WO2022062147A1 - 一种游戏副本展示方法以及装置、计算机程序、介质 - Google Patents
一种游戏副本展示方法以及装置、计算机程序、介质 Download PDFInfo
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- WO2022062147A1 WO2022062147A1 PCT/CN2020/130484 CN2020130484W WO2022062147A1 WO 2022062147 A1 WO2022062147 A1 WO 2022062147A1 CN 2020130484 W CN2020130484 W CN 2020130484W WO 2022062147 A1 WO2022062147 A1 WO 2022062147A1
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/45—Controlling the progress of the video game
- A63F13/49—Saving the game status; Pausing or ending the game
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/60—Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
- A63F13/69—Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—Special adaptations for executing a specific game genre or game mode
- A63F13/822—Strategy games; Role-playing games
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/50—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
- A63F2300/55—Details of game data or player data management
- A63F2300/5526—Game data structure
- A63F2300/554—Game data structure by saving game or status data
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/80—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
- A63F2300/807—Role playing or strategy games
Definitions
- the invention belongs to the field of data processing, and in particular relates to a game copy display method and device, a computer program and a medium.
- Massively Multiplayer Online Role-Playing Game in a role-playing game, each player needs to play a fictional character and control the character to perform various settings in the game world. .
- Non-Player Character NPC
- players can search for the dungeon that they are interested in in the list of multiple dungeons.
- the client After choosing to participate in the dungeon, the client initiates the server to load the game resources corresponding to the dungeon, to Load the game resources from the server to the game copy room in the client for display, and the player can control the virtual character and participate in the copy game in the room corresponding to the game copy.
- the present invention provides a game copy display method, device, computer program and medium, so as to solve the technical problem that the copy participation method in the prior art needs to be initiated by the player and the operation is cumbersome.
- the present invention provides a method for displaying a game copy, the method comprising:
- the game scene includes one or more plots, one or more plots are associated with the corresponding game copy at a predetermined time point/time period, and the first game resource of the game copy is displayed at the predetermined time point/time period;
- an embodiment of the present invention provides a game copy display device, the device comprising:
- the display module the game scene includes one or more plots, associates the corresponding game copy for one or more plots at a predetermined time point/time period, and displays the first game of the game copy at the predetermined time point/time period resource;
- the judgment module is used to receive the coordinate information of the first virtual character in the game scene; if the coordinate information of the first virtual character falls into any plot associated with the game copy, it is judged whether the information of the first virtual character in the game scene is suitable for participating in the game.
- the loading module is configured to load the second game resource associated with the game copy in any piece of land associated with the game copy if the information of the first virtual character meets the setting conditions for participating in the game copy.
- the present invention provides an electronic device, comprising a memory and a processor, wherein the memory stores a computer program that can be run on the processor, and the processor implements the above-mentioned first step when executing the computer program.
- the steps of any one of the methods of one aspect are not limited to a processor, wherein the memory stores a computer program that can be run on the processor, and the processor implements the above-mentioned first step when executing the computer program.
- a computer-readable medium having non-volatile program code executable by a processor, the program code causing the processor to perform any of the methods of the first aspect.
- An embodiment of the present invention provides a non-transitory machine-readable storage medium, where executable codes are stored on the non-transitory machine-readable storage medium, and when the executable codes are executed by a processor of an electronic device, the The processor may at least implement the game copy display method in the first aspect.
- An embodiment of the present invention further provides a system, including a processor and a memory, wherein the memory stores at least one instruction, at least one piece of program, code set or instruction set, the at least one instruction, at least one piece of program, code set or The instruction set is loaded and executed by the processor to implement a game copy display method described above.
- the game scene includes one or more plots, and the corresponding game copy is associated with the one or more plots at a predetermined time point/time period, and the The segment displays the first game resource of the game copy, so that by setting the corresponding relationship between the plot and the game copy, the player can display the game copy without feeling in the game scene, and enhance the screen substitution sense of the virtual character.
- the game resources on the plot associated with the game copy are consistent with the game resources in the game scene, thereby avoiding the sense of separation caused by position changes or scene style changes before and after loading the game copy.
- the coordinate information of the first avatar in the game scene is received, and if the coordinate information of the first avatar falls into any plot associated with the game copy, it is determined that the first avatar in the game scene Whether the information of the first avatar meets the setting conditions for participating in the game copy; if the information of the first virtual character meets the setting conditions for participating in the game copy, load the second game resource associated with the game copy in any of the plots. 2.
- the game resource prompts the player to have entered the game copy.
- the game copy display solution can not only continue the consistency of game resources before and after the display of the game copy, but also avoid the sense of fragmentation of the game scene caused by the display and switching of the game copy, so that players can obtain the experience of entering the game copy without perception.
- players can perceive the difference before and after entering the game copy, realizing a brand-new game copy display method.
- FIG. 1 is a schematic flowchart of a method for displaying a game copy according to an embodiment of the present invention
- FIG. 2 is a schematic diagram of the principle of a game scene according to an embodiment of the present invention.
- FIG. 3 is a schematic diagram of the principle of a client according to an embodiment of the present invention.
- FIG. 4 is a schematic diagram of the principle of a method for displaying a game copy according to an embodiment of the present invention.
- FIG. 5 is a schematic diagram of a module of a game copy display device according to an embodiment of the present invention.
- FIG. 6 is a schematic structural diagram of an electronic device according to an embodiment of the present invention.
- FIG. 7 is a schematic diagram of a server according to an embodiment of the present invention.
- FIG. 8 is a schematic diagram of a storage unit corresponding to the server provided by the embodiment shown in FIG. 7 .
- the entrances to each gameplay are usually distributed in different locations in the big world.
- the big world refers to one of the high-degree-of-freedom game scenes where all players can see each other. Players can walk freely in the big world and chat with other players.
- the traditional game copy display method is generally only after the player controls the virtual character to enter the game copy room, the game scene corresponding to the game copy can be seen in the game copy room, that is to say, when the player controls the character in the big world During the walking process, it is impossible to know the scene of the game copy, the content of the task or even the target reward, so the player may not necessarily select the game copy of interest to participate in.
- the present invention first provides a game copy display method, as shown in Figure 1 As shown, the method includes:
- Step S101 the game scene includes one or more plots, associate the corresponding game copy for one or more plots at a predetermined time point/time period, and display the first game resource of the game copy at the predetermined time point/time period ;
- the game scene is the scene where the virtual character is currently located.
- the game scene represents a high-degree-of-freedom scene where all players can see each other, for example: a big world scene, where players can control the virtual character in the big world Walk freely and chat with other players.
- the interactive object can be an NPC in the game scene.
- the NPC is a non-player control unit that can interact with the player according to the preset execution logic, so the functions of the NPC in different gameplays can be different.
- NPCs and background stories are usually integrated, and NPCs with different identities have different positions in the big world. Therefore, the embodiment of the present invention introduces the concept of plots.
- a parcel is an area in the game scene.
- the coverage of the plot in the game scene can be represented by the coordinate range.
- From the client side there is no visual boundary between the plot and the surrounding game scene, and there is no visual boundary between different plots. That is to say, the player does not perceive the division of the land through the client. That is, on the client side, when the virtual character moves between different plots, or moves between the plots and the surrounding game scenes, the game resources in the plots and the game scene remain consistent.
- the plot can be the play area corresponding to the game copy.
- the game copy is usually integrated with the background story. Different game copies have different corresponding plots in the game scene.
- the virtual character by displaying the first game resource of the game copy on the plot, it is possible for the virtual character to browse the presentation information related to the game copy, such as the display animation, the gameplay introduction, the task content, etc. in the game scene. In the traditional way of browsing game dungeons only after entering a specific game dungeon room, it can provide players with a more intuitive basis for choosing dungeons.
- the plots may be dynamically set based on the timeline of the game scene.
- the plots can be dynamically divided from the overall game scene according to the timeline of the big world game. For example, from 8:00 am to 9:00 am, the corresponding game copy a is associated with the plot A and the plot B;
- the time point or time period for executing the associated behavior is set through the game controller. Therefore, in S101, at a predetermined time point or time period, associate a corresponding game copy for one or more plots included in the game scene, and display the first game copy at the predetermined time point or time period game resources.
- the first game resource can be understood as an interactive mode in which the gameplay in the game copy is projected into the game scene.
- the game scene here is, for example, an open world scene.
- the first game resource may be a play display model of one or more second virtual characters in the game copy.
- the virtual character controlled by the player (ie the player) in the game is called the first virtual character; in the game scene, the virtual character used to show the player how to play the game copy is called the second virtual character.
- the display content of the gameplay display model in the first game resource may be determined according to the actual situation.
- the gameplay display model in order to facilitate the player to quickly understand the mission gameplay of the game copy, can be an image of a plurality of second virtual characters simulating the execution of the mission gameplay, such as a gameplay introduction animation containing the second virtual character; or, a gameplay display
- the model can be used to display the task content and corresponding rewards of the game copy.
- the second virtual character simulates executing the task content and obtains images of corresponding rewards to encourage players to participate in the game copy. This is not specifically limited in the embodiment of the present invention.
- the second virtual character is associated with the game copy, and can be an NPC character
- the NPC is a non-player control unit, and can realize the gameplay limited by the game copy according to the preset execution logic.
- the gameplay of different game copies is different, and the functions of NPCs in different game copies may be different. Therefore, in order to facilitate players to understand the corresponding gameplay of various game copies, in this embodiment of the present invention, one of the game copies is displayed on the plot corresponding to the game copy. or multiple second avatars to display the gameplay model, so that players can quickly understand the gameplay, and when the player has the intention of participating in the game copy due to the gameplay display, they can directly move to the plot corresponding to the game copy and wait to participate in the game copy.
- the gameplay display model includes an interactive display model between the second virtual character and the NPC.
- the first game resource on the plot associated with the game copy is the same as the game resource in the game scene, so that the game copy and the game scene do not feel disconnected.
- the first game resource on the plot and the game resource in the game scene can be regarded as one. For example, suppose that the game resource in the game scene includes trees and rivers. Based on this, the first game resource also needs to be Including trees and rivers consistent with the game assets above.
- the embodiment of the present invention further associates the corresponding game copy with the plot at a predetermined time point/period, and can also display the game copy at a predetermined frequency. That is to say, plot A may only display the first game resource related to the game copy at 9:00 am and 9:00 pm to prompt the player to control the virtual character to actively participate in the game copy, so as to remind the player that the game copy is turned on or off. Purpose.
- the first game resource related to the game copy can also be displayed at a predetermined frequency.
- the first game resource related to a game copy can be displayed on the 1st of every month, which can also remind players that the game copy is turned on or off. Purpose.
- the game copy and the game scene do not have a sense of separation, and the game copy and the game copy are not separated.
- the game scenes are more immersive.
- Step S102 receiving the coordinate information of the first virtual character in the game scene; if the coordinate information of the first virtual character falls into any plot associated with the game copy, then judge whether the information of the first virtual character conforms to the setting for participating in the game copy. set conditions;
- the player searches for the game copy of interest in the multiple game copy lists, and after manually selecting the game copy to participate in, the client initiates the server to load the game resources corresponding to the game copy , by loading game resources from the server to the client for display, the player can control the virtual character to participate in the dungeon gameplay.
- entering the game dungeon by searching for the interested game dungeon in the multiple game dungeon lists is not only cumbersome to operate, but also And boring, reducing the player's sense of game substitution.
- the first virtual character refers to the virtual character controlled by the player in the game.
- the client (such as the client) can be used to determine the position coordinates of the virtual character in the game scene in real time. , to monitor the coordinate information of the first virtual character, so that when the player controls the first virtual character to reach the plot associated with the game copy, the client generates a request for loading the copy and carries the coordinate information, and sends the request to the server , so that the first virtual character can participate in the game copy.
- the server stores multiple game copy scenes and respective corresponding plot coordinate information of the multiple game copies, so that when a loading request carrying the coordinate information from the client is received, the game copy resources requested by the player to be loaded can be determined.
- a certain game copy is associated with a certain NPC, and assume that the plot associated with the game copy is a range near the NPC. Based on these assumptions, when it is detected that the first avatar enters the plot by monitoring the coordinate information of the first avatar, it means that the first avatar may have the intention of interacting with the NPC, that is, the first avatar may enter the land. The intent of the game copy. Therefore, it is necessary to judge whether the first virtual character meets the set conditions for interacting with the target interactive object, that is, to judge whether the first virtual character meets the set conditions for participating in the game copy.
- the range of the plot can be determined according to the actual situation, and in addition, there are two optional implementations for the setting of the plot;
- Scenario 1 You can directly set the area planned for gameplay as a plot. From the player's point of view, the player can see the entire area planned by the game copy from the game scene, and the player can choose whether to enter the area according to their own interests.
- Scenario 2 The plot contains the play area and the teleportation area.
- a play area and a transfer area can be set in the plot at the same time, such as the plot shown in FIG. 2 that includes the play area and the transfer area.
- the play area can also be set separately in the plot.
- the play area is the area of the play plan, that is, the place where the interaction with the NPC in the game copy needs to be located in the play area, but in general, the area of the play area may be very large, and the player needs to control the first virtual character to move for a long time. Arrival, so you can set the transmission area, so that when the player enters the periphery of the gameplay area, that is, after detecting that the first avatar enters the transmission area, trigger the information of the first avatar in the game scene to meet the settings for participating in the game copy. conditional judgment. If the information of the first virtual character meets the setting conditions for participating in the game copy, the transmission logic is executed to move the first virtual character to the corresponding play area.
- a judgment on whether the information of the first avatar meets the setting conditions for participating in the game copy is triggered. If it is determined that the information of the first virtual character complies with the setting conditions for participating in the game copy, the information of the first virtual character is sent to the playlist corresponding to the game copy on the server side, and the server side executes the preset transmission logic to change the first virtual character. The position of the character.
- a play record table corresponding to the first virtual character is set in the play list corresponding to the game copy.
- the play record table is used to record the state change of the first virtual character, or the play record table is used to record the state change of the first virtual character and the state change of the third virtual character teaming up with the first virtual character to participate in the game copy play.
- it is to create a gameplay record table for the player to participate in the gameplay, and record and update the first avatar and the third avatar controlled by the player's teammates in the gameplay record table to ensure that players of the same team are in the within a play area.
- the location of the first avatar is updated to the coordinates in the gameplay area, thereby directly switching the first avatar controlled by the player from the transmission area to the gameplay. area, allowing players to enter the play area without perception.
- the player's participation intention can be found, and the first virtual character in the game scene can be triggered in time. Judging whether the information meets the setting conditions for participating in the game copy, if the virtual character meets the setting conditions for participating in the game copy, load the second game resource corresponding to the game copy from the server to the client, complete the scene switching, and prompt The player can control the first virtual character to participate in the game copy.
- the game copy contains NPC resources.
- NPCs are non-player control units and can interact with virtual characters according to preset execution logic (fighting, chasing, racing, etc.) , so the NPC functions in different gameplays can be different, so according to the different gameplay of the game copy, the NPC functions are also different, and the setting conditions can also be different.
- the information of the first virtual character includes character state conditions.
- S102 it can be determined whether the character state condition of the first virtual character meets the setting condition for participating in the game copy.
- the setting conditions for participating in the game copy at least include: the level of the first virtual character, skill value, player gender, team status, item information, task information, specified trigger time, specified trigger event, specified trigger interaction collection event, specified One or a combination of global events, player's faction information, and player skill information.
- the specific setting conditions can be set according to the actual situation.
- the specified global event is, for example, the total number of monsters killed by players in the server to which the player belongs.
- the player skill information is, for example, the player's skill effect.
- the level of the first virtual character controlled by the player will vary with the length of the game played by the player and the reward factor of the gameplay (experience value required for rewarding upgrades, when the experience value reaches a certain value, the level of the virtual character increases by one ) continues to increase, so in order to enrich the experience of players of different levels, in the same gameplay, different levels of NPCs may be set, that is, low-level players can match low-level NPCs (playing difficulty is low), and high-level players can match high-level NPCs.
- these NPCs of different levels can be understood as different objects that interact with the first virtual character, so certain conditions are required to interact with these NPCs, such as: level constraints, or whether they have completed with low-level NPCs interact.
- the judgment of the setting conditions for interacting with the target interaction object in the embodiment of the present invention is not specifically limited. Commonly, in order to enrich the player's experience, it is also possible to regularly update the game copy and the setting conditions in the form of key-value pairs at any time. combination.
- whether the information of the first virtual character in the game scene meets the setting conditions for participating in the game copy can be determined according to the actual situation.
- the setting conditions are associated with the NPC in the game copy is only an optional implementation.
- the specific setting can be determined according to the actual situation.
- step S103 load the second game resource associated with the game copy in any plot associated with the game copy.
- the second game resource includes, for example, various scene resources that interact with the first virtual character after entering the game copy.
- various scene resources such as the NPC associated with the game copy task, and various props associated with the game copy task.
- the game by displaying the first game resource and the second game resource associated with the game copy on the same plot, the game The position coordinates of the first avatar before and after the dungeon is entered does not change, which reduces the sense of screen splitting during the process of loading the game dungeon.
- the second game resource is the same as the A differentiated scene element associated with any plot associated with the game copy to remind players that they have participated in the game copy.
- a scene element refers to any unit in the scene.
- flowers, grass, trees, buildings, etc. in the scene are all scene elements, and in the process of scene switching, all scene elements may not necessarily involve modification. , may only modify the main scene elements to form differentiated scene elements.
- a scene element refers to any unit in the scene.
- flowers, grass, trees, buildings, etc. in the scene are all scene elements, and in the process of scene switching, all scene elements may not necessarily involve modification. , may only modify the main scene elements to form differentiated scene elements.
- what you see in the big world is a castle on the endless grassland.
- you do not need to modify the grassland only the data model of the castle needs to be modified, for example: display more Lots of details, aged treatment, growing vines, etc.
- the model of the scene element that needs to be displayed in the second game resource is obtained, so that the scene elements in the game scene can be inherited.
- the model of important scene elements in the game scene is sharpened, thereby emphasizing the visual hierarchy of scene elements that need to be displayed in the second game resource. From a visual point of view, you may only see changes in weather and changes in building colors, but the shape of the building and the position of each scene element should remain unchanged as much as possible, so as to avoid the difference between the two scenes before and after the switch being too large and appearing The problem of abrupt scene switching.
- the second game resource follows the setting method of the scene elements in the game scene.
- interface elements corresponding to the NPCs in the game copy may also be set in the second game resource to prompt the player that the scene has been switched.
- the schematic diagram of the prompt box shown in Figure 3 specifically, the content of the prompt box can be determined according to the actual situation, the prompt box can display the tasks corresponding to the gameplay, and the progress of the task completion, such as task A, which needs to be collected
- the embodiment of the present invention preferably uses a prompt box to prompt, the purpose is to prompt the player that the scene has been switched, and can also optimize the game experience of the player entering the play method by displaying the task corresponding to the gameplay and the task progress in the prompt box,
- the interface element can only be a prompt box.
- the interface element can also be a road sign in the scene, or a change of architectural style. The player's sense of game substitution.
- the differentiated scene elements of the second game resource and the plot can also be embodied in the necessary elements that are only used to display the interaction between the virtual character and the NPC in the game copy, that is, even if the same screen exists
- other virtual characters, as well as NPCs or scene elements matched by the server to other players will be blocked or blurred.
- the interactive units in the first plot of the game scene that are related to the gameplay in the first game copy, and will not be related to the gameplay in the first game copy. of interaction units removed.
- the interaction unit refers to a game resource that may interact with the first virtual character in the game copy, such as an NPC or a scene element.
- the scene elements here are, for example, the sceneries in the plot such as doorways, castles, chairs, etc.
- the AI processing control terminal of the interactive unit refers to the processing logic or module used to control the corresponding attribute characteristics of the interactive unit in the first game copy.
- the attribute feature here is, for example, the action style feature, the appearance feature, and the attribute feature of the interaction unit.
- the server side still uses the original interactive unit data for control, which improves the efficiency of AI processing and control, reduces the occupation of memory and the impact of memory peaks on game performance.
- the attributes of the interactive unit can be changed according to the settings of the game copy, bringing players a more immersive game copy experience, while also helping to reduce the processing pressure on the client side.
- the gameplay corresponding to the game copy includes a battle interaction with a certain NPC
- the first plot is related to the gameplay in the first game copy.
- the interaction unit is a certain NPC.
- the behavior and action characteristics of the NPC after the first virtual character enters the game copy is more combat-like.
- the skills of the NPC have combat special effects.
- the AI processing control end of the interactive unit in the first plot related to the gameplay in the first game copy is converted by the corresponding control unit of the server Control unit for the client.
- the AI processing control right of the interactive unit related to the gameplay in the first game copy can be transferred back to the client, so that the first virtual character can After finishing the gameplay in the first game copy, the attribute characteristics of the interactive units related to the gameplay are restored.
- the AI processing control rights of the interactive unit are switched, so as to change the attribute characteristics of the interactive unit according to the settings of the game copy, bringing more immersion to the player. It can reduce the processing pressure on the client side and improve the AI processing efficiency of the interactive unit.
- the data information on the client side is also processed as follows: the information of the first virtual character is sent to the server-side play list corresponding to the game copy.
- a play record table corresponding to the first virtual character is set in the play list corresponding to the game copy.
- the play record table is used to record the state change of the first virtual character, or the play record table is used to record the state change of the first virtual character and the state change of the third virtual character teaming up with the first virtual character to participate in the game copy play.
- the client side loads the gameplay record table, and updates the information of the first virtual character in the game scene, so that the first virtual character in the game scene is displayed synchronously The state of the first avatar when the first avatar exits the game copy.
- step S104 displays the reason why the first virtual character does not meet the setting conditions for participating in the game copy.
- the first virtual character may refer to a virtual character in the game created by the player.
- the player may want to open the game copy because he does not understand the setting conditions. If it is determined that the first virtual character controlled by the player does not meet the setting conditions When the set conditions are set, the reason why the virtual character does not meet the set conditions can be informed, so as to prompt the player how to enter the game copy.
- the present invention also provides the following optional embodiments:
- the method for displaying a game copy further includes the following steps:
- the coordinate information of the first virtual character is monitored, and when the distance between the first virtual character and any plot associated with the game copy is the first distance threshold, the introduction information of the game copy is displayed.
- the introduction information of the game copy can also be displayed.
- the introduction information can be displayed continuously for a set period of time, or the display period of the introduction information can be determined based on player operations.
- the client monitors the position of the first virtual character, so as to display the introduction information of the game copy when the distance between the first virtual character and the plot corresponding to the game copy is the first distance threshold.
- the introduction information includes the task information of the game copy and the progress information used to indicate the task completion level of the first virtual character, so that the player can further understand the gameplay of the game copy, and use the first virtual character to travel in the game scene.
- the introduction information is displayed when approaching the plot corresponding to the game dungeon, and players can also browse to the full picture of the plot corresponding to the game dungeon, which enhances the connection between the game dungeon and the game scene, thereby increasing the player's sense of substitution in the game.
- the introduction information of the game copy can be browsed, and the player can browse the introduction information of the game copy.
- the copy presents the purpose of the information.
- the first game resource and the second game resource associated with the game copy are displayed using the same plot, although the first virtual character can be enabled to open the game copy without changing the coordinates, However, it is easy for the first virtual character to walk out of the specified copy area in the process of fighting or chasing with the NPC in the game copy. Therefore, load the second game resource associated with the game copy in any plot associated with the game copy After that, the following steps are also included:
- the gameplay of the game copy is displayed prompt information.
- the settings of the second distance threshold and the first time threshold may be determined according to actual conditions.
- the edge of the plot associated with the game copy in order not to make the player feel the sense of separation of the screen, the edge of the plot associated with the game copy is not displayed in the game screen (ie, the client side) visible to the player, or is weakened.
- the edge of the plot is displayed, but when the virtual character controlled by the player leaves the plot associated with the game copy, the edge sharpening method can be used to display the prompt information that provides the player to control the virtual character to return to the plot associated with the game copy , otherwise it is determined that the playing of the virtual character in progress has not been completed.
- the first avatar leaves the game after the first avatar leaves the game.
- the duration of the plot associated with the copy reaches the set duration
- the game resources displayed in the plot associated with the game copy are switched to the game resources before the first virtual character enters the game copy.
- the set duration can be determined according to the actual situation, generally in seconds as the prompt unit. For example, players are asked to return to the plot associated with the game copy within 5 seconds to remind players who walked out of the game copy related plot due to mistakes.
- the edge of the plot associated with the game copy is not displayed in the game screen visible to the player, or the display of the edge is weakened, but when the first virtual machine controlled by the player is When the character leaves the plot associated with the game dungeon, the edge sharpening method can be used to provide the player to control the first virtual character to return to the plot associated with the game dungeon, on the premise of ensuring that the game dungeon is similar to the game scene screen elements , as much as possible to ensure the player's gaming experience.
- a specific implementation manner of associating a plot with a game copy wherein the plot includes a first plot and a second plot, and the first plot corresponds to the first game copy , the second plot corresponds to the second game copy, and the coordinates of the first plot and the second plot overlap; when the coordinate information of the first virtual character is located in the overlapping part of the coordinates of the first plot and the second plot, Display the selection prompt information for the first game character to enter the first game copy or the second game part.
- the way of integrating the dummy scene into the game scene display can make the player control the virtual character to enter and leave the dummy scene from the game scene without a sense of screen splitting, but it also means that the dummy used for the dummy gameplay.
- the area will occupy a certain space in the game scene. In order to ensure the number of dungeons and enhance the fun of the game, there may be overlaps between dungeon areas corresponding to different dungeon scenes.
- the player can be prompted to select the game copy by displaying the selection prompt information of the first game character entering the first game copy or the second game part.
- the plots used for dungeons in dungeon scene A and dungeon scene B are adjacent, so the dungeon areas corresponding to dungeon scene A and dungeon scene B overlap and use the same interface element in the game scene, for example: a port , a restaurant, a mountain and so on.
- the client detects that the first virtual character reaches the overlapping area, it displays the selection prompt information of the first game character entering the first game copy or the second game part, so that the player can select the interested game copy to participate.
- the level of the virtual character controlled by the player will continuously increase with the length of the game played by the player and the reward factor of the gameplay. Therefore, in order to enrich the experience of players of different levels, in the same In the gameplay, different levels of NPCs may be set, that is, low-level players can match low-level NPCs (low level of gameplay difficulty), and high-level players can match high-level NPCs (higher level of gameplay difficulty), so certain conditions are required to interact with these NPCs. , for example: level constraints, or whether the interaction with low-level NPCs has been completed. Based on this, the present invention also provides a method for determining whether the information of the first virtual character in the game scene meets the setting conditions for participating in the game copy in step S102.
- the specific embodiment, as shown in Figure 4 includes:
- Step S401 judging whether the character state of the first virtual character meets the character state condition for participating in the game copy
- the information of the first virtual character includes a character status used to represent the status of the virtual character, wherein the character status includes: individual/team status, level, and the number of times of participating in the game copy.
- the character status of the first virtual character is first judged, for example: whether the level of the first virtual character meets the minimum level requirement for participating in the game copy, so as to prevent low-level players from teaming up with high-level players to enter , to achieve the purpose of rapid upgrade, for this upgrade shortcut, it is necessary to set the restrictions on the character level.
- the original intention of the game copy is to enhance the teamwork spirit between players, so players can only enter through the form of virtual character team.
- step S402 determine whether the first virtual character has not joined other game copies
- step S403 it is determined that the information of the first virtual character in the game scene meets the setting conditions for participating in the game copy.
- the player's intention to participate can be found, and the information on the first virtual character in the game scene can be triggered in time.
- the judgment of the setting conditions of the game copy achieves the purpose of simplifying the player's operation and increasing the player's sense of game substitution.
- the specific condition settings in the setting conditions can also be added or deleted, and the specific settings can be determined according to the actual situation.
- the character state of the first virtual character it can also be determined based on other information of the first virtual character whether the setting conditions for participating in the game copy are met.
- the game scene includes one or more plots, and the corresponding game copy is associated with the one or more plots at a predetermined time point/time period, and at a predetermined time
- the first game resource of the game copy is displayed at the time point/period of the game copy. Therefore, by setting the corresponding relationship between the plot and the game copy, the player can display the game copy without feeling in the game scene, and enhance the screen substitution sense of the virtual character.
- the game resources on the plot associated with the game copy are consistent with the game resources in the game scene, thereby avoiding the sense of separation caused by position changes or scene style changes before and after loading the game copy.
- the coordinate information of the first avatar in the game scene is received, and if the coordinate information of the first avatar falls into any plot associated with the game copy, it is determined that the first avatar in the game scene Whether the information of the first avatar meets the setting conditions for participating in the game copy; if the information of the first virtual character meets the setting conditions for participating in the game copy, load the second game resource associated with the game copy in any of the plots. 2.
- the game resource reminds the player that the game copy has been entered.
- the game copy display solution can not only continue the consistency of game resources before and after the display of the game copy, but also avoid the sense of fragmentation of the game scene caused by the display and switching of the game copy, so that players can obtain the experience of entering the game copy without perception.
- players can perceive the difference before and after entering the game copy, realizing a brand-new game copy display method.
- a game copy display device is also provided, as shown in FIG. 5 , the device includes:
- the game scene includes one or more plots, one or more plots are associated with the corresponding game copy at a predetermined time point/time period, and the first game of the game copy is displayed at the predetermined time point/time period resource;
- the judgment module 02 is used to receive the coordinate information of the first virtual character in the game scene; if the coordinate information of the first virtual character falls into any plot associated with the game copy, then judge whether the information of the first virtual character is in line with participating in the game the setting conditions of the copy;
- the loading module 03 is configured to load the second game resource associated with the game copy in any plot if the information of the first virtual character meets the setting conditions for participating in the game copy.
- the first game resource is a play display model of one or more second virtual characters in the game copy.
- the gameplay display model of the second virtual character in the first game resource includes an interactive display model between the second virtual character and the NPC.
- the device further includes a monitoring module for monitoring the coordinate information of the first virtual character; when the distance from the first virtual character to any plot associated with the game copy is the first distance threshold, the display will be displayed. Introductory information about the game copy.
- the introduction information includes mission information of the game copy and progress information used to indicate the degree of completion of the mission of the first virtual character.
- the information of the first virtual character includes character status conditions.
- the judgment module 02 is specifically used for:
- the setting conditions for participating in the game copy include one or a combination of the following: the level of the first virtual character, the skill value, the player's gender, the team status, the item information, the task information, the specified trigger time, the specified trigger event, and the specified trigger interaction. Collect events, specify global events, player faction information, and player skill information.
- the second game resource is a differentiated scene element associated with any plot associated with the game copy.
- the device further includes a prompting module, which is specifically used for: when the first virtual character leaves any plot exceeding the second distance threshold, or when the duration of the first virtual character leaving any plot exceeds the first time threshold , displays the gameplay hints of the game copy.
- a prompting module which is specifically used for: when the first virtual character leaves any plot exceeding the second distance threshold, or when the duration of the first virtual character leaving any plot exceeds the first time threshold , displays the gameplay hints of the game copy.
- the device further includes a list recording module, which is specifically used to: if the information of the first virtual character meets the setting conditions for participating in the game copy, then send the information of the first virtual character to the server corresponding to the game copy. Playlist.
- the list record module is also used to: set a play record table corresponding to the first virtual character in the play list corresponding to the game copy; the play record table is used to record the state change of the first virtual character, or the play record table is used It records the state change of the first virtual character and the state change of the third virtual character that forms a team with the first virtual character and participates in the game copy play.
- the list recording module is also used for: when the first virtual character meets the setting conditions for exiting the game copy, load the play record table, and update the information of the first virtual character, so that the first virtual character in the game scene is synchronized. Displays the state of the first avatar when it exits the game copy with the first avatar.
- the device further includes a scheduling module, which is specifically used to: when the information of the first virtual character meets the setting conditions for participating in the game copy, determine that the first plot in the game scene is related to the gameplay in the first game copy. , and modify the AI processing control terminal of the determined interaction unit to the corresponding control unit of the server.
- a scheduling module which is specifically used to: when the information of the first virtual character meets the setting conditions for participating in the game copy, determine that the first plot in the game scene is related to the gameplay in the first game copy. , and modify the AI processing control terminal of the determined interaction unit to the corresponding control unit of the server.
- the scheduling module is also used for: when the first virtual character ends the gameplay corresponding to the first game copy in the first plot, the AI processing control of the interactive units in the first plot related to the gameplay in the first game copy.
- the terminal is converted by the corresponding control unit of the server to the control unit of the client.
- the scheduling module is also used to: when the information of the first virtual character meets the setting conditions for participating in the game copy, determine the interactive units in the first plot of the game scene that are related to the gameplay in the first game copy, and associate them with the game. The interactive units irrelevant to the gameplay in the first game copy are removed.
- an electronic device including: a processor, a communication interface, a memory, and a communication bus, wherein the processor, the communication interface, and the memory communicate with each other through the communication bus;
- the processor is configured to implement the game copy display method described in the method embodiment when executing the program stored in the memory.
- the processor includes one or more plots in the game scene, and the plots are associated with corresponding game copies at a predetermined time point/time period, and at the predetermined time point/time period Display the first game resource of the game copy, by setting the corresponding relationship between the plot and the game copy, to display the game copy in the game scene, and enhance the sense of substitution of the virtual character's screen; when the player controls the first virtual character to move, receive the game scene.
- the coordinate information of the first virtual character if the coordinate information of the first virtual character falls into the plot corresponding to the game copy, it is determined whether the information of the first virtual character in the game scene meets the setting conditions for participating in the game copy, and by monitoring
- the position coordinates of the virtual character when it is found that the player has the intention of participating in the game copy, actively detect whether the virtual character can participate in the game copy, reducing the cumbersome participation steps of the player, when the information of the first virtual character meets the requirements for participating in the game copy.
- the second game resource associated with the game copy is loaded in the corresponding plot, thereby reducing the sense of separation caused by position changes or scene style changes before and after loading the game copy.
- the communication bus 1140 mentioned in the above electronic device may be a peripheral component interconnect standard (Peripheral Component Interconnect, PCI) bus or an Extended Industry Standard Architecture (Extended Industry Standard Architecture, EISA) bus or the like.
- PCI peripheral component interconnect standard
- EISA Extended Industry Standard Architecture
- the communication bus 1140 can be divided into an address bus, a data bus, a control bus, and the like. For ease of presentation, only one thick line is used in FIG. 6, but it does not mean that there is only one bus or one type of bus.
- the communication interface 1120 is used for communication between the above electronic device and other devices.
- the memory 1130 may include random access memory (Random Access Memory, RAM for short), and may also include non-volatile memory (non-volatile memory), such as at least one disk memory.
- RAM Random Access Memory
- non-volatile memory such as at least one disk memory.
- the memory may also be at least one storage device located away from the aforementioned processor.
- the above-mentioned processor 1110 can be a general-purpose processor, including a central processing unit (Central Processing Unit, CPU), a network processor (Network Processor, NP), etc.; it can also be a digital signal processor (Digital Signal Processing, DSP), dedicated Integrated circuit (Application Specific Integrated Circuit, ASIC), Field-Programmable Gate Array (Field-Programmable Gate Array, FPGA) or other programmable logic devices, discrete gate or transistor logic devices, discrete hardware components.
- CPU Central Processing Unit
- NP Network Processor
- DSP Digital Signal Processing
- ASIC Application Specific Integrated Circuit
- FPGA Field-Programmable Gate Array
- FPGA Field-Programmable Gate Array
- an embodiment of the present invention provides a non-transitory machine-readable storage medium, where executable codes are stored on the non-transitory machine-readable storage medium, and when the executable codes are executed by a processor of a wireless router , causing the processor to execute the method for displaying virtual objects provided in the foregoing embodiments.
- the systems, methods and apparatuses of the embodiments of the present invention can be implemented as pure software (for example, a software program written in Java), or can be implemented as pure hardware (for example, a dedicated ASIC chip or FPGA chip) as required, It may also be implemented as a system combining software and hardware (eg, a firmware system with fixed code stored or a system with a general-purpose memory and processor).
- Another aspect of the present invention is a computer-readable medium having computer-readable instructions stored thereon that, when executed, perform the methods of various embodiments of the present invention.
- Various component embodiments of the present invention may be implemented in hardware, or in software modules running on one or more processors, or in a combination thereof.
- a microprocessor or a digital signal processor (DSP) may be used in practice to implement some or all of the functions of some or all of the components in the virtual object display device according to the embodiment of the present invention.
- DSP digital signal processor
- the present invention can also be implemented as apparatus or apparatus programs (eg, computer programs and computer program products) for performing part or all of the methods described herein.
- Such a program implementing the present invention may be stored on a computer-readable medium, or may be in the form of one or more signals. Such signals may be downloaded from Internet sites, or provided on carrier signals, or in any other form.
- FIG. 7 shows a server, such as an application server, that can implement the virtual object presentation method according to the present invention.
- the server traditionally includes a processor 710 and a computer program product or computer readable medium in the form of memory 720 .
- the memory 720 may be electronic memory such as flash memory, EEPROM (electrically erasable programmable read only memory), EPROM, hard disk, or ROM.
- the memory 720 has storage space 730 for program code 731 for performing any of the method steps in the above-described methods.
- storage space 730 for program code may include individual program codes 731 for implementing various steps in the above methods, respectively.
- the program codes can be read from or written to one or more computer program products.
- These computer program products include program code carriers such as hard disks, compact disks (CDs), memory cards or floppy disks. Such computer program products are typically portable or fixed storage units as described with reference to FIG. 8 .
- the storage unit may have storage segments, storage spaces, etc. arranged similarly to the storage 720 in the server of FIG. 7 .
- the program code may, for example, be compressed in a suitable form.
- the storage unit includes computer readable code 731', i.e. code readable by a processor such as 710, for example, which when executed by a server, causes the server to perform the various steps in the methods described above.
- references herein to "one embodiment,” “an embodiment,” or “one or more embodiments” means that a particular feature, structure, or characteristic described in connection with an embodiment is included in at least one embodiment of the present invention. Also, please note that instances of the phrase “in one embodiment” herein are not necessarily all referring to the same embodiment.
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Abstract
一种游戏副本展示方法以及装置、计算机程序、介质,该方法包括:为游戏场景中的一个或多个地块在预定的时间点/时间段关联游戏副本,并在预定的时间点/时间段展示游戏副本的第一游戏资源,通过设置地块与游戏副本的对应关系,以在游戏场景内使玩家无感的展示游戏副本;接收游戏场景中第一虚拟角色的坐标信息,在坐标信息落入与游戏副本关联的任一地块时,主动检测第一虚拟角色是否符合参与游戏副本的设定条件,若是则在与该游戏副本关联的任一地块加载与游戏副本关联的第二游戏资源,减少繁琐的参与步骤,使玩家无感知进入游戏副本,并通过加载第二游戏资源使玩家感知到进入游戏副本前后的差异,实现一种全新的游戏副本展示方式。
Description
交叉应用
本申请引用于2020年09月23日递交的名称为“一种游戏副本展示方法以及装置”的第202011011354.8号中国专利申请,其通过引用被全部并入本申请。
本发明属于数据处理领域,尤其涉及一种游戏副本展示方法以及装置、计算机程序、介质。
大型多人在线角色扮演游戏(Multiplayer Online Role-Playing Game,MMORPG),在角色扮演游戏中,每个玩家都需要扮演一个虚构角色,并控制该角色在游戏世界中进行各种设定的副本玩法。
目前常见的有单人副本玩法(玩家控制虚拟角色与电脑控制的角色进行战斗)以及组队副本玩法(多名玩家控制各自的虚拟角色一起与电脑控制的非玩家角色(Non-Player Character,NPC)非玩家角色进行战斗),玩家可以在多个副本玩法列表中自行查找感兴趣的副本玩法,选择参与副本玩法后,由客户端向服务器发起用于加载与该玩法副本对应的游戏资源,以从服务器中加载游戏资源至客户端中的游戏副本房间内展示,玩家即可控制虚拟角色,在游戏副本对应的房间内参与副本玩法。
但是,当前的副本参与方式需要依靠玩家主动发起,操作繁琐。
发明内容
本发明提供了一种游戏副本展示方法以及装置、计算机程序、介质,以解决现有技术中副本参与方式需要依靠玩家主动发起,操作繁琐的技术问题。
第一方面,本发明提供了一种游戏副本展示方法,所述方法包括:
游戏场景包括一个或多个地块,一个或多个地块在预定的时间点/时间段关联相应的游戏副本,并在预定的时间点/时间段展示游戏副本的第一游戏资源;
接收游戏场景中第一虚拟角色的坐标信息;
若第一虚拟角色的坐标信息落入与游戏副本关联的任一地块,则判断 游戏场景中第一虚拟角色的信息是否符合参与游戏副本的设定条件;
若第一虚拟角色的信息符合参与游戏副本的设定条件,则在与游戏副本关联的任一地块加载与该游戏副本关联的第二游戏资源。
第二方面,本发明实施例提供了一种游戏副本展示装置,装置包括:
展示模块,游戏场景包括一个或多个地块,为一个或多个地块在预定的时间点/时间段关联相应的游戏副本,并在预定的时间点/时间段展示游戏副本的第一游戏资源;
判断模块,用于接收游戏场景中第一虚拟角色的坐标信息;若第一虚拟角色的坐标信息落入与游戏副本关联的任一地块,判断游戏场景中第一虚拟角色的信息是否符合参与游戏副本的设定条件;
加载模块,用于若第一虚拟角色的信息符合参与游戏副本的设定条件,则在与游戏副本关联的任一地块加载与游戏副本关联的第二游戏资源。
第三方面,本发明提供了一种电子设备,包括存储器、处理器,所述存储器中存储有可在所述处理器上运行的计算机程序,所述处理器执行所述计算机程序时实现上述第一方面任一项所述的方法的步骤。
第四方面,一种具有处理器可执行的非易失的程序代码的计算机可读介质,所述程序代码使所述处理器执行第一方面任一所述方法。
本发明实施例提供了一种非暂时性机器可读存储介质,所述非暂时性机器可读存储介质上存储有可执行代码,当所述可执行代码被电子设备的处理器执行时,使所述处理器至少可以实现第一方面中的游戏副本展示方法方法。
本发明实施例又提供了一种系统,包括处理器和存储器,所述存储器中存储有至少一条指令、至少一段程序、代码集或指令集,所述至少一条指令、至少一段程序、代码集或指令集由所述处理器加载并执行以实现上面描述的一种游戏副本展示方法。
本发明实施例提供的技术方案中,游戏场景包括一个或多个地块,为这一个或多个地块在预定的时间点/时间段关联相应的游戏副本,并在预定的时间点/时间段展示游戏副本的第一游戏资源,从而,通过设置地块与游戏副本的对应关系,在游戏场景内使玩家无感的展示游戏副本,增强虚拟角色的画面代入感。由于第一虚拟角色进入该地块前后,与游戏副本关联的地块上的游戏资源与游戏场景中的游戏资源一致,从而避免加载游戏副本前后因位置变更或场景风格变更而造成的割裂感。对于玩家控制的第一虚拟角色,接收游戏场景中第一虚拟角色的坐标信息,若第一虚拟角色的 坐标信息落入与游戏副本关联的任一地块,则判断游戏场景中第一虚拟角色的信息是否符合参与游戏副本的设定条件;若第一虚拟角色的信息符合参与游戏副本的设定条件,则在该任一地块中加载与该游戏副本关联的第二游戏资源,该第二游戏资源向玩家提示已进入游戏副本。这样,通过监听虚拟角色的坐标信息,实现在发现玩家有参与游戏副本的意图时,主动检测虚拟角色是否可以参与该游戏副本,为可以参与该游戏副本的玩家主动加载关联的游戏资源,无需依靠由玩家主动发起参与游戏副本的流程,减少玩家繁琐的参与步骤。本发明实施例提供的游戏副本展示方案,既能延续展示游戏副本前后的游戏资源一致性,避免因游戏副本的展示和切换而带来的游戏场景割裂感,使玩家获得无感知进入游戏副本的体验,又能通过第二游戏资源的提示,使玩家感知到进入游戏副本前后的差异,实现了一种全新的游戏副本展示方式。
此处所说明的附图用来提供对本发明的进一步理解,构成本发明的一部分,本发明的示意性实施例及其说明用于解释本发明,并不构成对本发明的不当限定。在附图中:
图1是本发明实施例的一种游戏副本展示方法的流程示意图;
图2是本发明实施例的一种游戏场景的原理示意图;
图3是本发明实施例的一种客户端的原理示意图;
图4是本发明实施例的一种游戏副本展示方法的原理示意图;
图5是本发明实施例的一种游戏副本展示装置的模块示意图;
图6是本发明实施例的一种电子设备结构示意图;
图7为本发明一实施例提供的一种服务器的示意图;
图8为与图7所示实施例提供的服务器对应的存储单元的示意图。
下面结合附图和具体的实施方式对本发明作进一步的描述。
为使本发明实施例的目的、技术方案和优点更加清楚,下面将结合本发明实施例中的附图,对本发明实施例中的技术方案进行清楚、完整地描述,显然,所描述的实施例是本发明一部分实施例,而不是全部的实施例。基于本发明中的实施例,本领域普通技术人员在没有做出创造性劳动前提下所获得的所有其他实施例,都属于本发明保护的范围。
除非另有定义,本文所使用的所有的技术和科学术语与属于本发明的技术领域的技术人员通常理解的含义相同。本文中在本发明的说明书中所使用的术语只是为了描述具体的实施例的目的,不是旨在于限制本发明。
在角色扮演游戏中,每个玩家都需要扮演一个虚构角色,并控制该角色在游戏世界中进行各种设定的玩法。
为了丰富玩家的游戏体验,游戏中往往设置了不同的玩法,例如:竞速玩法,单人与NPC战斗玩法,多人组队与NPC战斗玩法等。而各个玩法的入口通常分布在大世界的不同位置,其中,大世界是指所有玩家都相互可见的高自由度游戏场景之一,玩家可以在大世界中自由行走,与其他玩家聊天。
当玩家确定想要进行的玩法时,浏览大世界地图,并控制玩家的虚拟角色前往玩法入口,此时,系统在检测虚拟角色到达玩法入口时,则会生成与该玩法对应的N个NPC,以使玩家控制虚拟角色与NPC开启玩法。
但是,传统的游戏副本展示方法一般都是在玩家控制虚拟角色进入游戏副本房间后,才可以在该游戏副本房间内看到与游戏副本对应的游戏场景,也就是说在玩家控制角色在大大世界行走过程中无法知道游戏副本的场景、任务内容甚至是目标奖励,所以玩家不一定可以选择到感兴趣的游戏副本进行参与,基于此,本发明首先提供了一种游戏副本展示方法,如图1所示,所述方法包括:
步骤S101,游戏场景包括一个或多个地块,为一个或多个地块在预定的时间点/时间段关联相应的游戏副本,在预定的时间点/时间段展示游戏副本的第一游戏资源;
在该步骤中,游戏场景是虚拟角色当前所处的场景,在实际应用中,游戏场景表示所有玩家都相互可见的高自由度场景,例如:大世界场景,玩家可以控制虚拟角色在大世界中自由行走,与其他玩家聊天。
在游戏场景中,虚拟角色可以与各种交互对象进行交互。交互对象可以是游戏场景中的NPC,NPC为非玩家控制单位,可以根据预设的执行逻辑与玩家进行交互,所以不同玩法中的NPC功能可以不一样。在实际应用中,为了增强游戏的代入感,通常将NPC与背景故事融合,不同身份的NPC在大世界中的位置也不相同,所以本发明实施例引入地块的概念。
首先,先介绍本发明实施例涉及的地块。地块是指游戏场景中的某一区域。实际上,从服务端来看,地块在游戏场景中的覆盖范围可以通过坐标范围来表示。从客户端侧来看,地块与周围游戏场景并没有可视化边界, 不同地块间也没有可视化边界。也就是说,玩家通过客户端并不会感知到地块的划分情况。即,在客户端侧,虚拟角色在不同地块间移动时,或在地块及周围游戏场景间移动时,地块以及游戏场景中的游戏资源保持一致。
可以理解的是,地块可以是游戏副本对应的玩法区域,为了增强游戏的代入感,通常将游戏副本与背景故事融合,不同的游戏副本在游戏场景中对应的地块也不相同,与此同时,本发明实施例通过在地块上展示游戏副本的第一游戏资源,可以实现虚拟角色在游戏场景中即可浏览与游戏副本相关的展示动画、玩法介绍、任务内容等介绍信息,相较于传统进入特定的游戏副本房间才可以浏览游戏副本的方式,可以更加直观的为玩家提供副本的选择依据。
可选地,在游戏场景中,地块可以是基于游戏场景的时间轴动态设置的。例如,在大世界游戏中,地块可以根据大世界游戏的时间轴,从整体游戏场景中动态划分出来的。如,上午8点到9点,为地块A和地块B关联相应的游戏副本a;中午13点到14点,为地块A和地块C关联相应的游戏副本b。
基于上文介绍的地块,S101之前,通过游戏控制器设定执行关联行为的时间点或时间段。从而,S101中,在预定的时间点或时间段下,为游戏场景中包括的一个或多个地块关联相应的游戏副本,并在预定的时间点或时间段下展示该游戏副本的第一游戏资源。
其中,第一游戏资源可以理解为:游戏副本中的玩法投影至游戏场景中的交互模式。这里的游戏场景比如是开放大世界场景。简单来说,第一游戏资源可以是游戏副本中一个或多个第二虚拟角色的玩法展示模型。
在本文中,玩家(即玩家)在游戏中控制的虚拟角色称为第一虚拟角色;在游戏场景中,用于向玩家展示游戏副本玩法的虚拟角色称为第二虚拟角色。
具体而言,第一游戏资源中玩法展示模型的展示内容可以根据实际情况而定。例如:为了便于玩家快速理解该游戏副本的任务玩法,该玩法展示模型可以是由多个第二虚拟角色模拟执行该任务玩法的图像,比如包含第二虚拟角色的玩法介绍动画;或者,玩法展示模型可以用于展示游戏副本的任务内容以及对应奖励,比如第二虚拟角色模拟执行该任务内容并获取相应奖励的图像,以鼓励玩家参与游戏副本,本发明实施例对此不作具体限定,具体可以根据实际情况设置第一游戏资源的展示内容。
其中,第二虚拟角色与游戏副本相关联,可以是NPC角色,NPC为 非玩家控制单位,可以根据预设的执行逻辑实现游戏副本所限定的玩法。不同游戏副本的玩法不一样,不同玩法中的NPC功能可以不一样,所以为了便于玩家理解各种游戏副本对应的玩法,本发明实施例通过在与游戏副本对应的地块上展示游戏副本中一个或多个第二虚拟角色表演的玩法展示模型,使玩家快速理解玩法,并且在玩家因玩法展示产生对游戏副本的参与意图时,可直接移动到与游戏副本对应的地块中,等待参与游戏副本。可选地,玩法展示模型包括第二虚拟角色与NPC的交互展示模型。
需要注意的是,在虚拟角色进入某一地块前后,与游戏副本关联的地块上的第一游戏资源与游戏场景中的游戏资源一致,从而使得游戏副本与游戏场景没有割裂感。简单来说,该地块上的第一游戏资源与游戏场景中的游戏资源可以看作是一体的,比如,假设游戏场景中的游戏资源包括树、河流,基于此,第一游戏资源也需要包括与上述游戏资源中一致的树、河流。
为了丰富玩家的游戏体验,本发明实施例还使地块在预定的时间点/时间段关联相应的游戏副本,也可以以预定的频率展示游戏副本。也就是说地块A,可能只在上午9点与晚上9点展示与游戏副本相关的第一游戏资源,以提示玩家控制虚拟角色积极参与该游戏副本,达到提示玩家,游戏副本开启或者关闭的目的。当然,也可以是以预定的频率展示与游戏副本相关的第一游戏资源,比如每月1号展示与某一游戏副本相关的第一游戏资源,也能达到提示玩家,游戏副本开启或者关闭的目的。相较于传统的游戏通知游戏副本开关的方式,由于与游戏副本关联的地块上的第一游戏资源与游戏场景中的游戏资源一致,使得游戏副本与游戏场景没有割裂感,让游戏副本和游戏场景都更具有代入感。
步骤S102,接收游戏场景中第一虚拟角色的坐标信息;若第一虚拟角色的坐标信息落入与游戏副本关联的任一地块,则判断第一虚拟角色的信息是否符合参与游戏副本的设定条件;
在传统的游戏副本展示方式中,玩家通过在多个游戏副本列表中自行查找感兴趣的游戏副本,手动选择参与游戏副本后,由客户端向服务器发起用于加载与该游戏副本对应的游戏资源,以从服务器中加载游戏资源至客户端中展示,玩家即可控制虚拟角色参与副本玩法,但是,通过多个游戏副本列表中自行查找感兴趣的游戏副本的方式进入游戏副本,不仅操作繁琐,且枯燥无味,减少了玩家的游戏代入感。
基于此,依据上文描述,第一虚拟角色是指玩家在游戏中控制的虚拟 角色,在实际应用中,可以利用客户端(比如客户端)能够实时确定虚拟角色在游戏场景中位置坐标的功能,实现监听第一虚拟角色的坐标信息,以在玩家控制第一虚拟角色到达与游戏副本关联的地块时,客户端生成用于加载副本且携带有坐标信息的请求,将该请求发送至服务器,以使第一虚拟角色可以参与该游戏副本。其中,服务器中存储有多个游戏副本场景以及多个游戏副本各自对应的地块坐标信息,以在接收到客户端携带有坐标信息的加载请求时,可以确定玩家请求加载的游戏副本资源。
假设某一游戏副本与某一NPC相关联,假设与该游戏副本相关联的地块是该NPC附近的一个范围。基于这些假设,当通过监听第一虚拟角色的坐标信息检测到第一虚拟角色进入该地块时,说明第一虚拟角色可能存在与NPC进行交互的意图,也就是第一虚拟角色可能存在进入该游戏副本的意图。所以,有必要判断第一虚拟角色是否符合与该目标交互对象进行交互的设定条件,也就是判断第一虚拟角色是否符合参与该游戏副本的设定条件。
在实际应用中,地块的范围可以根据实际情况而定,另外,地块的设置存在两种可选的实施方式;
场景一:可以直接将玩法规划的区域设置为地块,对于玩家的角度而言,玩家可以从游戏场景中看到游戏副本规划的区域全貌,玩家可以根据自身兴趣选择是否进入该区域。
场景二:地块中包含玩法区域和传送区域。实际应用中,根据具体使用场景,在地块中可以同时设置有玩法区域和传送区域,比如图2示出的包含玩法区域和传送区域的地块。当然,在地块中也可以单独设置玩法区域。
其中,玩法区域为玩法规划的区域,即与游戏副本中NPC进行交互的地点需要位于该玩法区域内,但是一般情况下玩法区域的区域范围可能非常大,玩家需要控制第一虚拟角色移动很久才能到达,所以可以通过设置传送区域,以使玩家在进入到玩法区域外围时,即检测到第一虚拟角色进入传送区域后,触发对游戏场景中第一虚拟角色的信息是否符合参与游戏副本的设定条件的判断。若第一虚拟角色的信息符合参与游戏副本的设定条件,则执行传送逻辑将第一虚拟角色移动到对应的玩法区域。
例如:第一虚拟角色进入传送区域后,触发对第一虚拟角色的信息是否符合参与游戏副本的设定条件的判断。若判定第一虚拟角色的信息符合参与游戏副本的设定条件,则将第一虚拟角色的信息发送到服务器端的和 游戏副本对应的玩法列表,由服务器端执行预设的传送逻辑改变第一虚拟角色所处位置。
简单来说,就是判定第一虚拟角色的信息符合参与游戏副本的设定条件后,会执行如下处理逻辑:
服务器端,在游戏副本对应的玩法列表中设置与第一虚拟角色对应的玩法记录表。该玩法记录表用于记录第一虚拟角色的状态变化,或玩法记录表用于记录第一虚拟角色的状态变化以及与第一虚拟角色组队参与游戏副本玩法的第三虚拟角色的状态变化。举例来说,就是为该玩家创建一个参与玩法的玩法记录表,并在该玩法记录表中对第一虚拟角色以及玩家队友所控制的第三虚拟角色进行记录更新,保证同一个队伍的玩家在一个玩法区域内。
客户端侧,响应于服务器侧基于玩法记录表更新的状态变化,比如第一虚拟角色所处位置更新为玩法区域中的坐标,从而,将玩家控制的第一虚拟角色从传送区域直接切换到玩法区域,使玩家无感知进入玩法区域。
在本发明实施例中,通过监听第一虚拟角色的坐标信息可以实现在第一虚拟角色进入对应游戏副本的地块时,发现玩家的参与意图,并及时触发对游戏场景中第一虚拟角色的信息是否符合参与游戏副本的设定条件的判断,若虚拟角色符合参与游戏副本的设定条件,则从服务器中加载与游戏副本对应的第二游戏资源至客户端中,完成场景的切换,提示玩家可以控制第一虚拟角色参与游戏副本,例如:游戏副本中包含有NPC资源,NPC为非玩家控制单位,可以根据预设的执行逻辑与虚拟角色进行交互(打斗、追逐、竞速等等),所以不同玩法中的NPC功能可以不一样,所以根据游戏副本的玩法的不同,NPC功能也不同,设定条件也可以不同。
假设第一虚拟角色的信息包括角色状态条件。S102中,可以判断第一虚拟角色的角色状态条件是否符合参与游戏副本的设定条件。
其中,参与游戏副本的设定条件至少包括:第一虚拟角色的等级、技能值、玩家性别、组队状态、道具信息、任务信息、指定触发时间、指定触发事件、指定触发交互采集事件、指定全局事件、玩家所属阵营信息、玩家技能信息中的之一或组合,具体设定条件可以根据实际情况设置。实际应用中,指定全局事件比如是玩家所属服务器中玩家打怪的总数量。玩家技能信息比如是玩家的技能效果。
例如,在实际应用中,玩家控制的第一虚拟角色的等级,会随着玩家进行的游戏时长以及玩法的奖励因素(奖励升级需要的经验值,当经验值 到达一定数值,虚拟角色等级加一)不断增涨,所以为了丰富不同等级玩家的体验,在同样的玩法中,可能设置不同等级的NPC,即满足低等级玩家匹配低等级的NPC(玩法难度低),高等级玩家匹配高等级的NPC(玩法难度高),这些不同等级的NPC可以理解为不同与第一虚拟角色交互的对象,所以与这些NPC进行交互的需要一定条件,例如:等级约束,或者是否曾经与低等级的NPC完成交互。具体地,本发明实施例与目标交互对象进行交互的设定条件判断不作具体限定,常见的,为了丰富玩家的体验,还可以随时以键值对的方式,定时更新游戏副本与设定条件的组合。
具体地,游戏场景中第一虚拟角色的信息是否符合参与游戏副本的设定条件可以根据实际情况而定,上述示例中,设定条件与游戏副本中的NPC相关联仅为一种可选实施方式,具体设置可以根据实际情况而定。
若第一虚拟角色的信息符合参与游戏副本的设定条件,步骤S103,在与游戏副本关联的任一地块加载与游戏副本关联的第二游戏资源。
在本发明实施例中,针对于虚拟角色符合参与游戏副本的设定条件的情况,也就是说玩家控制的第一虚拟角色已经满足设定条件,可以进入游戏副本,此时,需要显示与游戏副本对应的第二游戏资源。此处,第二游戏资源比如包括进入游戏副本后与第一虚拟角色交互的各种场景资源。如游戏副本任务关联的NPC、以及与游戏副本任务关联的各种道具。
由于场景转变的过程容易让玩家感觉到突兀,甚至是画面割裂感,在本发明实施例中,通过在相同的地块上,展示与游戏副本关联的第一游戏资源与第二游戏资源,游戏副本进入前后第一虚拟角色的位置坐标不发生改变,减少了加载游戏副本过程中的画面割裂感,但是为了提示玩家,第一虚拟角色已经开始参与游戏副本,优选地,第二游戏资源为与游戏副本关联的任一地块相关联的差异化场景元素,以提示玩家已经参与到游戏副本中。
在本发明实施例中,场景元素是指场景中的任一单位,例如场景中的花、草、树木、建筑等都是场景元素,而场景元素在场景切换的过程中,不一定全部涉及修改,可能只是对主要的场景元素进行修改,形成差异化场景元素。比如,在一种实际场景中,在大世界中看到的是一望无垠的草原上有一座城堡,进入玩法时,无需对草原进行修改,仅需要对城堡的数据模型进行修改,例如:显示更多细节,做旧处理,长出藤蔓等。
例如:通过将游戏场景中重要场景元素的模型优化,以得到第二游戏资源中需要展示的场景元素的模型,实现沿袭游戏场景中的场景元素。比 如,将游戏场景中重要场景元素的模型进行锐化处理,从而,强调出第二游戏资源中需要展示的场景元素的视觉层次。从视觉角度来说,看到的可能只有天气的变化,建筑颜色的变化,但是对于建筑外形,以及各场景元素的位置尽可能的保持不变,以免切换前后的两个场景差异过大,出现切换场景突兀的问题。这样,通过尽可能保持各场景元素的位置及主要外观造型的一致性,避免切换场景突兀的问题,让游戏副本所处地块尽可能保持与周围环境的融合,使玩家无感的进入到游戏副本玩法;又通过天气变化、颜色变化等软处理,使得进入游戏副本前后存在一定差异,不仅能够提示玩家已参与到游戏副本中,还能够更贴合游戏副本设定的环境氛围,增强游戏场景的代入感。
与此同时,针对于第二游戏资源沿袭了游戏场景中的场景元素的设置方式,虽然能够使玩家无感的进入到玩法,但是为了避免玩家由于分神、或者误入的情况触发了场景的切换,所以在第二游戏资源中还可以设置有与游戏副本中NPC对应的界面元素,以提示玩家场景已发生切换。
例如:如图3所示的提示框示意图,具体地,提示框中的内容可以根据实际情况而定,提示框中可以展示与玩法对应的任务,以及任务完成的进度,比如任务A为需要采集五个果实,在任务栏中展示:采集五个果实(N/5),N表示玩家已采集的果实数量。本发明实施例优选采用提示框的方式提示,目的在于提示玩家场景已发生切换,并且还可以通过在提示框中展示与玩法对应的任务,以及任务进度的方式,优化玩家进入玩法的游戏体验,但本发明实施例中并不限定界面元素仅可以是提示框,根据实际情况,界面元素还可以是场景中的路标,或者建筑风格的变化,贯彻无感切换场景的思想的同时,还增加了玩家的游戏代入感。
在另一种情况下,第二游戏资源与地块的差异化场景元素还可以体现在只用于展示虚拟角色与游戏副本中NPC进行交互所需的必要元素,也就是说,即便同屏存在其他虚拟角色及场景元素,为了保证画面的流畅,也会将其他虚拟角色,以及服务器给其他玩家匹配的NPC或者场景元素均屏蔽掉或者做虚化处理。基于此,当第一虚拟角色的信息符合参与游戏副本的设定条件时,确定游戏场景第一地块内与第一游戏副本中玩法相关的交互单位,并将与第一游戏副本中玩法无关的交互单位去除。即便服务器在玩法活动开启期间,承载的虚拟角色数量过大时,也能够保证每一名玩家的画面流畅度,稳定游戏体验。另外,在第一虚拟角色与其他玩家控制的虚拟角色组队参与游戏副本的情况下,在相同的游戏副本中玩家控制的虚 拟角色会同屏出现,以保证相互之间的配合。
另外,为提升画面沉浸感,保证画面流畅度,若第一虚拟角色的信息符合参与游戏副本的设定条件,还会对游戏副本关联的地块进行如下处理:
当第一虚拟角色的信息符合参与游戏副本的设定条件时,也就是第一虚拟角色进入游戏副本时,确定游戏场景中第一地块内与第一游戏副本中玩法相关的交互单位,并将确定的交互单位的AI处理控制端修改为服务器相应的控制单元。其中,交互单位是指在游戏副本中与第一虚拟角色可能产生交互的游戏资源,比如NPC或场景元素。这里的场景元素例如是门洞、城堡、椅子等地块中的景物。交互单位的AI处理控制端是指用于控制交互单位在第一游戏副本中对应的属性特征的处理逻辑或模块。这里属性特征比如是交互单元的动作风格特征、外观特征、属性特征。实际上,服务器端仍采用原有的交互单元数据进行控制,提升AI处理控制效率,降低对内存的占用以及内存峰值对游戏性能的影响。
这样,在第一虚拟角色进入游戏副本后,通过将交互单元的AI处理控制权转移至服务器,能够依据游戏副本的设定改变交互单元的属性特征,为玩家带来更具沉浸感的游戏副本体验,同时也有助于减轻客户端侧的处理压力。
例如:当第一虚拟角色的信息符合参与游戏副本的设定条件时,假设该游戏副本对应的玩法包括与某一NPC的战斗交互,假设第一地块内与第一游戏副本中玩法相关的交互单位为某一NPC,此情况下,将该NPC的AI处理控制端修改为战斗服务器,使该NPC具有战斗属性,增强参与到游戏副本中的沉浸感。比如,通过将该NPC的AI处理控制端修改为战斗服务器,使第一虚拟角色进入游戏副本后该NPC的行为动作特征更具有战斗风格。或者,通过将该NPC的AI处理控制端修改为战斗服务器,使第一虚拟角色进入游戏副本后该NPC的技能带有战斗特效。
进而,当第一虚拟角色结束第一地块内第一游戏副本对应的玩法时,第一地块内与第一游戏副本中玩法相关的交互单位的AI处理控制端由服务器相应的控制单元转换为客户端的控制单元。比如,第一虚拟角色离开游戏副本关联的第一地块时,此情况下,可以将与第一游戏副本中玩法相关的交互单位的AI处理控制权移交回客户端,从而,第一虚拟角色结束第一游戏副本中玩法后,恢复与该玩法相关的交互单元的属性特征。
通过上面介绍的控制权转移方式,在第一虚拟角色进入游戏副本前后,切换交互单元的AI处理控制权,从而依据游戏副本的设定改变交互 单元的属性特征,为玩家带来更具沉浸感的游戏副本体验,减轻客户端侧的处理压力,提高交互单元的AI处理效率。
此外,由于第一虚拟角色进入游戏副本前后,第一虚拟角色的信息会因行为状态等因素产生变化,因而,为使画面能够正确显示第一虚拟角色对应的状态,在一可选实施例中,若第一虚拟角色的信息符合参与游戏副本的设定条件,还进行对客户端侧的数据信息如下处理:将第一虚拟角色的信息发送到服务器端的和游戏副本对应的玩法列表。
具体来说,在游戏副本对应的玩法列表中设置与第一虚拟角色对应的玩法记录表。该玩法记录表用于记录第一虚拟角色的状态变化,或玩法记录表用于记录第一虚拟角色的状态变化以及与第一虚拟角色组队参与游戏副本玩法的第三虚拟角色的状态变化。当游戏副本中的第一虚拟角色符合退出游戏副本的设定条件时,客户端侧加载玩法记录表,并更新游戏场景中第一虚拟角色的信息,以使游戏场景中第一虚拟角色同步显示与第一虚拟角色退出游戏副本时第一虚拟角色的状态。
通过上述步骤能够保证画面正确显示第一虚拟角色对应的状态,从而,提升游戏的视觉体验。
若判断游戏场景中第一虚拟角色的信息不符合参与游戏副本的设定条件,步骤S104,显示第一虚拟角色不符合参与游戏副本的设定条件的缘由。
在本发明实施例中,第一虚拟角色可以指玩家创建的游戏中的虚拟角色,玩家可能因为不了解设定条件,同时想要开启游戏副本,若判定玩家控制的第一虚拟角色不符合设定条件时,可以告知虚拟角色不符合设定条件的缘由,以提示玩家如何进入游戏副本。
基于上文介绍的图1示出的游戏副本展示方法,本发明还提供了如下几个可选实施例:
在传统的游戏副本展示方式中,玩家通过在多个游戏副本列表中自行查找感兴趣的游戏副本,但是通过浏览多个游戏副本列表,手动选择参与游戏副本方式,机械化的选取操作不仅枯燥无味,且减少了玩家的游戏代入感。基于此,在本发明的又一实施例中,游戏副本展示方法还包括以下步骤:
对第一虚拟角色的坐标信息进行监控,当第一虚拟角色到与游戏副本关联的任一地块的距离为第一距离阈值时,显示游戏副本的介绍信息。
当然,实际应用中,当第一虚拟角色到与游戏副本关联的任一地块的 距离超过第一距离阈值时,也可以显示游戏副本的介绍信息。介绍信息可以持续显示设定时长,或基于玩家操作确定该介绍信息的显示时长。
在该步骤中,客户端监听第一虚拟角色的位置,以在第一虚拟角色距离游戏副本对应的地块为第一距离阈值时,显示游戏副本的介绍信息。其中,介绍信息包括游戏副本的任务信息以及用于表示第一虚拟角色的任务完成程度的进度信息,以使玩家可以更进一步了解到游戏副本的玩法,并且采用在第一虚拟角色在游戏场景行进过程中,接近游戏副本对应的地块时展示介绍信息,玩家还可以浏览到游戏副本对应的地块全貌,增强游戏副本与游戏场景之间的联系,从而增加玩家的打游戏代入感。
本发明实施例通过监听第一虚拟角色的位置,在玩家控制的第一虚拟角色到与游戏副本关联的任一地块的距离为第一距离阈值时,可以浏览到游戏副本的介绍信息,玩家可以根据自身兴趣有选择的决定是否参与该游戏副本,且玩家还可以浏览到游戏副本对应的地块全貌,仿佛身临其境,进而实现增加玩家的打游戏代入感,以及展示便于玩家了解游戏副本介绍信息的目的。
在本发明提供的又一实施例中,使用同一地块展示与游戏副本关联的第一游戏资源和第二游戏资源,虽然可以使第一虚拟角色在不改变坐标的情况下,开启游戏副本,但是容易出现第一虚拟角色在与游戏副本中的NPC发生打斗或者追逐过程中,走出规定的副本区域,所以,在与游戏副本关联的任一地块加载与该游戏副本关联的第二游戏资源之后,还包括以下步骤:
第一虚拟角色离开与游戏副本关联的任一地块超过第二距离阈值时,或者第一虚拟角色离开与游戏副本关联的任一地块的时长超过第一时间阈值时,显示游戏副本的玩法提示信息。
其中第二距离阈值以及第一时间阈值的设置可以根据实际情况而定。在本发明实施例中,在游戏副本设计时,出于不使玩家感到画面的割裂感,在玩家可见的游戏画面(即客户端侧)中并不显示游戏副本关联的地块边缘,或者弱化地块边缘的显示,但是当玩家控制的虚拟角色从游戏副本关联的地块中离开时,可以采用边缘锐化的方式,显示提供玩家控制虚拟角色回到游戏副本关联的地块内的提示信息,否则判定虚拟角色进行中的玩法未完成。
与上文介绍的第一虚拟角色结束第一地块内第一游戏副本对应的玩法之后的处理流程类似,针对于玩家刻意控制第一虚拟角色退出玩法的可 能性,在第一虚拟角色离开游戏副本关联的地块的时长达到设定的时长后,则将该游戏副本关联的地块内展示的游戏资源切换为第一虚拟角色进入该游戏副本前的游戏资源。具体地,设定时长可以根据实际情况而定,一般以秒为提示单位,例如:请玩家于5秒内返回游戏副本关联的地块,以提示因为失误走出该游戏副本关联地块的玩家,尽快控制第一虚拟角色返回该游戏副本关联的地块,否则判定第一虚拟角色进行中的玩法未完成。当然,在客户端中地块对玩家不可见,因而,实际上,可以向玩家提示需要控制第一虚拟角色返回游戏场景中的某一坐标区域。
在本发明实施例中,出于不使玩家感到画面的割裂感,在玩家可见的游戏画面中并不显示游戏副本关联的地块边缘,或者弱化边缘的显示,但是当玩家控制的第一虚拟角色从游戏副本关联的地块中离开时,可以采用边缘锐化的方式,提供玩家控制第一虚拟角色回到游戏副本关联的地块内,在保证游戏副本与游戏场景画面元素近似的前提下,尽可能的保证玩家的游戏体验。
在本发明的又一实施例中,还提供了一种地块与游戏副本关联的具体实施方式,其中,地块包括第一地块和第二地块,第一地块对应第一游戏副本,第二地块对应第二游戏副本,第一地块和第二地块的坐标部分重合;当第一虚拟角色的坐标信息位于第一地块和第二地块的坐标部分重合部分时,显示第一游戏角色进入第一游戏副本或者第二游戏部分的选择提示信息。
在本发明实施例中,将副本场景融入游戏场景展示的方式,可以使玩家在控制虚拟角色从游戏场景进出副本场景时不存在画面割裂感,但是,同时也意味着进行副本玩法所使用的副本区域会占用游戏场景中一定的空间位置,为了保证副本玩法的数量,增强游戏趣味,可以存在不同副本场景对应的副本区域之间存在重叠。
例如第一地块和第二地块的坐标部分重合的情况,可以通过显示第一游戏角色进入第一游戏副本或者第二游戏部分的选择提示信息的方式,提示玩家选择游戏副本。
例如:在副本场景A与副本场景B的用于副本的地块相邻,所以副本场景A与副本场景B各自对应的副本区域存在重叠使用游戏场景中同一个界面元素的情况,比如:一个港口,一座酒楼,一座山等等。当客户端监测到第一虚拟角色到达重叠区域时,通过显示第一游戏角色进入第一游戏副本或者第二游戏部分的选择提示信息的方式,以供玩家选择感兴趣的游 戏副本参与。
在本发明的又一实施例中,实际应用中玩家控制的虚拟角色的等级,会随着玩家进行的游戏时长以及玩法的奖励因素不断增涨,所以为了丰富不同等级玩家的体验,在同样的玩法中,可能设置不同等级的NPC,即满足低等级玩家匹配低等级的NPC(玩法难度低),高等级玩家匹配高等级的NPC(玩法难度高),所以与这些NPC进行交互的需要一定条件,例如:等级约束,或者是否曾经与低等级的NPC完成交互,基于此,本发明还提供了一种步骤S102中判断游戏场景中第一虚拟角色的信息是否符合参与游戏副本的设定条件的具体实施方式,如图4所示,包括:
步骤S401,判断第一虚拟角色的角色状态是否符合参与游戏副本的角色状态条件;
在该步骤中,第一虚拟角色的信息中包含有用于表示虚拟角色状态的角色状态,其中,角色状态包括:个人/组队状态、等级以及参与游戏副本的次数。
在本发明实施例中,首先对第一虚拟角色的角色状态进行判断,例如:判断第一虚拟角色的等级是否达到参与游戏副本的最低等级要求,以防止低等级玩家与高等级玩家组队进入,达到快速升级的目的,针对该升级捷径,有必要设置角色等级的限制条件。
再例如:游戏副本的设计初衷是为了增强玩家之间的团队协作精神,所以玩家只能通过虚拟角色组队的形式进入。
若是,步骤S402,判断第一虚拟角色是否未加入其他游戏副本;
其次,为了避免出现一个虚拟角色在参与其他游戏副本的同时再进入当前请求进入的游戏副本,所以设置有判断第一虚拟角色是否加入其他游戏副本的步骤,当第一虚拟角色的角色状态符合参与游戏副本的角色状态条件,且第一虚拟角色未加入其他游戏副本时,说明玩家具备参与游戏副本的条件。
若是,步骤S403,确定游戏场景中第一虚拟角色的信息符合参与游戏副本的设定条件。
在本发明实施例中,通过监听虚拟角色的位置坐标可以实现在虚拟角色进入对应游戏副本的地块时,发现玩家的参与意图,并及时触发对游戏场景中第一虚拟角色的信息是否符合参与游戏副本的设定条件的判断,达到简化玩家操作,增加玩家游戏代入感的目的,具体地,设定条件中具体的条件设置还可以添加或者删减,具体设置可以根据实际情况而定。
可以说明的是,除了第一虚拟角色的角色状态之外,还可以基于第一虚拟角色的其他信息来判断是否符合参与游戏副本的设定条件。
综上,本发明实施例提供的游戏副本展示方法中,在游戏场景包括一个或多个地块,为一个或多个地块在预定的时间点/时间段关联相应的游戏副本,并在预定的时间点/时间段展示游戏副本的第一游戏资源,从而,通过设置地块与游戏副本的对应关系,以在游戏场景内使玩家无感的展示游戏副本,增强虚拟角色的画面代入感。由于第一虚拟角色进入该地块前后,与游戏副本关联的地块上的游戏资源与游戏场景中的游戏资源一致,从而避免加载游戏副本前后因位置变更或场景风格变更而造成的割裂感。对于玩家控制的第一虚拟角色,接收游戏场景中第一虚拟角色的坐标信息,若第一虚拟角色的坐标信息落入与游戏副本关联的任一地块,则判断游戏场景中第一虚拟角色的信息是否符合参与游戏副本的设定条件;若第一虚拟角色的信息符合参与游戏副本的设定条件,则在该任一地块中加载与该游戏副本关联的第二游戏资源,该第二游戏资源向玩家提示已进入游戏副本。这样,通过监听虚拟角色的坐标信息,实现在发现玩家有参与游戏副本的意图时,主动检测虚拟角色是否可以参与该游戏副本,为可以参与该游戏副本的玩家主动加载关联的游戏资源,无需依靠由玩家主动发起参与游戏副本的流程,减少玩家繁琐的参与步骤。本发明实施例提供的游戏副本展示方案,既能延续展示游戏副本前后的游戏资源一致性,避免因游戏副本的展示和切换而带来的游戏场景割裂感,使玩家获得无感知进入游戏副本的体验,又能通过第二游戏资源的提示,使玩家感知到进入游戏副本前后的差异,实现了一种全新的游戏副本展示方式。
在本发明的又一实施例中,还提供了一种游戏副本展示装置,如图5所示,所述装置包括:
展示模块01,游戏场景包括一个或多个地块,一个或多个地块在预定的时间点/时间段关联相应的游戏副本,并在预定的时间点/时间段展示游戏副本的第一游戏资源;
判断模块02,用于接收游戏场景中第一虚拟角色的坐标信息;若第一虚拟角色的坐标信息落入与游戏副本关联的任一地块,则判断第一虚拟角色的信息是否符合参与游戏副本的设定条件;
加载模块03,用于若第一虚拟角色的信息符合参与游戏副本的设定条件,则在任一地块加载与游戏副本关联的第二游戏资源。
可选地,第一游戏资源为游戏副本中一个或多个第二虚拟角色的玩法 展示模型。
可选地,第一游戏资源中第二虚拟角色的玩法展示模型,包括第二虚拟角色与NPC的交互展示模型。
可选地,所述装置还包括监控模块,用于对第一虚拟角色的坐标信息进行监控;当第一虚拟角色到与游戏副本关联的任一地块的距离为第一距离阈值时,显示游戏副本的介绍信息。
可选地,介绍信息包括游戏副本的任务信息以及用于表示第一虚拟角色的任务完成程度的进度信息。
可选地,第一虚拟角色的信息包括角色状态条件。在判断模块02判断第一虚拟角色的信息是否符合参与游戏副本的设定条件的过程中,具体用于:
判断第一虚拟角色的角色状态条件是否符合参与游戏副本的设定条件。其中,参与游戏副本的设定条件包括以下之一或组合:第一虚拟角色的等级、技能值、玩家性别、组队状态、道具信息、任务信息、指定触发时间、指定触发事件、指定触发交互采集事件、指定全局事件、玩家所属阵营信息、玩家技能信息。
可选地,第二游戏资源为与游戏副本关联的任一地块相关联的差异化场景元素。
可选地,所述装置还包括提示模块,具体用于:第一虚拟角色离开任一地块超过第二距离阈值时,或者第一虚拟角色离开任一地块的时长超过第一时间阈值时,显示游戏副本的玩法提示信息。
可选地,所述装置还包括列表记录模块,具体用于:若第一虚拟角色的信息符合参与游戏副本的设定条件,则将第一虚拟角色的信息发送到服务器端的和游戏副本对应的玩法列表。
可选地,列表记录模块还用于:在游戏副本对应的玩法列表中设置与第一虚拟角色对应的玩法记录表;玩法记录表用于记录第一虚拟角色的状态变化,或玩法记录表用于记录第一虚拟角色的状态变化以及与第一虚拟角色组队参与游戏副本玩法的第三虚拟角色的状态变化。
可选地,列表记录模块还用于:当第一虚拟角色符合退出游戏副本的设定条件时,加载玩法记录表,并更新第一虚拟角色的信息,以使游戏场景中第一虚拟角色同步显示与第一虚拟角色退出游戏副本时第一虚拟角色的状态。
可选地,所述装置还包括调度模块,具体用于:当第一虚拟角色的信 息符合参与游戏副本的设定条件时,确定游戏场景中第一地块内与第一游戏副本中玩法相关的交互单位,并将确定的交互单位的AI处理控制端修改为服务器相应的控制单元。
可选地,调度模块还用于:当第一虚拟角色结束第一地块内第一游戏副本对应的玩法时,第一地块内与第一游戏副本中玩法相关的交互单位的AI处理控制端由服务器相应的控制单元转换为客户端的控制单元。
可选地,调度模块还用于:当第一虚拟角色的信息符合参与游戏副本的设定条件时,确定游戏场景第一地块内与第一游戏副本中玩法相关的交互单位,并将与第一游戏副本中玩法无关的交互单位去除。
在本发明的又一实施例中,还提供一种电子设备,包括:处理器、通信接口、存储器和通信总线,其中,处理器,通信接口,存储器通过通信总线完成相互间的通信;
存储器,用于存放计算机程序;
处理器,用于执行存储器上所存放的程序时,实现方法实施例所述的游戏副本展示方法。
本发明实施例提供的电子设备,处理器通过在游戏场景包括一个或多个地块,所述地块在预定的时间点/时间段关联相应的游戏副本,并在预定的时间点/时间段展示游戏副本的第一游戏资源,通过设置地块与游戏副本的对应关系,以在游戏场景展示游戏副本,增强虚拟角色的画面代入感;当玩家控制第一虚拟角色移动时,接收游戏场景中第一虚拟角色的坐标信息,若所述第一虚拟角色的坐标信息落入游戏副本对应的地块,则判断游戏场景中第一虚拟角色的信息是否符合参与游戏副本的设定条件,通过监听虚拟角色的位置坐标,实现在发现玩家有参与游戏副本的意图时,主动检测虚拟角色是否可以参与该游戏副本,减少玩家繁琐的参与步骤,当所述第一虚拟角色的信息符合参与游戏副本的设定条件时,在对应的地块加载与游戏副本关联的第二游戏资源,从而减少加载游戏副本前后由于位置变更或场景风格变更造成的割裂感。上述电子设备提到的通信总线1140可以是外设部件互连标准(Peripheral Component Interconnect,PCI)总线或扩展工业标准结构(Extended Industry Standard Architecture,EISA)总线等。该通信总线1140可以分为地址总线、数据总线、控制总线等。为便于表示,图6中仅用一条粗线表示,但并不表示仅有一根总线或一种类型的总线。
通信接口1120用于上述电子设备与其他设备之间的通信。
存储器1130可以包括随机存取存储器(Random Access Memory,简称 RAM),也可以包括非易失性存储器(non-volatil ememory),例如至少一个磁盘存储器。可选的,存储器还可以是至少一个位于远离前述处理器的存储装置。
上述的处理器1110可以是通用处理器,包括中央处理器(Central Processing Unit,CPU)、网络处理器(Network Processor,NP)等;还可以是数字信号处理器(Digital Signal Processing,DSP)、专用集成电路(Application Specific Integrated Circuit,ASIC)、现场可编程门阵列(Field-Programmable Gate Array,FPGA)或者其他可编程逻辑器件、分立门或者晶体管逻辑器件、分立硬件组件。
另外,本发明实施例提供了一种非暂时性机器可读存储介质,所述非暂时性机器可读存储介质上存储有可执行代码,当所述可执行代码被无线路由器的处理器执行时,使所述处理器执行前述各实施例中提供的虚拟对象的展示方法。
根据需要,本发明各实施例的系统、方法和装置可以实现为纯粹的软件(例如用Java来编写的软件程序),也可以根据需要实现为纯粹的硬件(例如专用ASIC芯片或FPGA芯片),还可以实现为结合了软件和硬件的系统(例如存储有固定代码的固件系统或者带有通用存储器和处理器的系统)。
本发明的另一个方面是一种计算机可读介质,其上存储有计算机可读指令,所述指令被执行时可实施本发明各实施例的方法。
本发明的各个部件实施例可以以硬件实现,或者以在一个或者多个处理器上运行的软件模块实现,或者以它们的组合实现。本领域的技术人员应当理解,可以在实践中使用微处理器或者数字信号处理器(DSP)来实现根据本发明实施例的虚拟对象展示设备中的一些或者全部部件的一些或者全部功能。本发明还可以实现为用于执行这里所描述的方法的一部分或者全部的设备或者装置程序(例如,计算机程序和计算机程序产品)。这样的实现本发明的程序可以存储在计算机可读介质上,或者可以具有一个或者多个信号的形式。这样的信号可以从因特网网站上下载得到,或者在载体信号上提供,或者以任何其他形式提供。
例如,图7示出了可以实现根据本发明的虚拟对象展示方法的服务器,例如应用服务器。该服务器传统上包括处理器710和以存储器720形式的计算机程序产品或者计算机可读介质。存储器720可以是诸如闪存、EEPROM(电可擦除可编程只读存储器)、EPROM、硬盘或者ROM之类 的电子存储器。存储器720具有用于执行上述方法中的任何方法步骤的程序代码731的存储空间730。例如,用于程序代码的存储空间730可以包括分别用于实现上面的方法中的各种步骤的各个程序代码731。这些程序代码可以从一个或者多个计算机程序产品中读出或者写入到这一个或者多个计算机程序产品中。这些计算机程序产品包括诸如硬盘,紧致盘(CD)、存储卡或者软盘之类的程序代码载体。这样的计算机程序产品通常为如参考图8所述的便携式或者固定存储单元。该存储单元可以具有与图7的服务器中的存储器720类似布置的存储段、存储空间等。程序代码可以例如以适当形式进行压缩。通常,存储单元包括计算机可读代码731’,即可以由例如诸如710之类的处理器读取的代码,这些代码当由服务器运行时,导致该服务器执行上面所描述的方法中的各个步骤。
本文中所称的“一个实施例”、“实施例”或者“一个或者多个实施例”意味着,结合实施例描述的特定特征、结构或者特性包括在本发明的至少一个实施例中。此外,请注意,这里“在一个实施例中”的词语例子不一定全指同一个实施例。
在此处所提供的说明书中,说明了大量具体细节。然而,能够理解,本发明的实施例可以在没有这些具体细节的情况下被实践。在一些实例中,并未详细示出公知的方法、结构和技术,以便不模糊对本说明书的理解。
应该注意的是上述实施例对本发明进行说明而不是对本发明进行限制,并且本领域技术人员在不脱离所附权利要求的范围的情况下可设计出替换实施例。在权利要求中,不应将位于括号之间的任何参考符号构造成对权利要求的限制。单词“包含”不排除存在未列在权利要求中的元件或步骤。位于元件之前的单词“一”或“一个”不排除存在多个这样的元件。本发明可以借助于包括有若干不同元件的硬件以及借助于适当编程的计算机来实现。在列举了若干装置的单元权利要求中,这些装置中的若干个可以是通过同一个硬件项来具体体现。单词第一、第二、以及第三等的使用不表示任何顺序。可将这些单词解释为名称。
此外,还应当注意,本说明书中使用的语言主要是为了可读性和教导的目的而选择的,而不是为了解释或者限定本发明的主题而选择的。因此,在不偏离所附权利要求书的范围和精神的情况下,对于本技术领域的普通技术人员来说许多修改和变更都是显而易见的。对于本发明的范围,对本发明所做的公开是说明性的,而非限制性的,本发明的范围由所附权利要求书限定。
Claims (17)
- 一种游戏副本展示方法,其特征在于,所述方法包括:游戏场景包括一个或多个地块,为所述一个或多个地块在预定的时间点/时间段关联相应的游戏副本,并在预定的时间点/时间段展示游戏副本的第一游戏资源;接收游戏场景中第一虚拟角色的坐标信息;若所述第一虚拟角色的坐标信息落入与游戏副本关联的任一地块,则判断所述第一虚拟角色的信息是否符合参与游戏副本的设定条件;若所述第一虚拟角色的信息符合参与游戏副本的设定条件,则在所述任一地块加载与游戏副本关联的第二游戏资源。
- 根据权利要求1所述的游戏副本展示方法,其特征在于,所述第一游戏资源为游戏副本中一个或多个第二虚拟角色的玩法展示模型。
- 根据权利要求2所述的游戏副本展示方法,其特征在于,所述第一游戏资源中所述第二虚拟角色的玩法展示模型,包括所述第二虚拟角色与NPC的交互展示模型。
- 根据权利要求1所述的游戏副本展示方法,其特征在于,还包括:对所述第一虚拟角色的坐标信息进行监控;当所述第一虚拟角色到与游戏副本关联的任一地块的距离为第一距离阈值时,显示游戏副本的介绍信息。
- 根据权利要求4所述的游戏副本展示方法,其特征在于,所述介绍信息包括游戏副本的任务信息以及用于表示所述第一虚拟角色的任务完成程度的进度信息。
- 根据权利要求1所述的游戏副本展示方法,其特征在于,所述第一虚拟角色的信息包括角色状态条件;所述判断所述第一虚拟角色的信息是否符合参与游戏副本的设定条件,包括:判断所述第一虚拟角色的角色状态条件是否符合参与游戏副本的设 定条件;其中,所述参与游戏副本的设定条件包括以下之一或组合:所述第一虚拟角色的等级、技能值、玩家性别、组队状态、道具信息、任务信息、指定触发时间、指定触发事件、指定触发交互采集事件、指定全局事件、玩家所属阵营信息、玩家技能信息。
- 根据权利要求1所述的游戏副本展示方法,其特征在于,所述第二游戏资源为与游戏副本关联的任一地块相关联的差异化场景元素。
- 根据权利要求1所述的游戏副本展示方法,其特征在于,还包括:所述第一虚拟角色离开所述任一地块超过第二距离阈值时,或者所述第一虚拟角色离开所述任一地块的时长超过第一时间阈值时,显示游戏副本的玩法提示信息。
- 根据权利要求1所述的游戏副本展示方法,其特征在于,还包括:若所述第一虚拟角色的信息符合参与游戏副本的设定条件,则将所述第一虚拟角色的信息发送到服务器端的和游戏副本对应的玩法列表。
- 根据权利要求9所述的游戏副本展示方法,其特征在于,还包括:在所述游戏副本对应的玩法列表中设置与所述第一虚拟角色对应的玩法记录表;所述玩法记录表用于记录所述第一虚拟角色的状态变化,或所述玩法记录表用于记录所述第一虚拟角色的状态变化以及与所述第一虚拟角色组队参与游戏副本玩法的第三虚拟角色的状态变化。
- 根据权利要求10所述的游戏副本展示方法,其特征在于,还包括:当所述第一虚拟角色符合退出游戏副本的设定条件时,加载所述玩法记录表,并更新所述第一虚拟角色的信息,以使所述游戏场景中第一虚拟角色同步显示与所述第一虚拟角色退出游戏副本时所述第一虚拟角色的状态。
- 根据权利要求1所述的游戏副本展示方法,其特征在于,还包 括:当所述第一虚拟角色的信息符合参与游戏副本的设定条件时,确定所述游戏场景中第一地块内与第一游戏副本中玩法相关的交互单位,并将确定的交互单位的AI处理控制端修改为服务器相应的控制单元。
- 根据权利要求12所述的游戏副本展示方法,其特征在于,还包括:当所述第一虚拟角色结束所述第一地块内第一游戏副本对应的玩法时,所述第一地块内与第一游戏副本中玩法相关的交互单位的AI处理控制端由服务器相应的控制单元转换为客户端的控制单元。
- 根据权利要求1所述的游戏副本展示方法,其特征在于,还包括:当所述第一虚拟角色的信息符合参与游戏副本的设定条件时,确定所述游戏场景第一地块内与第一游戏副本中玩法相关的交互单位,并将与第一游戏副本中玩法无关的交互单位去除。
- 一种游戏副本展示装置,其特征在于,所述装置包括:展示模块,游戏场景包括一个或多个地块,所述一个或多个地块在预定的时间点/时间段关联相应的游戏副本,并在预定的时间点/时间段展示游戏副本的第一游戏资源;判断模块,用于接收游戏场景中第一虚拟角色的坐标信息;若所述第一虚拟角色的坐标信息落入与游戏副本关联的任一地块,则判断所述第一虚拟角色的信息是否符合参与游戏副本的设定条件;加载模块,用于若所述第一虚拟角色的信息符合参与游戏副本的设定条件,则在所述任一地块加载与游戏副本关联的第二游戏资源。
- 一种计算机程序,包括计算机可读代码,当所述计算机可读代码在服务器上运行时,导致所述服务器执行根据权利要求1-14中的任一个所述的游戏副本展示方法。
- 一种计算机可读介质,其中存储了如权利要求16所述的计算机程序。
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