game item 11, and "thank you share" issued by the second virtual character "YYY1" for the target game item 11-! Message information of one key three connection is provided.
It can be understood that the target session group is a group chat, and is different from the conventional group chat in that in the target session group in this embodiment, message information of each virtual character for the target game prop can be displayed; however, the target session group is provided with a session input control which can carry out real-time chat; and generating a group chat message and displaying the group chat message in the session interface in response to the input operation of the session input control.
Therefore, the player can not only check the message information of other players aiming at the target game prop in the session interface of the target session group, but also send the chat message in real time in the session interface, and meanwhile, the asynchronous message function and the real-time chat function are considered, so that the social experience of the player in the game is improved.
In alternative embodiments, the group chat message and the message information may be displayed in different display forms. For example, message bubbles are preset for message leaving messages, and message bubbles are not set for group chat messages. In this way, the player is aided in distinguishing real-time chat messages from message messages directed to the target game play object.
Referring to FIG. 6, a session input control 13 is also displayed in the session interface 102 displayed in the graphical user interface 304 shown in FIG. 6, when the player enters "good boring" in the session input control 13 displayed in the graphical user interface 305! After the chat message of the 'good boring' is issued, the 'good boring' is provided with the following information that! "chat messages are published to the conversation interface, and as shown in graphical user interface 306, group chat messages are displayed in conversation interface 102-! The group chat message is not displayed in the form of a message bubble, but the message information in the session interface 102 is displayed in the form of a prop message bubble.
It can be understood that, because the lengths of the message information issued by different players are different, the size of the message bubble corresponding to each message information is inconsistent, and the size of the message bubble can be self-adaptive to each message information for displaying.
In some embodiments, the above method may further include the following step S250.
Step S250: responding to a trigger instruction aiming at the target game prop, displaying a message interface corresponding to the target game prop through the graphical user interface, wherein the message interface comprises message information input by a virtual character aiming at the target game prop.
That is, when the player controls the first virtual character to move to the vicinity of the target game prop, and the target game prop is displayed in the graphical user interface, the message interface corresponding to the target game prop is displayed by triggering the target game prop. The message interface is a UI interface for presenting message information input by each virtual character aiming at the target game prop.
The trigger instructions for the target play object described above may be generated in any of the following exemplary ways.
Example one: and responding to the triggering operation aiming at the target game prop, and generating a triggering instruction aiming at the target game prop.
The above triggering operation may refer to the description of the placing operation, which is not repeated here. It should be noted that the operation object of the triggering operation is a target game prop placed in the game scene.
Example two: and generating a trigger instruction for the target game prop in response to successful placement of the target game prop.
In an alternative embodiment, the message interface may include at least one of the following information: the system comprises message information and at least one evaluation control corresponding to each message information; a delete control for deleting the message; the number of messages; the release time of the message information; prop identification of the target game prop; the residual display time of the target game prop in the game scene; the remaining display time of the target game prop in the game scene is the difference between the preset display time and the displayed time.
As shown in fig. 7, in response to a trigger instruction for a target game stage, a message interface 103 is displayed on the graphical user interface 307, and message information issued by each virtual character as shown in table 1 is displayed on the message interface 103.
TABLE 1 virtual roles and published message examples
That is, the message information of the first virtual character "XXX" released for the target game item 11, "trap in front of" is displayed in the message interface, and the second virtual character "YYY1" released for the target game item 11 "thank share-! Message information of one key three connection, and a second virtual character YYY2 is issued for a target game prop 11 as follows! Message information of "and third virtual character" YYY3 "issued for target game prop 11-! The apprentice is-! "message information.
In some embodiments, the interaction method of the game may further include the following step S260.
Step S260: and the message information in the session interface is updated according to the message information in the message interface.
That is, the message information in the session interface is consistent with the message information in the message interface, and when the player leaves a message for the target game prop through the message interface, the messages issued by the virtual roles are simultaneously displayed in the session interface. Therefore, the player can check the latest message information issued by each virtual character aiming at the target game prop through the session interface in real time without moving to the game scene where the target game prop is positioned for checking, the non-instant social connection of asynchronous messages in the game can be quickly converted into the instant social connection in a group chat form, the interaction efficiency of each player in the game is improved, and the game information sharing efficiency is improved.
In combination with the session interface 102 shown in fig. 5 and the message interface 103 shown in fig. 7, it can be seen that the message information in the session interface 102 is consistent with the message information in the message interface 103. Note that the message information displayed in the session interface 102 is merely an example.
In some embodiments, the above-mentioned displaying, through the graphical user interface, the message interface corresponding to the target game prop may also be implemented as follows step S270.
Step S270: and responding to triggering operation aiming at the first message information in the session interface, and opening a message interface corresponding to the target game prop.
It can be understood that the first message is any message in each message displayed in the session interface. The step S270 can realize the purpose of viewing the target game prop through the displayed session interface, and can enable players to quickly open the message interface to reply after seeing the messages of interest in the session interface without controlling the first virtual character to move to the vicinity of the target virtual prop, so that the message leaving efficiency of asynchronous messages can be improved, and the interaction efficiency between players is further improved.
The above triggering operation for the first message information in the session interface may refer to the description of the placing operation, which is not repeated herein, and it should be noted that the operation object of the triggering operation is any message information in the session interface.
And the message interface corresponding to the opened target game prop is displayed on the graphical user interface.
That is, the present step S270 can realize a function of displaying a message interface by an operation for a session interface. That is, regardless of whether the first virtual character is near the target virtual prop, the player may open the message interface through a session interface that can be displayed in real-time. Therefore, the operation of viewing the message interface corresponding to the target game prop by the player is simplified, and the viewing efficiency of the message interface is improved.
In an optional embodiment, the content currently displayed on the open message interface includes the first message information, and the first message information may be highlighted, for example, the first message information may be positioned and then displayed in a center of the message interface, and a display color of the first message information is changed or a flashing display is performed at a preset frequency.
As shown in fig. 8, in the graphic user interface 303, the player performs a trigger operation for the message information issued by the virtual character "YYY2", indicating that the message information is selected in a gray filled state; in response to the triggering operation, the graphical user interface 303 is switched to be displayed as a graphical user interface 307, the message interface 103 is displayed in the graphical user interface 307, and message information issued by the virtual character "YYY2" is highlighted in the message interface 103. It will be appreciated that in this example, the message information posted by the virtual character "YYY2" is highlighted in gray filled-in representation.
In an alternative embodiment, based on the step S270, when the user jumps to the message interface of the target game prop through the session interface, the group chat message in the session interface may be synchronized to the message interface, so as to achieve the purpose that the message interface is consistent with the content displayed in the session interface.
In some optional embodiments, the content currently displayed in the open message interface includes the first message information, and the method may further include the following steps S280 to S2100.
Step S280: and controlling an information input control in the message interface to enter a state of replying the first message information.
Step S290: and responding to the input operation of the information input control, and generating first reply information for the first message information.
Step S2100: and displaying first reply information aiming at the first message information in the message interface and the session interface.
The information input control is a functional control set for the message interface and used for providing messages for all players aiming at target game props. In this embodiment, the display timing of the information input control is consistent with the display message interface. I.e., the information input control is displayed while the message interface is displayed.
The information input control in the message interface can correspond to various functional states, such as a message state for leaving a message for a target game prop and a reply state for replying to the message information in the message interface. When the message interface corresponding to the target game prop is opened by triggering the operation on the first message information in the session interface, an information input control can be displayed in the message interface, and the information input control is controlled to enter a state of replying the first message information.
In alternative embodiments, the status identifiers may be displayed in information input controls of different statuses. The status identifier helps the player differentiate between corresponding failed functions of the information input control.
For example, the status identifier may be a message identifier or a reply identifier, and the reply identifier may be a publisher identifier of the message information to be replied. Thus, the method is helpful for the player to further confirm whether the currently replied message information is the message information which the player wants to reply or to further confirm whether the player is leaving a message for the target game prop when the player inputs the reply information.
In this embodiment, the information input control in the message interface is controlled to enter a state of replying to the first message information, and the publisher identifier for publishing the first message information may be displayed in the information input control.
The above steps S280 to S2100 will be described below with reference to fig. 8 and 9.
As shown in the graphical user interface 303 in fig. 8, when the player performs a trigger operation for the message information issued by the virtual character "YYY2", the message information is selected in a gray filled state; in response to the triggering operation, the graphical user interface 303 is switched to be displayed as a graphical user interface 309 as shown in fig. 9, the information input control 14 is displayed in the message interface 103 in the graphical user interface 309, and text information for replying to the virtual character "YYY2" is displayed in the information input control 14, and is used for prompting the player that the current information input control 14 is in a state of replying to the message information issued by the virtual character "YYY 2".
In an alternative embodiment, a cancel input control 15 and a publish control 16 may also be displayed in the message interface 103. The cancel input control 15 is used for deleting information input by the player in the information input control 14, and the release control is used for releasing information input by the information input control 14 in the message information interface.
After the player inputs the reply message in the message input control 14, for example, the player replies "thank" to the message "dalao" issued by "YYY2", such as the graphical user interface 310, after the message "thank" is input in the message input control 14, the first reply message for the message "dalao" can be generated by clicking the issue control 16.
Generating the first reply message of "thank you-! After that, the graphical user interface 310 may be displayed switched to the graphical user interface 311, the first reply message "thank you" may be displayed in the message interface 103 as displayed in the graphical user interface 311, and in the conversation interface 102 as shown in the graphical user interface 312.
In this embodiment of the present application, there are various display modes for displaying the first reply message in the message interface. For example, as shown in the graphical user interface 311 of fig. 9, the first reply message "thank" may be displayed as the latest message information at the lowest of the messages displayed, while the first message "dalao-! And the message information referred by the first reply information is indicated as first message information. For another example, the first message may be displayed following the first message, that is, the first reply message is displayed below the first message; as shown in the graphical user interface 313 in fig. 10, the first message is "lao-! Vain, virtual role "XXX" for "Dalao-! The first reply message of the receiving machine is "what is used for the help to brush the daily life", and the first reply message "what is used for the help to brush the daily life" can be displayed on the first message information "Dalao-! Below the bare "is received. The present embodiment is not particularly limited thereto.
It should be noted that, as can be seen from the foregoing description, each piece of message information displayed in the session interface follows each piece of message information in the message interface, and the following update may include a message information content following update and a message information display format following update.
As shown in fig. 9, the display format of each message displayed on the message interface 103 displayed on the graphic user interface 311 is the same as the display format of each message displayed on the conversation interface 102 displayed on the graphic user interface 312. The first reply message "thank you" is displayed as the latest message information in the message interface and the conversation interface.
As shown in fig. 10, the display format of each message displayed on the message interface 103 displayed on the graphical user interface 314 is the same as the display format of each message displayed on the conversation interface 102 displayed on the graphical user interface 313. The first reply message is what helps the user to brush daily, and all follow the first message which is replied to! The apprentice is-! "display.
In some alternative embodiments, when performing step S270 described above, the method may further include the following step S2110.
Step S2110: and closing the session interface.
It can be understood that, in the embodiment of the present application, after the message interface is opened, the message interface and the session interface may be displayed in the graphical user interface at the same time. Alternatively, in a preferred embodiment, such as the gui 306 in fig. 6 and the gui 307 in fig. 7, the session interface 102 may be closed after the message interface 103 is opened, that is, the message interface 103 and the session interface 102 are alternatively displayed, so that the space occupation of the gui by each two-dimensional interface can be reduced.
Based on this, in some embodiments, the following step S2120 may also be included.
Step S2120: responding to a return instruction in the message interface, and opening the session interface; and the content currently displayed on the session interface comprises the first message information.
Based on the above-mentioned opening of the message interface through the session interface, in response to a return instruction in the message interface, the previous session interface is opened and the message interface is closed.
In this way, based on step S270 and step S2120, a quick switch between the display of the session interface and the display of the target game item can be achieved. The method and the device can realize quick conversion between asynchronous messages and real-time chatting, improve social efficiency of the player and enrich social experience of the player.
The return instruction described above may be generated in any of the following exemplary ways, which the present embodiment is not limited to.
Example one: generating a return instruction when the message interface is not operated and the display time of the message interface reaches the preset time;
example two: responding to the return operation in the message interface, and generating a return instruction;
the return operation may include: and triggering the return control set in the message interface or finishing the input operation of the information input control.
As shown in fig. 9, a return control 17 is displayed in the graphical user interface 311, and after the player issues the first reply message, the graphical user interface 311 can be switched to be displayed as a graphical user interface 312 by triggering the return control 17. Alternatively, the graphical user interface 311 may be switched to be displayed as the graphical user interface 312 after the player clicks the issue control 16 to issue the first reply message into the message interface.
In an alternative embodiment, the first message information and the first reply information are highlighted in the session interface according to the return instruction. For example, the first message is located to the position where the first reply message is located for display, or the first message is located to the position where the first message is located for display.
Through the embodiment, when the player can see the interested message information in the session interface and wants to reply, the session interface can be switched and displayed as the message interface in the mode, reply is carried out on the interested message information in the message interface, and after the reply is completed, the player returns to display the session interface in response to a return instruction. Therefore, the player can switch between the instant interaction mode and the non-instant interaction mode at will, the interaction channel of the player is increased, and the interaction experience of the player is improved.
As can be seen from the above description of step S230, in this embodiment, the second virtual character may interact with the target game prop, and then join the second virtual character into the target session group. Next, the interactive behavior of the second virtual character with respect to the target game prop, and a series of feedback times generated according to the interactive behavior will be described in detail.
In some embodiments, in case of displaying the session interface, the method may further include the following step S2130.
Step S2130: and responding to the interaction behavior of the second virtual character aiming at the target game prop, and displaying interaction information corresponding to the interaction behavior through the session interface.
In alternative embodiments, the interaction behavior may include, but is not limited to, a message leaving behavior, a praise behavior, a reinforcement behavior, and a reply behavior for message information. The method comprises the steps that a message leaving action is to generate message leaving information for a target game prop through a message leaving interface; the praying action is to pray each message information in the target game prop; the reinforcement action is used for increasing the display time length of the target game prop in the game scene; the reply action aiming at the message information is the reply operation of each message information contained in the target game prop.
Displaying interaction information corresponding to interaction behavior in a session interface can help members in a target session group to know in real time what interaction operation is executed by each virtual character on a target game prop.
As shown in table 2, table 2 shows examples of interaction behavior and interaction information.
Table 2 interaction behavior and interaction information examples
Interactive behavior Interactive information
Praise behavior YYY1 praise prop
Message leaving behavior YYY2 issues a message
Reply behavior for message information YYY3 replied to the message
Reinforcing behavior YYY3 reinforces props
Alternatively, when each virtual character joins the target session group through interactive behavior, as shown in table 3, table 3 provides an example of the interactive information when each virtual character joins the target session group.
Table 3 interaction information example
Interactive behavior Interactive information
Creation behavior XXX joins group chat
Praise behavior YYY1 praise the prop and add group chat
Message leaving behavior YYY2 issues a message and joins the group chat
Reply behavior for message information YYY3 replied to leave a message and added to group chat
Reinforcing behavior YYY3 strengthens props and adds group chat
In conjunction with the graphical user interface 315 shown in fig. 11. When a first virtual character XXX creates a target session group, displaying interaction information of 'you join a group chat'; when the virtual character YYY1 is praised for the target game prop, the interactive information of the Y YY1 praise prop can be displayed in the session interface; when the virtual character YYY2 issues message information aiming at the target game prop, the interactive information that the virtual character YYY2 issues the message can be displayed in the session interface; when the virtual character YYY3 replies message information contained in the target game prop, the interactive information of the message replied by YYY3 can be displayed in the session interface; when the virtual character YYY3 releases reinforcement skills for the target game props, interactive information of the YYY3 reinforcement props can be displayed in the session interface. If each virtual character interacts with the target game prop and then joins the target session group, the interaction information can display the prompt information of joining the group chat.
By displaying the interaction information corresponding to the interaction behavior, each player can know the type of interaction operation executed by the virtual character in the game for the target game prop in real time.
In the embodiment of the present application, the above game interaction method may further include the following step S2140.
Step S2140: and deleting the target game props in the game scene in response to a deleting instruction for the target game props.
As can be seen from the foregoing description, placing the target game prop in the game scene is to add prop elements of the target game prop in the scene layer of the game scene and render and display the prop elements in the graphical user interface. Correspondingly, deleting the target game props in the game scene is to delete prop elements of the target game props in the scene layer so as not to be displayed in the game scene.
In an alternative embodiment, the above-described deletion instruction for the target game prop is generated in any one of the following exemplary manners.
Example one: generating a deletion instruction for the target game prop in response to a deletion operation for the target session group or the target game prop;
first, a deletion operation for a target session group will be described in detail with reference to fig. 12.
As shown in fig. 12, in the graphical user interface 316, the management menu 104 for the target session group is displayed through a corresponding trigger operation, and the group member management control, the group name modification control, the game prop viewing control, and the dismissal group control are displayed in the management menu 104. The group member management control is used for managing the number of group members in the target session group, the group name modification control is used for modifying the name of the target session group, the game prop viewing control is used for providing a function of jumping to a message interface corresponding to the target game prop, and the group disassembly control is used for disassembling the target session group.
In response to the triggering operation for the dismissal group control, the graphical user interface 316 may be displayed as a graphical user interface 317, the confirmation window 105 for the dismissal target session group may be displayed in the graphical user interface 317, and the method information for the dismissal target session group and the cancel control and the confirmation control may be displayed in the confirmation window 105. In this example, the method of dismissing the target session group may be implemented by deleting the target game prop, if the player triggers the confirmation control in the confirmation window 105, the graphical user interface 317 may be switched and displayed as the graphical user interface 318, the message interface 103 is displayed in the graphical user interface 318, the deletion control 18 for the target game prop is set in the message interface 103, and in response to the triggering operation for the deletion control 18, a deletion instruction is generated, and in response to the deletion instruction, the target game prop is deleted, that is, the graphical user interface 318 is switched and displayed as the graphical user interface 319, and the target game prop 11 is not displayed in the game scene 100 displayed in the graphical user interface 319.
The deleting method can enable the player to delete the target game props without controlling the first virtual character to move to the vicinity of the target game props.
Next, a manner of generating a deletion instruction for a deletion operation of a response target game stage will be described in detail with reference to fig. 13.
The method entails a player controlling a first virtual character to move into proximity with a target game play object to cause the target game play object to be displayed in a graphical user interface to perform a delete operation. As shown in a graphical user interface 320 of fig. 13, a target game prop 11 is displayed in a game scene shown in the graphical user interface 320, the graphical user interface 320 can be switched to be displayed as a graphical user interface 321 through a preset operation mode, a management menu 106 for the target game prop 11 is displayed in the graphical user interface 321, and a modification style control, a view group control and a deletion control are displayed in the management menu 106; wherein, the modification style control can be used for modifying the appearance of the target game prop, the view group control can be used for displaying the session interface of the target session group through the target game prop, and the deletion control is used for deleting the target game prop 11.
Based on this, in response to the triggering operation of the player for the deletion control, a deletion instruction for the target game item is generated, and in response to the deletion instruction, the target game item 11 is deleted, that is, the graphical user interface 321 is displayed as the graphical user interface 319 in a switching manner.
Example two: and responding to the display time of the target game prop in the game scene to reach the preset time, and generating a deleting instruction aiming at the target game prop.
In an alternative embodiment, the display duration can be preset for the target game prop, when the display duration of the target game prop in the game scene reaches the preset duration after the target game prop is placed, a deletion instruction for the target game prop is generated, and the target game prop can be hidden in response to the deletion instruction. From the foregoing description, it can be seen that each virtual character can be reinforced with respect to a target game prop, i.e., the display duration of the target game prop in a game scene is prolonged.
It will be appreciated that the target session group may not be broken up while the target game prop is deleted, so that players may chat in real-time based on the target session group.
Based on the foregoing, the creation of the target session group and the placement of the target game prop are mutually bound, and in this embodiment, deletion of the target game prop and unbinding of the target session group may be implemented. That is, in an alternative embodiment, step S2150 may also be included.
Step S2150: and according to the deleting instruction, the target session group is disassembled.
In this embodiment, the display of the target session group is associated with the target game prop, and the target session group is dismissed when the target game prop is deleted. In this way, the message can be completely deleted when the player wants to delete the previous message.
In an alternative embodiment, the remaining display duration of the target game prop may also be displayed in the session interface, where the remaining display duration is a difference between the preset display duration and the displayed duration of the target game prop. As shown in fig. 4, the remaining display duration of the target game item is displayed in the session interface 102: the remaining 15 hours 57 minutes. And when the residual display duration is less than or equal to 0, the target session group is released.
In some embodiments, the step S230 may be implemented in the following steps S231 and S232.
Step S231: responding to the interaction behavior of a second virtual character aiming at the target game prop, and detecting the number of group chat members contained in the target session group;
step S232: and when the number of the group chat members does not reach the preset number, adding the second virtual role into the target session group.
Based on this, the above method further includes the following step S233.
Step S233: when the number of the group chat members reaches the preset number, sending prompt information that the target session group cannot be added to the second terminal equipment, and displaying the prompt information that the second virtual role fails to add the group in the session interface.
As shown in fig. 14, in the session interface 102 displayed in the graphical user interface 322, after the second virtual character with the character identifier "YYY3" performs the reinforcement action on the target game prop 11, it is detected that the second virtual character is not added to the target session group, and if the number of group members in the target session group reaches the preset number, a prompt message of "yyyy 3 reinforces the prop and the group members are full" is displayed in the session interface 102. In this way, the virtual character creating the target session group can be prompted to manage the target session group in real-time.
In some alternative embodiments, in the game, the first virtual character may place more than one target game prop in the game scene, where the first virtual character places multiple target game props, multiple target session groups may be generated according to the method, or the first virtual character may join more than one session group when interacting with the target game props placed by the second virtual character, so that the graphical user interface is neat and convenient for the player to find, multiple session groups may be generalized to a session group set, that is, the target session group established for the target game props may be added to the session group set; the set of session groups is created when a first virtual character joins the first session group in the game.
When a player wants to look at the target session group, the player needs to determine the target session group from among the session groups in the session group set by looking at the session group set.
In an alternative embodiment, after the session group set is created, the set identifier of the session group set may be displayed through a graphical user interface; in this way, the player is facilitated to find the target session group through the set identification of the session group set. That is, at least one session group is presented in the graphical user interface in response to a triggering operation for the set identification. In a specific embodiment, each of the session groups shown above includes: the first virtual character creates a conversation group with the identity of group management, and/or the first virtual character joins the conversation group created by the second virtual character with the identity of group member.
In an alternative embodiment, each session group is arranged and displayed according to a preset ordering mode;
the preset ordering mode comprises at least one of the following steps: sorting according to the latest speaking time in each session group; sorting according to the number of group chat members in each session group; and sorting according to the speaking times in each session group.
Referring to fig. 15, in the graphical user interface 323 shown in fig. 15, a social management interface 107 may be displayed resident, and in the social management interface 107, a set identifier 19 of a session group set established for a game prop, a group chat identifier 20 of a general group chat, and a system message identifier 21 may be displayed. When the player triggers the set identifier 19, a session group presentation interface 108 may be presented in the graphical user interface 323, with each session group in the set of session groups being displayed in the session group presentation interface 108. For example, a session group with a group name of "S region XXX" is shown, a session group with a group name of "good boring" is shown, and a session group with a group name of "trap in front" is shown.
In some embodiments, when each session group is displayed in the session group display interface, the session group may be displayed through a group identifier, and the player may display the session interface of the session group corresponding to the group identifier by triggering the group identifier. The group identification may include a first group identification and/or a second group identification. Wherein the first group identification may be a group head portrait and the second group identification may be a group name.
In a specific embodiment, when the left message information of the target game prop includes the picture left message information or the video left message information, determining the picture information or the video left message information as a first group identifier for displaying the target session group; and when the left message information of the target game prop does not comprise the picture left message information and the video left message information, determining a prop identifier preset for the target game prop as a first group identifier for displaying the target session group.
Or when the text message information is included in the message information of the target game prop, determining the text message information as a second group identifier for displaying the target session group; and when the text message information is not included in the message information of the target game prop, determining the scene area name and the role name of the first virtual role as a second group identifier for displaying the target session group.
As shown in fig. 15, in the session group display interface 108, the session group "S area XXX" is that the scene area name "S area" and the role name "XXX" of the first virtual role are used as the group name for displaying the session group, and the preset prop identifier is used as the group head portrait. The conversation group is that text information included in the message information is taken as a group name, and a preset prop mark is taken as a group head portrait. The "trap in front of" of the conversation group is to use the text information "trap in front of" in the message information as the group name, and the picture information included in the message information as the group head portrait.
In an alternative embodiment, the character identifier of the first virtual character is displayed at the corresponding position of the first group identifier of the target session group created by the first virtual character, so as to help the player distinguish the target session group created by the player from the joined session group. As shown in fig. 15, when a session group corresponding to the group name "S area XXX" is established for the first virtual character "XXX", the character identifier of the first virtual character is displayed in the upper left corner of the head image of the group.
In an alternative embodiment, the method further includes the following step S2160.
Step S2160: and responding to the management operation aiming at the virtual roles in the target session group, and displaying a group chat member management interface.
In a specific embodiment, the group chat member management interface includes role identifiers of the virtual roles; and deleting the virtual roles corresponding to the role identifications selected by the deleting operation in the target session group by responding to the role identification deleting operation comprising each virtual role for the group chat member management interface.
It is to be appreciated that the management operation for the virtual character in the target session group can be a trigger operation for a management control set for the target session group. Referring to the graphical user interface 316 shown in fig. 12, by performing a preset operation, the player displays a management menu 104 for a target session group in the graphical user interface 316, where the management menu includes a group member management control, responds to a triggering operation for the group member management control, and may display a graphical user interface 324 as shown in fig. 16, display a group chat member management interface 109 in the graphical user interface 324, display a character identifier of each virtual character added in the target session group in the group chat member management interface 109, and perform a deletion operation for the character identifier of each virtual character to delete the virtual character corresponding to the character identifier in the target session group.
In an optional embodiment, when the number of virtual roles included in the target session group is less than a preset threshold, the group chat member management interface further includes an invitation control; the invitation control is used for inviting friends of the first virtual role to join the group chat. Namely, responding to the triggering operation for the invitation control, and displaying the character identifier of the invited friend corresponding to the first virtual character; and responding to the triggering operation of the character identification of the invited friends, and sending the invitation information for joining the target session group to the terminal equipment corresponding to the invited friends. In a specific embodiment, in response to receiving confirmation information that the invited friend agrees to join the target session group, the invited friend is added to the target session group.
As shown in fig. 17, the invitation control 22 is displayed in the group chat member management interface displayed in the graphical user interface 325, and when the player triggers the invitation control 22, the graphical user interface 325 may be switched to display as the graphical user interface 326, and the character identifications of the invited friends of the first virtual character "XXX" are displayed in the graphical user interface 326, for example, the virtual character "zz 1" and the virtual character "zz 2". The player may invite friends to join the target session group based on each character identification displayed.
In this way, the function of inviting friends aiming at the target session group corresponding to the target game prop and the same as the conventional session group can be provided, and the social function of players in the game is enriched.
In an alternative embodiment, when the number of session groups that the first virtual character joins in the identity of the group member reaches a preset threshold, a prompt message is displayed in the graphical user interface, so that the player can manage each session group in the session group set to clear the session groups that have been joined historically, so that the player can join in a session group that is more interested, and a more flexible social manner is provided to the player.
Note that, the broken lines in fig. 4, 6, and 15 are lines that are imaginary for easy understanding, and these broken lines do not exist on the graphical user interface displayed by the terminal device.
It should be noted that the above-described information of the size, appearance, layout, display text, etc. of each element in the graphical user interface like those shown in fig. 3 to 17 is exemplary and not limiting to the actual display.
Thus far, the method provided in this embodiment has been described. According to the method, the interaction mode of placing the target game prop in the game scene is combined with the establishment of group chat, so that the game scene and the social system are opened, the interaction mode of a player in the game scene is closely combined with the social system, and the social experience of the player in the game is enriched; the game experience of the player is improved. In addition, in the method, the players interacting with the target game props can be passively added into the group chat, social pressure of the players is reduced, and information sharing in the game is promoted. In addition, asynchronous message information aiming at the target game prop can be synchronously displayed in the session interface, so that the aim of checking the asynchronous message aiming at the target game prop can be achieved by checking the session interface under the condition that the target game prop is not displayed in the graphical user interface, social efficiency of players can be improved, and information sharing efficiency among players in the game is further promoted.
Corresponding to the interaction method of the game provided in the embodiment of the present application, the embodiment of the present application further provides an interaction device 400 of the game, where a graphical user interface is provided by a first terminal, the graphical user interface includes at least a part of a game scene, and the game scene includes a first virtual character controlled by the first terminal, as shown in fig. 18, where the device 400 includes: a placement unit 401, a creation unit 402, and an addition unit 403;
the placement unit 401 is configured to place a target game prop in the game scene in response to a placement instruction of the game prop;
the establishing unit 402 is configured to establish a target session group corresponding to the target game prop, where the target session group member includes the first virtual character;
the adding unit 403 is configured to respond to an interaction behavior of a second virtual character with respect to the target game prop, and add the second virtual character to the target session group, where the second virtual character is a virtual character controlled by a second terminal.
Optionally, the apparatus 400 further includes a display unit 404;
and the display unit 404 is configured to respond to the instruction for displaying the target session group, and display a session interface corresponding to the target session group, where the session interface includes message information input by the virtual character for the target game prop.
Optionally, the display unit 404 is further configured to respond to a display instruction for the target session group, and display a session interface corresponding to the target session group; and responding to the interaction behavior of the second virtual character aiming at the target game prop, and displaying interaction information corresponding to the interaction behavior through the session interface.
Optionally, the interaction behavior of the second virtual character for the target game prop includes any one of the following: message leaving behavior, praise behavior, reinforcement behavior, reply behavior for message information.
Optionally, the establishing unit 402 is specifically configured to establish a target session group corresponding to the target game prop in response to successful placement of the target game prop in the game scene, and add the first virtual character to the target session group.
Optionally, the display unit 404 is further configured to respond to a trigger instruction for the target game prop, and display, through the graphical user interface, a message interface corresponding to the target game prop, where the message interface includes message information input by the virtual character for the target game prop.
Optionally, the apparatus 400 further includes an updating unit 405;
And the updating unit 405 is configured to update the message information in the session interface according to the message information in the message interface.
Optionally, the display unit 404 is further configured to respond to a triggering operation for the first message information in the session interface, and open a message interface corresponding to the target game prop.
Optionally, the display unit 404 is specifically configured to control an information input control in the message interface to enter a state of replying to the first message; responding to the input operation of the information input control, and generating first reply information aiming at the first message information; and displaying first reply information aiming at the first message information in the message interface and the session interface.
Optionally, when the message interface corresponding to the target game prop is opened, the display unit 404 is further configured to close the session interface.
Optionally, the display unit 404 is further configured to open the session interface and close the message interface in response to a return instruction in the message interface; and the content currently displayed on the session interface comprises the first message information.
Optionally, the display unit 404 is further configured to delete the target game prop in the game scene in response to a deletion instruction for the target game prop.
Optionally, the display unit 404 is further configured to dismiss the target session group according to the deletion instruction.
Optionally, the session interface further includes a session input control;
the display unit 404 is further configured to generate a group chat message and display the group chat message in the session interface in response to an input operation for the session input control.
Optionally, the display unit 404 is further configured to display a session interface including a remaining display time period of the target game prop; the remaining display time length of the target game prop is the difference value between the preset display time length and the displayed time length of the target game prop.
Optionally, the display unit 404 is further configured to display, in the graphical user interface, a prompt message that the target session group of the target game prop has been created in response to the establishment of the target session group corresponding to the target game prop.
Optionally, the apparatus 400 further includes a synchronization unit 406;
and the synchronization unit 406 is configured to synchronize prop information corresponding to the target game prop to at least one of the second terminals, so that each of the second terminals displays the target game prop according to the prop information.
Optionally, the synchronizing unit 406 is further configured to synchronize group information of the target session group to at least one of the second terminals, so that each of the second terminals displays the target session group according to the group information of the target session group.
Optionally, the adding unit 403 is specifically configured to respond to the interaction behavior of the second virtual character with respect to the target game prop, and detect the number of group chat members included in the target session group; and when the number of the group chat members does not reach the preset number, adding the second virtual role into the target session group.
Optionally, the adding unit 403 is specifically further configured to send, to the second terminal, a prompt message that the target session group cannot join when the number of the group chat members reaches a preset number, and display, in the session interface, a prompt message that the second virtual character fails to join the group.
Optionally, the adding unit 403 is further configured to add a target session group corresponding to the target game prop to a session group set;
optionally, the graphical user interface further includes a set identifier of the session group set;
The display unit 404 is further configured to display at least one session group in the graphical user interface in response to a triggering operation for the set identifier.
Optionally, each of the session groups shown in the graphical user interface includes: the first virtual character creates a conversation group with the identity of group management, and/or the first virtual character joins the conversation group created by the second virtual character with the identity of group member.
Corresponding to the interaction method of the game provided in the embodiment of the present application, the embodiment of the present application further provides an electronic device for implementing the interaction method of the game, as shown in fig. 19, where the electronic device includes: a processor 501; and a memory 502 for storing a program of an interaction method of a game, the apparatus, after being powered on and running the program of the interaction method of a game by a processor, performs the steps of:
placing a target game prop in the game scene in response to a placement instruction of the game prop;
establishing a target session group corresponding to the target game prop, wherein members of the target session group comprise the first virtual character;
and responding to the interaction behavior of a second virtual character aiming at the target game prop, and adding the second virtual character into the target session group, wherein the second virtual character is a virtual character controlled by a second terminal.
Corresponding to the interaction method of the game provided in the embodiment of the present application, the embodiment of the present application further provides a computer readable storage medium storing a program of the interaction method of the game, the program being executed by a processor, to perform the steps of:
placing a target game prop in the game scene in response to a placement instruction of the game prop;
establishing a target session group corresponding to the target game prop, wherein members of the target session group comprise the first virtual character;
and responding to the interaction behavior of a second virtual character aiming at the target game prop, and adding the second virtual character into the target session group, wherein the second virtual character is a virtual character controlled by a second terminal.
It should be noted that, for the detailed description of the apparatus, the electronic device, and the computer readable storage medium provided in the embodiments of the present application, reference may be made to the related description of the embodiments of the interaction method of the game provided in the embodiments of the present application, which is not repeated here.
While the preferred embodiment has been described, it is not intended to limit the invention thereto, and any person skilled in the art may make variations and modifications without departing from the spirit and scope of the present invention, so that the scope of the present invention shall be defined by the claims of the present application.
In one typical configuration, the electronic device includes one or more processors (CPUs), input/output interfaces, network interfaces, and memory.
The memory may include volatile memory in a computer-readable medium, random Access Memory (RAM) and/or nonvolatile memory, such as Read Only Memory (ROM) or flash memory (flash RAM). Memory is an example of computer-readable media.
1. Computer readable media, including both non-transitory and non-transitory, removable and non-removable media, may implement information storage by any method or technology. The information may be computer readable operations, data structures, modules of the program, or other data. Examples of storage media for a computer include, but are not limited to, phase change memory (PRAM), static Random Access Memory (SRAM), dynamic Random Access Memory (DRAM), other types of Random Access Memory (RAM), read Only Memory (ROM), electrically Erasable Programmable Read Only Memory (EEPROM), flash memory or other memory technology, compact disc read only memory (CD-ROM), digital Versatile Discs (DVD) or other optical storage, magnetic cassettes, magnetic tape magnetic disk storage or other magnetic storage devices, or any other non-transmission medium, which can be used to store information that can be accessed by a computing device. Computer readable media, as defined herein, does not include non-transitory computer readable media (transmission media), such as modulated data signals and carrier waves.
2. It will be appreciated by those skilled in the art that embodiments of the present application may be provided as a method, system, or computer program product. Accordingly, the present application may take the form of an entirely hardware embodiment, an entirely software embodiment or an embodiment combining software and hardware aspects. Furthermore, the present application may take the form of a computer program product embodied on one or more computer-usable storage media (including, but not limited to, disk storage, CD-ROM, optical storage, and the like) having computer-usable program code embodied therein.
While the preferred embodiment has been described, it is not intended to limit the invention thereto, and any person skilled in the art may make variations and modifications without departing from the spirit and scope of the present invention, so that the scope of the present invention shall be defined by the claims of the present application.

Claims (26)

1. A method of interaction for a game, wherein a graphical user interface is provided by a first terminal, wherein the graphical user interface includes at least a portion of a game scene, wherein the game scene includes a first virtual character controlled by the first terminal, the method comprising:
placing a target game prop in the game scene in response to a placement instruction of the game prop;
Establishing a target session group corresponding to the target game prop, wherein members of the target session group comprise the first virtual character;
and responding to the interaction behavior of a second virtual character aiming at the target game prop, and adding the second virtual character into the target session group, wherein the second virtual character is a virtual character controlled by a second terminal.
2. The method according to claim 1, wherein the method further comprises:
and responding to the display instruction aiming at the target session group, displaying a session interface corresponding to the target session group, wherein the session interface comprises message information input by a virtual character aiming at the target game prop.
3. The method according to claim 1, wherein the method further comprises:
responding to a display instruction aiming at the target session group, and displaying a session interface corresponding to the target session group;
and responding to the interaction behavior of the second virtual character aiming at the target game prop, and displaying interaction information corresponding to the interaction behavior through the session interface.
4. A method according to claim 1 or 3, wherein the interaction of the second virtual character with respect to the target game item comprises any one of: message leaving behavior, praise behavior, reinforcement behavior, reply behavior for message information.
5. The method of claim 1, wherein the establishing the target session group for the target game play object comprises:
and responding to successful placement of the target game prop in the game scene, establishing a target session group corresponding to the target game prop, and adding the first virtual character into the target session group.
6. The method according to claim 2, wherein the method further comprises:
responding to a trigger instruction aiming at the target game prop, displaying a message interface corresponding to the target game prop through the graphical user interface, wherein the message interface comprises message information input by a virtual character aiming at the target game prop.
7. The method of claim 6, wherein the method further comprises:
and the message information in the session interface is updated according to the message information in the message interface.
8. The method according to claim 2, wherein the method further comprises:
and responding to triggering operation aiming at the first message information in the session interface, and opening a message interface corresponding to the target game prop.
9. The method of claim 8, wherein the content currently displayed by the open message interface contains the first message, the method further comprising:
Controlling an information input control in the message interface to enter a state of replying the first message information;
responding to the input operation of the information input control, and generating first reply information aiming at the first message information;
and displaying first reply information aiming at the first message information in the message interface and the session interface.
10. The method of claim 8, wherein when the message interface corresponding to the target game item is opened, the method further comprises:
and closing the session interface.
11. The method according to claim 10, wherein the method further comprises:
responding to a return instruction in the message interface, opening the session interface and closing the message interface; and the content currently displayed on the session interface comprises the first message information.
12. The method according to claim 1, characterized in that the method further comprises:
and deleting the target game props in the game scene in response to a deleting instruction for the target game props.
13. The method according to claim 12, wherein the method further comprises:
And according to the deleting instruction, the target session group is disassembled.
14. The method of claim 2, further comprising a session input control in the session interface; the method further comprises the steps of:
and generating a group chat message and displaying the group chat message in the session interface in response to the input operation of the session input control.
15. The method of claim 2, wherein the session interface further comprises a remaining display time period of the target game prop; the remaining display time length of the target game prop is the difference value between the preset display time length and the displayed time length of the target game prop.
16. The method according to claim 1, wherein the method further comprises:
and responding to the success of establishing the target session group corresponding to the target game prop, and displaying the created prompt information of the target session group of the target game prop in the graphical user interface.
17. The method according to claim 1, wherein the method further comprises:
synchronizing prop information corresponding to the target game props to at least one second terminal, so that each second terminal displays the target game props according to the prop information.
18. The method according to claim 1, wherein the method further comprises:
synchronizing the group information of the target session group to at least one second terminal, so that each second terminal displays the target session group according to the group information of the target session group.
19. The method of claim 1, wherein the joining a second virtual character to the target session group in response to the second virtual character's interaction with respect to the target game piece comprises:
responding to the interaction behavior of a second virtual character aiming at the target game prop, and detecting the number of group chat members contained in the target session group;
and when the number of the group chat members does not reach the preset number, adding the second virtual role into the target session group.
20. The method of claim 19, wherein the method further comprises:
when the number of the group chat members reaches the preset number, sending prompt information that the target session group cannot be added to the second terminal equipment, and displaying the prompt information that the second virtual role fails to add the group in the session interface.
21. The method according to claim 1, wherein the method further comprises:
and adding the target session group corresponding to the target game prop to a session group set.
22. The method of claim 21, wherein the graphical user interface further comprises a set identification of the set of session groups; the method further comprises the steps of:
at least one session group is presented in the graphical user interface in response to a triggering operation for the set identification.
23. The method of claim 22, wherein each of the session groups presented in the graphical user interface comprises: the first virtual character creates a conversation group with the identity of group management, and/or the first virtual character joins the conversation group created by the second virtual character with the identity of group member.
24. An interaction device for a game, characterized in that a graphical user interface is provided by a first terminal, wherein the graphical user interface comprises at least part of a game scene, and the game scene comprises a first virtual character controlled by the first terminal; the device comprises: the device comprises a placement unit, a building unit and an adding unit;
The placing unit is used for responding to a placing instruction of the game prop and placing a target game prop in the game scene;
the establishing unit is used for establishing a target session group corresponding to the target game prop, and the target session group member comprises the first virtual role;
the adding unit is configured to respond to an interaction behavior of a second virtual character for the target game prop, and add the second virtual character into the target session group, where the second virtual character is a virtual character controlled by a second terminal.
25. An electronic device, comprising:
a processor; and
a memory for storing a data processing program, the electronic device being powered on and executing the program by the processor, to perform the method of any one of claims 1 to 23.
26. A computer readable storage medium, characterized in that a data processing program is stored, which program is run by a processor, performing the method according to any of claims 1-23.
CN202410022182.6A 2024-01-05 2024-01-05 Game interaction method, game interaction device, electronic equipment and computer readable storage medium Pending CN117861208A (en)

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