WO2022156618A1 - 虚拟角色的控制方法、装置、终端、存储介质及程序产品 - Google Patents

虚拟角色的控制方法、装置、终端、存储介质及程序产品 Download PDF

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Publication number
WO2022156618A1
WO2022156618A1 PCT/CN2022/072249 CN2022072249W WO2022156618A1 WO 2022156618 A1 WO2022156618 A1 WO 2022156618A1 CN 2022072249 W CN2022072249 W CN 2022072249W WO 2022156618 A1 WO2022156618 A1 WO 2022156618A1
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WIPO (PCT)
Prior art keywords
defense
guild
battle
interface
response
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PCT/CN2022/072249
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English (en)
French (fr)
Inventor
杨威
王基安
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腾讯科技(深圳)有限公司
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Priority to KR1020237016917A priority Critical patent/KR20230087602A/ko
Publication of WO2022156618A1 publication Critical patent/WO2022156618A1/zh
Priority to US17/985,109 priority patent/US20230075245A1/en

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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/537Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/35Details of game servers
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/533Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game for prompting the player, e.g. by displaying a game menu
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/537Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
    • A63F13/5378Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for displaying an additional top view, e.g. radar screens or maps
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/822Strategy games; Role-playing games
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/847Cooperative playing, e.g. requiring coordinated actions from several players to achieve a common goal
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/85Providing additional services to players
    • A63F13/87Communicating with other players during game play, e.g. by e-mail or chat

Definitions

  • the embodiments of the present application relate to the field of computer and Internet technologies, and in particular, to a control method, device, terminal, storage medium, and program product of a virtual character.
  • the user In the current horizontal version game, the user is usually provided with multiple different levels, and the user controls the virtual character to kill the enemy character in the level to achieve the purpose of passing the level.
  • Embodiments of the present application provide a method, device, terminal, storage medium, and program product for controlling a virtual character.
  • the technical solution is as follows:
  • a method for controlling a virtual character is provided, the method is executed by a terminal, and the method includes:
  • a branch selection interface of the first position is displayed; wherein, the branch selection interface is used to display a plurality of branches included in the first position ;
  • the offensive and defensive battle interface of the target branch is displayed, and the offensive and defensive battle interface is used to display the battle scene between the own team and the enemy team;
  • the self-avatar In response to a control operation on the self-avatar, the self-avatar is controlled to perform a corresponding operation in the battle scene.
  • a device for controlling a virtual character comprising:
  • the activity main interface display module is used to display the activity main interface of the guild war activity, and the guild war activity refers to the asynchronous team attack and defense activities between different guilds;
  • a branch selection interface display module configured to display the branch selection interface of the first position in response to the battle operation for the first position of the guild war activity; wherein, the branch selection interface is used to display the Multiple branches contained in the first position;
  • a target branch determination module configured to determine the attack branch of the virtual character itself as the target branch in response to the selection operation for the target branch of the first position
  • the offensive and defensive battle interface display module is used to display the offensive and defensive battle interface of the target branch when the own team has completed the combat preparation, and the offensive and defensive battle interface is used to display the relationship between the local team and the enemy team. battle scene between
  • the virtual character control module is configured to control the self virtual character to perform corresponding operations in the battle scene in response to the control operation on the self virtual character.
  • a terminal includes a processor and a memory, and the memory stores at least one instruction, at least one program, a code set or an instruction set, the at least one instruction, The at least one piece of program, the code set or the instruction set is loaded and executed by the processor to implement the above-mentioned method for controlling a virtual character.
  • a computer-readable storage medium where at least one instruction, at least one segment of program, code set or instruction set is stored in the storage medium, the at least one instruction, the at least one segment of The program, the code set or the instruction set is loaded and executed by the processor to implement the above-mentioned control method of the virtual character.
  • a computer program product or computer program where the computer program product or computer program includes computer instructions, and the computer instructions are stored in a computer-readable storage medium.
  • the processor of the terminal reads the computer instruction from the computer-readable storage medium, and the processor executes the computer instruction, so that the terminal executes the above-mentioned method for controlling a virtual character.
  • This application provides a product function for guild warfare activities, which enables asynchronous team offensive and defensive activities between different guilds.
  • the so-called asynchronous team offensive and defensive activities mean that the defender has asynchronous data, and its defense resources are pre-configured.
  • the defensive resources will automatically (such as through AI (Artificial Intelligence, artificial intelligence) control strategy) to launch a counterattack to the attacker.
  • AI Artificial Intelligence, artificial intelligence
  • FIG. 1 is a schematic diagram of a solution implementation environment provided by an embodiment of the present application.
  • FIG. 2 is a flowchart of a method for controlling a virtual character provided by an embodiment of the present application
  • FIG. 3 is a schematic diagram of a guild system interface and an activity main interface provided by an embodiment of the present application
  • FIG. 4 is a schematic diagram of a branch selection interface provided by an embodiment of the present application.
  • FIG. 5 is a schematic diagram of a configuration process of defense resources provided by an embodiment of the present application.
  • FIG. 6 is a schematic diagram of a defense resource configuration interface provided by an embodiment of the present application.
  • FIG. 7 is a schematic diagram of a defense role configuration interface provided by an embodiment of the present application.
  • FIG. 8 is a schematic diagram of a defense facility configuration interface provided by an embodiment of the present application.
  • FIG. 9 is a schematic diagram of a defense resource preview interface provided by an embodiment of the present application.
  • FIG. 10 is a block diagram of a control device for a virtual character provided by an embodiment of the present application.
  • FIG. 11 is a schematic structural diagram of a terminal provided by an embodiment of the present application.
  • FIG. 1 shows a schematic diagram of a solution implementation environment provided by an embodiment of the present application.
  • the solution implementation environment can be realized as a game system.
  • the solution implementation environment may include: a terminal 10 and a server 20 .
  • the number of terminals 10 may be multiple, and the terminals 10 may be electronic devices such as mobile phones, tablet computers, PCs (Personal Computers, personal computers), game consoles, and the like.
  • a client terminal for running a game application program can be installed in the terminal 10, and the game application program can provide the functions introduced in the technical solutions of the present application, such as guild battle activities.
  • the game application may be a side-scrolling game.
  • a horizontal game can be any application that can provide a virtual environment for users to control virtual characters to perform two-dimensional activities in the virtual environment, such as horizontal game, horizontal fighting game, horizontal parkour game, etc.
  • the horizontal game includes at least one moving path for the virtual character to walk.
  • the movement path is a two-dimensional movement path.
  • the server 20 may be a server, a server cluster composed of multiple servers, or a cloud computing service center.
  • the server 20 may be the background server of the above-mentioned game application, and is used to provide background services for the client.
  • a guild is a group created in a game application.
  • a guild can usually be joined by multiple different users (or user accounts) to form a group.
  • Guilds can also be called teams, groups, groups, etc. by other names.
  • a guild may include one or more guild leaders (usually one), one or more administrators, and one or more ordinary guild members.
  • the guild leader is the creator and owner of the guild. Administrators can be set by the guild leader to help the guild leader perform some daily management work on the guild.
  • other roles may also be set in the guild in combination with actual product requirements, which is not limited in this embodiment of the present application. For some game applications, some game functions are only open to guild members.
  • a user (or called a user account) can usually only join one guild, and the user can change the guild he joins according to his needs.
  • a user is allowed to join multiple guilds.
  • some game functions require multiple users who join the same guild to form a team before they can participate.
  • the guild battle activity proposed in this application requires the user to join the guild before participating, and requires the user and other members of the guild to form a team and then participate in the game.
  • the so-called team offensive and defensive activities refer to the existence of at least two guilds.
  • One guild acts as the defender, and the other guild acts as the attacker.
  • Multiple players of the attacker form a team to attack the defender by manipulating the virtual characters in the game.
  • Defenders use configured defensive resources (such as defensive roles and/or defensive facilities) to defend.
  • the offensive team can include multiple players (such as 6), and each player can control a virtual character to attack the defending team. In this way, multiple players can control their virtual characters synchronously to attack the defending team through cooperation between teams. .
  • the so-called asynchronous team offensive and defensive activities mean that the defender has asynchronous data and its defense resources are pre-configured.
  • the defender In the process of attacking the defense resources configured by the defender, the defender does not need players to perform synchronous operations.
  • the defensive resources deployed by the defender will automatically (such as through AI control strategies) launch a counterattack against the attacker.
  • a configuration strategy of UGC (User Generated Content) elements is introduced, that is, the defender players can customize the configuration of the number, type, and location of defense roles and/or defense facilities. .
  • the offensive team enters the game in the form of a team of 6 to challenge the defensive line arranged by the defending team, and the goal is to break down key buildings (such as camps).
  • the maximum duration of a single game can be predefined, such as 6 minutes. If the attacker successfully destroys the key buildings within the above-mentioned maximum duration of a single round, the round will end early and settle; End the game and proceed with settlement.
  • the guild war activity is not open at any time, but is only open during certain specific time periods for players to participate in.
  • the guild war event is limited to a weekly time, and it is open every Wednesday, Friday and Sunday at 7:30 pm and lasts about 30 minutes.
  • the current round starts when the event starts every Wednesday, and the current round ends when the event ends every Sunday. That is, an activity round may include one or more open activity periods.
  • each activity round the system matches multiple guilds into a group, and a single-round competition is conducted within the group.
  • each group includes 4 guilds
  • an event round includes 3 event periods
  • each group includes 4 guilds A, B, C and D.
  • guild A plays against guild B, and guild C plays against guild D;
  • guild A plays against guild C, Guild B fights Guild D;
  • guild A fights Guild D in the third event period, Guild A fights Guild D, and Guild B fights Guild C.
  • Guild A organizes a team to attack the pre-configured defense line of Guild B.
  • Guild B also organizes a team to attack the pre-configured defense line of Guild A.
  • the respective scores can determine the relationship between the winner and the loser of the match.
  • the guild's score can be calculated based on at least one of the following: the number/number of enemy defense resources destroyed, whether to destroy key enemy buildings, the time it takes to destroy key enemy buildings, and so on.
  • the outcome of each battle will determine the round points and season points obtained by the respective guilds.
  • the round points are used to sort the guilds in the group of the current round. After the current round ends, it will be restarted in the next round. Calculate round points.
  • Season points are used to sort all guilds in the current season. After the current season ends, the season points will be recalculated in the next season. Additionally, a season can include multiple event rounds, such as 5 or 10 event rounds.
  • multiple guilds participating in the same round of guild battle activities are determined by grouping based on the guild battle strength value. For example, sort all guilds in descending order of guild combat power value, and select every 4 guilds as a group to participate in the same round of guild warfare activities.
  • the guild combat power value is the average combat power value or the highest combat power value within a set historical period, and the set historical period can be the last half month or the last week, compared to directly using the current combat power. By using the average combat power value or the highest combat power value within the set historical period, players can be prevented to a certain extent from deliberately lowering the combat power value to match low combat power guilds.
  • FIG. 2 shows a flowchart of a method for controlling a virtual character provided by an embodiment of the present application.
  • the execution subject of each step of the method may be the terminal 10 in the implementation environment shown in FIG. 1 , such as a client of a game application program installed and running in the terminal 10 .
  • the method may include the following steps (210-250):
  • Step 210 displaying an activity main interface of the guild war activity, where the guild war activity refers to an asynchronous team attack and defense activity between different guilds.
  • the user wants to participate in the guild war activity or view the relevant information of the guild war activity, he can click the relevant interface controls to trigger the main interface of the activity displaying the guild war activity, which is used to display the guild.
  • Information about the battle activities such as the guild names and/or icons of both sides, the battle map, the remaining time, the battle button, etc.
  • the guild system interface 31 is triggered to be displayed.
  • the "enter the battlefield” in the guild system interface 31 is displayed.
  • the button 32 can be triggered, and the user clicks the "enter the battlefield” button 32 to switch the main activity interface 33 displaying the guild war activity.
  • information such as the guild names and/or icons of both sides in the current round of battle, the battle map 34, the remaining time, and the "play" button 35 are displayed.
  • the battle map includes multiple positions, a position refers to a battle area in the battle map, and a global battle map can be divided into multiple positions, such as including five positions in the middle, east, south, west, and north. Users can directly click on a certain battlefield to trigger the selection operation of the position.
  • the battle operation for the first position of the guild battle activity is received. For example, as shown in FIG. 3 , after the user clicks the northern position 36 , the user clicks the “play” button 35 to execute the battle operation for the northern position 36 .
  • the attack prompt information for the first position is displayed.
  • the main activity interface 33 also includes an attack marking button 37 , after the user clicks the northern position 36 , and then clicks the attacking mark button 37 to execute the attack marking operation for the northern position 36 , in the main activity interface 33 It is possible to display the offensive prompt information for the northern position 36, such as "attack the northern position with full force".
  • the attack mark button 37 may only be visible to the guild leader, but not visible to other members of the guild.
  • the main activity interface 33 in response to a pause-and-attack marking operation for the first position in the battle map, display pause-and-attack prompt information for the first position.
  • the main activity interface 33 also includes a stop attack mark button 38. After the user clicks the northern position 36, the user clicks the stop attack mark button 38 to execute the stop attack mark operation for the northern position 36.
  • the interface 33 may display a prompt message for suspending the attack for the northern position 36, such as "suspend the attack on the northern position".
  • the button 38 for canceling the attack mark may only be visible to the guild leader, but not to other members of the guild.
  • the main activity interface 33 in response to a position viewing operation for a first position in the battle map, the terrain of the first position and the defensive resources deployed by the enemy team in the first position are displayed.
  • the main activity interface 33 also includes a position view button 39. After the user clicks on the northern position 36, the user clicks the position view button 39 to perform a position view operation for the northern position 36, and display the position view of the northern position 36. Terrain and defensive resources placed by the enemy team in this northern position.
  • the position view button 39 may be visible to all staff.
  • owner information corresponding to each position may also be displayed in the battle map, where the owner information is used to indicate the owner of the position.
  • the owner information can simply indicate whether the position belongs to the own guild. such as red).
  • the owner information may also explicitly indicate the name of the owner of each position.
  • the user can perform various operations such as the battle selection operation, the attack marking operation, the suspending attack marking operation, and the position viewing operation for a certain position in the battle map, which makes the product functions more diverse and richer. sex.
  • the attack marking operation and suspending attack marking operation the actions of each user of the attacker can be kept as consistent as possible, and the defender can be defeated more efficiently, thereby shortening the time consuming of the game and saving server resources.
  • Step 220 in response to the battle operation for the first position of the guild war activity, display a branch selection interface of the first position.
  • the branch selection interface is used to display multiple branches included in the first position.
  • the branch selection interface is also used to display the attack branch selected by each virtual character in the team attacking the first position.
  • the first position may be any position among the multiple positions included in the battle map. If the user performs the battle operation for the first position in the manner described above, the branch selection interface of the first position is displayed.
  • the branch selection interface is used to display the multiple branches included in the first position, and the attack branch selected by each virtual character of the own team attacking the first position.
  • a position may include multiple different branches, for example, a position includes 3 branches, and each branch may be independent of each other, that is, the player cannot control the virtual character to move from one branch to another A branch; or, in some designs, may also allow the player to control the movement of the avatar from one branch to another.
  • Players on the attacking side can choose their own appropriate branch as the offensive branch according to the defensive resources deployed by the defending team in each branch of the first position and the branch selected by other players in the team.
  • the attacker includes 6 players, 2 players choose the upper branch, the other 2 players choose the middle branch, and the remaining 2 players choose the lower branch; or, 3 players can choose the upper branch, The other 1 player chooses the middle split, and the remaining 2 players choose the down split.
  • each branch can be set with the maximum number of players allowed to be accommodated, or not.
  • Step 230 in response to the selection operation for the target branch of the first position, determine the attack branch of the own avatar as the target branch.
  • FIG. 4 shows a schematic diagram of a branch selection interface 40, in the branch selection interface 40, including the sky road above, the regular road in the middle and the pit road below.
  • different Branches can have different terrains and properties.
  • the sky road has a high-altitude jump platform, with a large space and few footholds, which tests the operation and has relatively weak defense force
  • the conventional road has a conventional battlefield, with medium space, which is easy to operate and has dense defense force
  • the space is small and the defense strength is medium.
  • Each branch includes 3 selection controls (indicated by the + sign in the figure). If the user wants to select the middle branch as the offensive branch, then the user can click the selection control on the middle branch, and correspondingly, select the branch in the branch.
  • the account avatar 41 of the user is displayed.
  • the branch selection interface 40 may further include a preparation button 42 and a position entry button 43 .
  • the preparation button 42 is visible to all members, and the user clicks the preparation button 42 to indicate that he has selected to complete the attack branch and is ready to enter the position.
  • the entry button 43 is only visible to the team leader. After all members of the team are ready, the entry button 43 can be clicked, and the captain clicks the entry button 43 to trigger the entry to start the current round of offense and defense.
  • a ready prompt icon corresponding to the user may be displayed in the branch selection interface 40 .
  • Step 240 when the own team completes the combat preparation, display the offensive and defensive battle interface of the target branch, and the offensive and defensive battle interface is used to display the battle scene between the own team and the enemy team.
  • the attacker is attacking a dungeon. In a single round, except for teammates, other guild members do not affect each other; when entering a single round again, it is equivalent to refreshing the dungeon and returning to the initial state, and the progress is not stored.
  • the goal of the attacker is to destroy the defense resources arranged by the defender. For example, it is best to destroy the defense resources of the defender's base; the defender does not need to operate, and automatically defends through the defense resources arranged in the early stage.
  • the virtual character controlled by the player will not leave the team or disconnect, but will be temporarily taken over by AI to perform some simple movement and offensive operations, and can add AI takeover related prompts.
  • the target branch may be divided into a plurality of sections, which are displayed in sequence in the order of each section in the attack-defense battle interface.
  • the defense resources arranged by the enemy team in the first section of the target branch are displayed; in response to the destruction of the defensive resources arranged in the first section, the offensive and defensive battle interface shows that the local team is in the first section.
  • Defense resources arranged in the next segment of an interval; in response to the destruction of the defense resources arranged in the last segment of the target branch, the base defense resources of the first position are displayed in the offensive and defensive battle interface.
  • next segment will be displayed only when the defense resources arranged in the current segment are destroyed, otherwise the next segment will not be displayed; only when the defense resources arranged in the last segment are destroyed , the final base defense resources will be displayed, otherwise the base defense resources will not be displayed.
  • the rendering and display are performed segment by segment, which can save the rendering and display resources of the terminal, prevent the terminal from performing unnecessary rendering and display operations, and realize on-demand rendering and display.
  • Step 250 In response to the control operation on the own virtual character, control the own virtual character to perform a corresponding operation in the battle scene.
  • Users can control their avatars to move in the battle scene (such as walking, sprinting, jumping, squatting, etc.), or they can control their avatars to use virtual weapons (such as virtual firearms) to launch enemy defense resources in the battle scene. Attack to destroy enemy defense resources.
  • virtual weapons such as virtual firearms
  • the attacker can obtain in-game points by destroying the defensive resources arranged by the defender.
  • in-game points can only be obtained by destroying some key defense resources.
  • the key defense resources can be some specific defense roles and/or defense facilities, and the key defense resources can be displayed differently in the interface, so as to facilitate the attacking user differentiate. It should be noted that different positions correspond to different games, so the intra-game points of the games of different positions are calculated independently and do not interfere with each other.
  • the owner of each position is determined according to the in-game points of the guilds of both sides in each position.
  • the two guilds in the battle are Guild A and Guild B.
  • Guild A attacks the defense line deployed by Guild B in each position
  • Guild B attacks the defense line deployed by Guild A in each position.
  • the two share the same battle map, but they are fighting against each other.
  • the form of defensive lines deployed in various positions of the map can vary.
  • guild A attacks the defensive line deployed by guild B in the central position, and obtains in-game points S1
  • guild B attacks the defensive line deployed by guild A in the central position, and obtains in-game points S2.
  • S1 > S2 it means that the owner of the central position is Guild A (that is, Guild A occupies the central position), on the contrary, if S1 ⁇ S2, it means that the owner of the central position is Guild B (that is, Guild B occupies the central position).
  • Corresponding occupation points can be set for each position, and the occupation points corresponding to different positions can be the same or different. For example, the occupation of the central position is divided into 5, the occupation of the eastern position is divided into 4, the occupation of the southern position is divided into 3, the occupation of the western position is divided into 2, and the occupation of the northern position is divided into 1.
  • the terminal may also display the first ranking data and/or the second ranking data of its own guild in the relevant user interface.
  • the first ranking data refers to the ranking of your own guild in the current round of guild warfare activities.
  • the current round of guild warfare activities includes participation of multiple guilds, and the ranking is determined based on the in-game points of each guild.
  • the second ranking data refers to the ranking of your own guild in the current season's guild battle activities.
  • the current season's guild battle activities include participation of multiple guilds, and the ranking is determined based on the season points of each guild.
  • the technical solutions provided by the embodiments of the present application provide a product function for guild warfare activities, so that different guilds can implement asynchronous team offensive and defensive activities.
  • the so-called asynchronous team offensive and defensive activities mean that the defender has asynchronous data, and its defense resources are pre-configured.
  • the attacker attacks the defense resources configured by the defender, the defender does not need to perform synchronous operations, and the defender arranges The defensive resources will automatically (such as through AI control strategies) launch counterattacks to the attackers.
  • the process may include the following steps (510-530):
  • Step 510 in the case that the current login account has the right to configure defense resources, display the defense resource configuration interface of the guild war activity, the defense resource configuration interface is used to configure the defense resources of the local guild, and the defense resource configuration interface includes the guild war activity , which includes multiple positions.
  • Defense resource configuration permission refers to the permission to configure defense resources.
  • the president and/or administrator of the guild has the right to configure defense resources of the guild.
  • FIG. 6 a schematic diagram of a defense resource configuration interface 60 is shown.
  • the user is allowed to configure the defense resources of his own guild.
  • the user can see the battle map 61 of the guild war activity in the defense resource configuration interface 60, as shown in FIG.
  • the defense role providing interface for guild warfare activities is displayed, and the defense role providing interface is used to provide defense roles for the own guild.
  • the defense role provided to the own guild is added and displayed.
  • the right to provide a defense role refers to the permission to provide a defense role for the local guild.
  • the defense role can be one or more virtual roles owned by the current login account.
  • the defense role provides permissions that are open to all members of the guild, or can be set by the leader or administrator to be open to some members of the guild, such as only members whose combat power is higher than the threshold.
  • the threshold value is 3, which means that a user account can only provide 3 defense roles at most. These provided defense roles can be used by the president or administrator when deploying defense resources.
  • the defense role providing interface 62 includes an add control 63 , and the user can click the add control 63 to add a defense role provided to his own guild for deployment as defense resources, and each defense role can be configured with corresponding Virtual weapons.
  • Step 520 in response to the operation of configuring the defense resources for the second position in the battle map, displaying the defense resources allocated to the second position.
  • the second position may be any position among the multiple positions included in the battle map.
  • the user may click on the battle map to select the second battle position.
  • the defense resource allocation operation is used to allocate defense resources to the selected position (eg, the second position).
  • the defense role configuration options and defense facility configuration options will be displayed.
  • the defense role configuration option is used to trigger the display of the defense role configuration interface
  • the defense facility configuration option is used to trigger the display of the defense facility configuration interface.
  • the defense role configuration interface is used to configure defense roles
  • FIG. 7 shows a schematic diagram of a defense role configuration interface 70 .
  • the defense facility configuration interface is used to configure defense facilities
  • FIG. 8 shows a schematic diagram of a defense facility configuration interface 80 .
  • the defense resource configuration interface (or defense role configuration interface) includes a defense role configuration area and a defense role selection area
  • the operation instruction displays the target defense role assigned to the second position in the defense role configuration area.
  • the defense role configuration interface 70 includes a defense role configuration area 71 and a defense role selection area 72.
  • the defense role configuration area 71 is used to display the defense roles that have been allocated to each position, and the defense role selection area 72 is used to display available defense roles.
  • Alternative defensive roles The user can select and configure the defense role by dragging the icon of the target defense role from the defense role selection area 72 to the defense role configuration area 71 .
  • the defense resource configuration interface (or defense facility configuration interface) includes a defense facility configuration area and a defense facility selection area
  • the operation command displays the target defense facility assigned to the second position in the defense facility configuration area.
  • the defense facility configuration interface 80 includes a defense facility configuration area 81 and a defense facility selection area 82.
  • the defense facility configuration area 81 is used to display the defense facilities that have been configured for each position, and the defense facility selection area 82 is used to display available defense facilities.
  • the user can select and configure the defense facility by dragging the icon of the target defense facility from the defense facility selection area 82 to the defense facility configuration area 81 .
  • the defense settings include but are not limited to turrets, soldier generators, character enhancers, elite monsters, roadblocks, etc., which are not limited in this embodiment of the present application.
  • the defense resource selection area and the defense resource configuration area are displayed in the same user interface, so that the user can be more intuitive. You can see the available defense resources and the configured defense resources, which helps to improve the efficiency and accuracy of the user's configuration of defense resources.
  • the defense resource configuration interface further includes a quick configuration control, where the quick configuration control is used to quickly configure defense resources, such as including defense roles and/or defense facilities.
  • the defense role configuration interface 70 shown in FIG. 7 and the defense facility configuration interface 80 described in FIG. 8 both include a "one-key assignment" button, and the "one-click assignment” button is a shortcut configuration control for Trigger the automatic configuration of defensive roles and/or defenses with a single action.
  • an upper limit of the defense roles or defense facilities that can be assigned on each position, and an interface prompt can be given when the upper limit is reached.
  • the method provided by the embodiment of the present application may further include the following steps: in response to a triggering operation for the quick configuration control, displaying all position options and current position options; in response to a selection operation for all position options, automatically configuring all positions in the battle map The defense resources of ; in response to the selection operation for the current position option, the defense resources of the currently selected position in the battle map are automatically configured.
  • automatic configuration may be performed according to preset configuration rules.
  • the candidate defensive roles can be sorted in descending order of combat power, and then based on the sorting result, one defensive role is selected at a time, according to the middle and east. , West, South, North, North, South, West, East, Middle, each time a selected defense role is assigned to a position, until the candidate defense role assignment is completed, or the defense role settings for all positions are completed.
  • the automatic configuration of the defense resources is realized, the configuration operation of the user is reduced, and the configuration efficiency is further improved.
  • Step 530 in response to the configuration completion operation for the second position, save the defense resources configured for the second position.
  • the user can click the configuration complete control in the defense resource configuration interface, and the client saves the defense resource information configured by the user accordingly.
  • the method may further include: in response to the preview operation for the second position, displaying the terrain of the second position and the defense resources arranged by the own guild in the second position.
  • the defense resource configuration interface may also include a preview control, the user clicks the preview control to trigger the above-mentioned preview operation, and the client displays the configured terrain of the second position and the defense resources arranged by the own guild in the second position, so that the user can Visually understand the configuration of its defense lines.
  • the defense resource preview interface may be as shown in FIG. 9 .
  • the defense resource preview interface 90 includes the terrain of the position and the defense resources arranged in the position, such as defense characters 91 and defense facilities 92 .
  • step 530 it may further include: in response to the operation of opening the simulated warfare authority for the second position, enabling the simulated warfare authority of the second position; wherein, when the simulated warfare authority of the second position is in an enabled state , the members of their own guild are allowed to form a team into the second position for offensive and defensive battles.
  • the president or administrator can open the authority to allow members to conduct simulated battles to experience the strength of their own defense lines. There is no reward for this process.
  • the gameplay in the simulated battle is exactly the same as the gameplay in the actual guild battle, only the content of the points display is canceled.
  • the simulated battle is closed during the opening hours of the event to avoid player misoperation.
  • the user can preview and simulate an attack on the configured defense resources after configuring the defense resources for the position, so that the user can See the defense effect of the configured defense resources, and provide users with more useful information. If you feel that there is something inappropriate after the preview, you can adjust and modify the configured defense resources, which will help improve the defense resources.
  • the rationality and accuracy of the configuration are provided.
  • the configuration strategy of UGC elements by introducing the configuration strategy of UGC elements, players on the defending side can customize the configuration of information such as the number, type, and location of defense roles and/or defense facilities, so that the defense resources can be fully configured.
  • the configuration is more flexible and diverse, providing players with more strategy and fun.
  • the configuration of defense resources requires authorization verification of login accounts. Only authorized login accounts can configure defense resources, which can effectively prevent defense resources from being repeatedly or indiscriminately configured, thus wasting processing resources of terminals and servers.
  • FIG. 10 shows a block diagram of an apparatus for controlling a virtual character provided by an embodiment of the present application.
  • the device has the function of realizing the above-mentioned control method of the virtual character, and the function can be realized by hardware, and can also be realized by the hardware executing corresponding software.
  • the device may be a terminal, or may be set in a terminal.
  • the apparatus 1000 may include: an active main interface display module 1001 , a branch selection interface display module 1002 , a target branch determination module 1003 , an attack and defense interface display module 1004 and a virtual character control module 1005 .
  • the activity main interface display module 1001 is used to display the activity main interface of the guild war activity, and the guild war activity refers to the team attack and defense activity asynchronously performed between different guilds.
  • the branch selection interface display module 1002 is configured to display the branch selection interface of the first position in response to the battle operation for the first position of the guild war activity; wherein, the branch selection interface is used to display all the Describe the multiple branches contained in the first position.
  • the target branch determination module 1003 is configured to, in response to the selection operation of the target branch for the first position, determine the attack branch of the virtual character of the self as the target branch.
  • the offensive and defensive battle interface display module 1004 is used to display the offensive and defensive battle interface of the target branch when the own team has completed combat preparations, and the offensive and defensive battle interface is used to display the own team and the enemy team. The battle scene between them.
  • the virtual character control module 1005 is configured to control the self virtual character to perform corresponding operations in the battle scene in response to the control operation on the self virtual character.
  • the main activity interface includes a battle map of the guild war activity, and the battle map includes a plurality of positions; the apparatus 1000 further includes an operation response module for:
  • the terrain of the first position and the defense resources arranged by the enemy team in the first position are displayed.
  • the apparatus 1000 further includes an attribution information display module, configured to display the attribution information corresponding to each position in the battle map, where the attribution information is used to indicate the attribution of the position By.
  • attack and defense interface display module 1004 is used for:
  • the base defense resources of the first position are displayed in the attack-defense battle interface.
  • the apparatus 1000 further includes a defense resource configuration module for:
  • the defense resource configuration interface is used to configure the defense resources of the own guild, and the defense resource configuration interface includes all The battle map of the guild war activity, the battle map includes a plurality of positions;
  • the defensive resources configured for the second position are saved.
  • the defense resource configuration module is configured to perform at least one of the following:
  • the defense resource configuration interface includes a defense role configuration area and a defense role selection area
  • in response to the operation instruction for adding the target defense role in the defense role selection area to the defense role configuration area in the defense role configuration area
  • the target defense role assigned to the second position is displayed in the defense role configuration area;
  • the defense resource configuration interface includes a defense facility configuration area and a defense facility selection area
  • in response to the operation instruction for adding the target defense facility in the defense facility selection area to the defense facility configuration area in the defense facility configuration area
  • the target defense facility allocated to the second position is displayed in the defense facility configuration area.
  • the defense resource configuration interface further includes a quick configuration control
  • the defense resource configuration module is further configured to:
  • the defense resources of the position currently in the selected state in the battle map are automatically configured.
  • the apparatus 1000 further includes a defense resource preview module, configured to, in response to a preview operation for the second position, display the terrain of the second position and the position of the guild in the first position. Defense resources deployed in the second position.
  • the apparatus 1000 further includes a simulated warfare enabling module, configured to enable the simulated warfare authority of the second position in response to an operation of opening the simulated warfare authority for the second position;
  • a simulated warfare enabling module configured to enable the simulated warfare authority of the second position in response to an operation of opening the simulated warfare authority for the second position;
  • the members of the local guild are allowed to form a team to enter the second position to conduct offensive and defensive battles.
  • the apparatus 1000 further includes a defense role adding module for:
  • the current login account has the right to provide defense roles, display the defense role providing interface of the guild war activity, and the defense role providing interface is used to provide the defense role of the own guild;
  • the defense role provided to the own guild is added and displayed.
  • the apparatus 1000 further includes a ranking data display module configured to perform at least one of the following:
  • the first ranking data refers to the ranking of your own guild in the current round of guild warfare activities, and the current round of guild warfare activities includes multiple guilds Participate, and the ranking is determined according to the round points of each guild;
  • the second ranking data refers to the ranking of the guild in the current season's guild war activities, and the current season's guild war activities include participation of multiple guilds, And the ranking is determined according to the season points of each guild.
  • the multiple guilds participating in the same round of guild warfare activities are determined by grouping based on the guild combat power value; The highest combat power value.
  • the method is applied in a side-scrolling game.
  • the technical solutions provided by the embodiments of the present application provide a product function for guild warfare activities, so that different guilds can implement asynchronous team offensive and defensive activities.
  • This kind of asynchronous team offensive and defensive activities, the defender and the attacker do not have to be online at the same time, but also can realize the product function, avoid a large number of clients online at the same time, resulting in performance bottlenecks such as lag and delay on the server, which can effectively reduce the impact on the server.
  • FIG. 11 shows a structural block diagram of a terminal 1100 provided by an embodiment of the present application.
  • the terminal 1100 may be a mobile phone, a tablet computer, a smart TV, a multimedia playback device, a PC, or the like.
  • the terminal 1100 may be the terminal introduced in the embodiment of FIG. 1 .
  • the terminal 1100 includes: a processor 1101 and a memory 1102 .
  • the processor 1101 may include one or more processing cores, such as a 4-core processor, an 8-core processor, and the like.
  • the processor 1101 can be implemented by at least one hardware form among DSP (Digital Signal Processing, digital signal processing), FPGA (Field Programmable Gate Array, field programmable gate array), and PLA (Programmable Logic Array, programmable logic array).
  • the processor 1101 may also include a main processor and a coprocessor.
  • the main processor is a processor used to process data in the wake-up state, also called CPU (Central Processing Unit, central processing unit); the coprocessor is A low-power processor for processing data in a standby state.
  • the processor 1101 may be integrated with a GPU (Graphics Processing Unit, image processor), and the GPU is used for rendering and drawing the content that needs to be displayed on the display screen.
  • the processor 1101 may further include an AI (Artificial Intelligence, artificial intelligence) processor, where the AI processor is used to process computing operations related to machine learning.
  • AI Artificial Intelligence, artificial intelligence
  • Memory 1102 may include one or more computer-readable storage media, which may be non-transitory. Memory 1102 may also include high-speed random access memory, as well as non-volatile memory, such as one or more disk storage devices, flash storage devices.
  • the terminal 1100 may optionally further include: a peripheral device interface 1103 and at least one peripheral device.
  • the processor 1101, the memory 1102 and the peripheral device interface 1103 may be connected through a bus or a signal line.
  • Each peripheral device can be connected to the peripheral device interface 1103 through a bus, a signal line or a circuit board.
  • the peripheral device may include at least one of a display screen 1104 , an audio circuit 1105 , a communication interface 1106 and a power supply 1107 .
  • FIG. 11 does not constitute a limitation on the terminal 1100, and may include more or less components than the one shown, or combine some components, or adopt different component arrangements.
  • Terminal 1100 may include a processor and a memory in which at least one instruction, at least one piece of program, code set, or instruction set is stored.
  • the at least one instruction, at least one piece of program, code set or instruction set is configured to be executed by one or more processors, so as to implement the above-mentioned method of controlling a virtual character.
  • a computer-readable storage medium stores at least one instruction, at least one piece of program, code set or instruction set, the at least one instruction, the at least one piece of program .
  • the code set or the instruction set implements the above-mentioned control method for a virtual character when it is executed by the processor of the terminal.
  • the computer-readable storage medium may include: ROM (Read-Only Memory, read-only memory), RAM (Random-Access Memory, random access memory), SSD (Solid State Drives, solid-state hard disk), or an optical disk.
  • the random access memory may include ReRAM (Resistance Random Access Memory, resistive random access memory) and DRAM (Dynamic Random Access Memory, dynamic random access memory).
  • a computer program product or computer program comprising computer instructions stored in a computer readable storage medium.
  • the processor of the terminal reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, so that the terminal executes the above-mentioned method for controlling a virtual character.
  • references herein to "a plurality” means two or more.
  • "And/or" which describes the association relationship of the associated objects, means that there can be three kinds of relationships, for example, A and/or B, which can mean that A exists alone, A and B exist at the same time, and B exists alone.
  • the character "/" generally indicates that the associated objects are an "or” relationship.
  • the numbering of the steps described in this document only exemplarily shows a possible execution sequence between the steps. In some other embodiments, the above steps may also be executed in different order, such as two different numbers. The steps are performed at the same time, or two steps with different numbers are performed in a reverse order to that shown in the figure, which is not limited in this embodiment of the present application.

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Abstract

本申请公开了一种虚拟角色的控制方法、装置、终端及存储介质,涉及计算机和互联网技术领域。所述方法包括:显示公会战活动的活动主界面(210);响应于针对公会战活动的第一阵地的出战操作,显示第一阵地的分路选择界面(220);响应于针对第一阵地的目标分路的选择操作,确定自身虚拟角色的进攻分路为目标分路(230);在本方队伍完成作战准备的情况下,显示目标分路的攻防对战界面,攻防对战界面用于展示本方队伍与敌方队伍之间的对战场景(240);响应于针对自身虚拟角色的控制操作,控制自身虚拟角色在对战场景中执行相应操作(250)。本申请提供一种异步进行的组队攻防活动的产品功能,能有效降低对服务器处理资源的要求。

Description

虚拟角色的控制方法、装置、终端、存储介质及程序产品
本申请要求于2021年01月21日提交的申请号为202110084115.3、发明名称为“虚拟角色的控制方法、装置、终端及存储介质”的中国专利申请的优先权,其全部内容通过引用结合在本申请中。
技术领域
本申请实施例涉及计算机和互联网技术领域,特别涉及一种虚拟角色的控制方法、装置、终端、存储介质及程序产品。
背景技术
横版游戏是一种常见的游戏类型。
在目前的横版游戏中,通常都提供给用户多个不同的关卡,用户控制虚拟角色在关卡中击杀敌对角色,达到通过关卡的目的。
然而,目前的横版游戏产品功能较为单一。
发明内容
本申请实施例提供了一种虚拟角色的控制方法、装置、终端、存储介质及程序产品。所述技术方案如下:
根据本申请实施例的一个方面,提供了一种虚拟角色的控制方法,所述方法由终端执行,所述方法包括:
显示公会战活动的活动主界面,所述公会战活动是指不同公会之间异步进行的组队攻防活动;
响应于针对所述公会战活动的第一阵地的出战操作,显示所述第一阵地的分路选择界面;其中,所述分路选择界面用于展示所述第一阵地包含的多个分路;
响应于针对所述第一阵地的目标分路的选择操作,确定自身虚拟角色的进攻分路为所述目标分路;
在所述本方队伍完成作战准备的情况下,显示所述目标分路的攻防对战界面,所述攻防对战界面用于展示所述本方队伍与敌方队伍之间的对战场景;
响应于针对所述自身虚拟角色的控制操作,控制所述自身虚拟角色在所述对战场景中执行相应操作。
根据本申请实施例的一个方面,提供了一种虚拟角色的控制装置,所述装置包括:
活动主界面显示模块,用于显示公会战活动的活动主界面,所述公会战活动是指不同公会之间异步进行的组队攻防活动;
分路选择界面显示模块,用于响应于针对所述公会战活动的第一阵地的出战操作,显示所述第一阵地的分路选择界面;其中,所述分路选择界面用于展示所述第一阵地包含的多个分路;
目标分路确定模块,用于响应于针对所述第一阵地的目标分路的选择操作,确定自身虚拟角色的进攻分路为所述目标分路;
攻防对战界面显示模块,用于在所述本方队伍完成作战准备的情况下,显示所述目标分路的攻防对战界面,所述攻防对战界面用于展示所述本方队伍与敌方队伍之间的对战场景;
虚拟角色控制模块,用于响应于针对所述自身虚拟角色的控制操作,控制所述自身虚拟角色在所述对战场景中执行相应操作。
根据本申请实施例的一个方面,提供了一种终端,所述终端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、所述至少一段程序、所述代码集或指令集由所述处理器加载并执行以实现上述虚拟角色的控制方法。
根据本申请实施例的一个方面,提供了一种计算机可读存储介质,所述存储介质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、所述至少一段程序、所述代码集或指令集由处理器加载并执行以实现上述虚拟角色的控制方法。
根据本申请实施例的一个方面,提供了一种计算机程序产品或计算机程序,该计算机程序产品或计算机程序包括计算机指令,该计算机指令存储在计算机可读存储介质中。终端的处理器从计算机可读存储介质读取该计算机指令,处理器执行该计算机指令,使得该终端执行上述虚拟角色的控制方法。
本申请提供了一种公会战活动的产品功能,使得不同公会之间能够实现异步进行的组队攻防活动。所谓异步进行的组队攻防活动,是指防守方为异步数据,其防御资源预先配置好,进攻方在攻击防守方配置的防御资源的过程中,防守方不需要进行同步的操作,防守方布置的防御资源会自动(如通过AI(Artificial Intelligence,人工智能)控制策略)向进攻方发起反击。这种异步进行的组队攻防活动,防守方和进攻方不必同时在线,也能够实现产品功能,避免在同一时刻大量客户端在线,导致服务器出现卡顿、延迟等性能瓶颈,能够有效降低对服务器处理资源的要求。
附图说明
图1是本申请一个实施例提供的方案实施环境的示意图;
图2是本申请一个实施例提供的虚拟角色的控制方法的流程图;
图3是本申请一个实施例提供的公会系统界面和活动主界面的示意图;
图4是本申请一个实施例提供的分路选择界面的示意图;
图5是本申请一个实施例提供的防御资源的配置流程的示意图;
图6是本申请一个实施例提供的防御资源配置界面的示意图;
图7是本申请一个实施例提供的防御角色配置界面的示意图;
图8是本申请一个实施例提供的防御设施配置界面的示意图;
图9是本申请一个实施例提供的防御资源预览界面的示意图;
图10是本申请一个实施例提供的虚拟角色的控制装置的框图;
图11是本申请一个实施例提供的终端的结构示意图。
具体实施方式
请参考图1,其示出了本申请一个实施例提供的方案实施环境的示意图。该方案实施环境可以实现成为一个游戏系统。该方案实施环境可以包括:终端10和服务器20。
终端10的数量可以是多个,终端10可以是诸如手机、平板电脑、PC(Personal Computer,个人计算机)、游戏主机等电子设备。终端10中可以安装运行游戏应用程序的客户端,该游戏应用程序能够提供本申请技术方案所介绍的功能,如公会战活动。可选地,该游戏应用程序可以是横版游戏。
横版游戏可以是任何能够提供虚拟环境,以供用户控制虚拟角色在该虚拟环境中进行二维活动的应用程序,如横版闯关游戏、横版格斗游戏、横版跑酷游戏等。可选地,在该横版游戏中包括供虚拟角色行走的至少一条移动路径。其中,该移动路径是二维的移动路径。用户在控制虚拟角色行走时,可以在二维平面中控制虚拟角色进行上、下、左、右的移动,但用户无法控制虚拟角色在三维空间中进行前、后的移动。
服务器20可以是一台服务器,也可以是由多台服务器组成的服务器集群,或者是一个云计算服务中心。服务器20可以是上述游戏应用程序的后台服务器,用于为客户端提供后台服务。
终端10和服务器20之间可以通过网络进行通信。
在本申请技术方案中,提供了一种公会战活动的游戏功能。公会战活动是指不同公会之间异步进行的组队攻防活动。
公会是指游戏应用程序中创建的一个团体,一个公会通常可以供多个不同用户(或称为用户帐号)加入,从而形成一个团体。公会也可以称为团队、团体、群组等其他名称。在一个公会中,可以包括一个或多个会长(通常为一个),还可以包括一个或多个管理员,还可以包括一个或多个普通公会成员,当然,上述公会会长和管理员也属于该公会的成员。公会会长是该公会的创建者和所有者,管理员可以由会长设置,用于帮助会长对公会进行一些日常管理工作。另外,公会中还可以结合实际产品需求,设置其他的角色,本申请实施例对此不作限定。对于某些游戏应用程序来说,某些游戏功能是仅向公会成员开放的,换句话说,只有用户加入了某个公会,才能够使用该游戏功能,如果没有加入任何公会,则无法使用该游戏功能。一个用户(或称为用户帐号)通常仅能够加入一个公会,且用户可以结合需求更换其所加入的公会,当然也不限定一个用户允许加入多个公会。在一些可能的设计中,有的游戏功能需要加入同一公会的多个用户进行组队之后才能参与。例如,本申请提出的公会战活动则需要用户加入公会之后才能参与,且需要用户和公会内的其他成员进行组队之后参与对局。
所谓组队攻防活动,是指存在至少两方公会,一方公会作为防守方,另一方公会作为进攻方,进攻方的多个玩家以组队的形式,通过操控游戏中的虚拟角色攻击防守方,防守方利用配置好的防御资源(如防御角色和/或防御设施)进行防守。进攻方队伍中可以包括多个玩家(如6个),每个玩家可以操控一个虚拟角色攻击防守方,这样,多个玩家同步操控各自的虚拟角色通过团队之间的互相配合来合力攻击防守方。所谓异步进行的组队攻防活动,是指防守方为异步数据,其防御资源预先配置好,进攻方玩家在攻击防守方配置的防御资源的过程中,防守方不需要有玩家进行同步的操作,防守方布置的防御资源会自动(如通过AI控制策略)向进攻方发起反击。另外,防守方在布置防御资源时,引入了UGC(User Generated Content,用户生成内容)元素的配置策略,即防守方玩家能够自定义配置防御角色和/或防御设施的数量、种类、位置等信息。
在可能的实施例中,进攻方以6人队伍形式进入局内挑战防守方布置好的防线,目标为击破关键建筑(如营地)。可选地,单局最大时长可以预定义,如6分钟。若进攻方在上述单局最大时长之内成功摧毁了关键建筑,则本局提前结束并进行结算;若进攻方在上述单局最大时长达到时还未摧毁关键建筑,则在单局最大时长达到时结束本局并进行结算。
在可能的实施例中,公会战活动并不是随时开放的,仅在某一些特定的时间段开放,以供玩家参与。比如,公会战活动每周限时,每逢周三、周五和周日晚7点30开放,持续约30分钟。每周三活动开始时为当前轮次开始,每周日活动结束时为当前轮次结束。也即,一个活动轮次可以包括一个或者多个开放的活动时段。
在可能的实施例中,在每一个活动轮次中,系统匹配多个公会为一个小组,小组内进行单循环比拼。例如,每个小组包括4个公会,一个活动轮次包括3个活动时段,在每个活动时段,小组内都有两场比拼。例如,每个小组包括A、B、C和D共4个公会,在第1个活动时段,公会A对战公会B,公会C对战公会D;在第2个活动时段,公会A对战公会C,公会B对战公会D;在第3个活动时段,公会A对战公会D,公会B对战公会C。以公会A对战公会B为例,公会A组织队伍攻击公会B预先配置好的防御线,与此同时,公会B也会组织队伍攻击公会A预先配置好的防御线,通过统计公会A和公会B各自的得分,可以确定出此次对战两者的胜平负关系。公会的得分可以基于如下至少之一进行计算得到:摧毁的敌方防御资源的数量/次数、是否摧毁敌方关键建筑、摧毁敌方关键建筑的耗时,等等。每一次对战的胜平负关系,将决定各自公会获得的轮次积分和赛季积分,轮次积分用来给当前轮次的小组内各公会进行排序,当前轮次结束后将在下一轮次重新计算轮次积分,赛季积分用 来给当前赛季的所有公会进行排序,当前赛季结束后将在下一赛季重新计算赛季积分。另外,一个赛季可以包括多个活动轮次,如5或10个活动轮次。
可选地,参与同一轮次的公会战活动的多个公会是基于公会战力值进行分组确定的。例如,将所有公会按照公会战力值由大到小的顺序进行排序,按序选取每4个公会作为一个分组参与同一轮次的公会战活动。可选地,公会战力值是设定历史时段内的平均战力值或最高战力值,该设定历史时段可以是最近半个月或最近一星期,相比于直接采用当前时刻战力值,通过采用设定历史时段内的平均战力值或最高战力值,可以在一定程度上避免玩家故意降低战力值而匹配低战力公会。
下面,将通过几个实施例对本申请技术方案进行更为详细的介绍说明。
请参考图2,其示出了本申请一个实施例提供的虚拟角色的控制方法的流程图。该方法各步骤的执行主体可以是图1所示实施环境中的终端10,如终端10中安装运行的游戏应用程序的客户端。该方法可以包括如下几个步骤(210~250):
步骤210,显示公会战活动的活动主界面,公会战活动是指不同公会之间异步进行的组队攻防活动。
在公会战活动的开放时段内,如果用户想要参与公会战活动或者查看公会战活动的相关信息,可以点击相关界面控件,触发显示公会战活动的活动主界面,该活动主界面用于展示公会战活动的相关信息,如对战双方的公会名称和/或图标、对战地图、剩余时间、出战按钮等信息。
在一个示例中,如图3所示,用户点击游戏主界面中的“公会”按钮之后,触发显示公会系统界面31,在公会战活动的开放时段内,公会系统界面31中的“进入战场”按钮32可被触发,用户点击该“进入战场”按钮32,切换显示公会战活动的活动主界面33。在该活动主界面33中,显示当前轮次对战双方的公会名称和/或图标、对战地图34、剩余时间、“出战”按钮35等信息。
可选地,对战地图包括多个阵地,阵地是指对战地图中的一个对战区域,一个全局的对战地图可以划分为多个阵地,如包括中、东、南、西、北共5个阵地。用户可以直接点击某一个战地,触发对该阵地的选择操作。
在一个示例中,响应于针对对战地图中的第一阵地的出战选择操作,确定接收到针对公会战活动的第一阵地的出战操作。例如,如图3所示,用户点击北部阵地36之后,再点击“出战”按钮35,执行对该北部阵地36的出战操作。
在一个示例中,响应于针对对战地图中的第一阵地的进攻标记操作,显示针对第一阵地的进攻提示信息。例如,如图3所示,活动主界面33中还包括进攻标记按钮37,用户点击北部阵地36之后,再点击进攻标记按钮37,执行对该北部阵地36的进攻标记操作,活动主界面33中可以显示针对该北部阵地36的进攻提示信息,如“全力进攻北部阵地”。可选地,该进攻标记按钮37可以仅公会会长可见,公会中其他成员不可见。
在一个示例中,响应于针对对战地图中的第一阵地的暂停进攻标记操作,显示针对第一阵地的暂停进攻提示信息。例如,如图3所示,活动主界面33中还包括暂停进攻标记按钮38,用户点击北部阵地36之后,再点击暂停进攻标记按钮38,执行对该北部阵地36的暂停进攻标记操作,活动主界面33中可以显示针对该北部阵地36的暂停进攻提示信息,如“暂停进攻北部阵地”。可选地,该取消进攻标记按钮38可以仅公会会长可见,公会中其他成员不可见。
在一个示例中,响应于针对对战地图中的第一阵地的阵地查看操作,显示第一阵地的地形以及敌方队伍在所述第一阵地中布置的防御资源。例如,如图3所示,活动主界面33中还包括阵地查看按钮39,用户点击北部阵地36之后,再点击阵地查看按钮39,执行对该北部阵地36的阵地查看操作,显示该北部阵地的地形以及敌方队伍在该北部阵地中布置的防御资 源。可选地,该阵地查看按钮39可以是全员可见。
可选地,还可以在对战地图中,显示各个阵地分别对应的归属者信息,该归属者信息用于指示阵地的归属者。例如,归属者信息可以简单指示该阵地是否属于本方公会归属,如属于本方公会归属的阵地显示为第一颜色(如蓝色),不属于本方公会归属的阵地显示为第二颜色(如红色)。又例如,归属者信息还可以明确指示各个阵地的归属者的名称。通过在对战地图中显示各个阵地分别对应的归属者信息,能够实现在界面中对各个阵地的归属者进行可视化、直观化的区分,有助于更加高效、快速地定位需要进攻的阵地,提升阵地选择的效率。
在本申请实施例中,用户可以在对战地图中针对某一阵地执行出战选择操作、进攻标记操作、暂停进攻标记操作、阵地查看操作等多种不同的操作,使得产品功能更具多样性和丰富性。例如,通过上述进攻标记操作和暂停进攻标记操作,可以使得进攻方的各个用户行动尽可能地保持一致,更为高效地击败防守方,从而缩短游戏对局的耗时,节省服务器资源。
步骤220,响应于针对公会战活动的第一阵地的出战操作,显示第一阵地的分路选择界面。
其中,分路选择界面用于展示第一阵地包含的多个分路。可选地,分路选择界面还用于展示进攻第一阵地的本方队伍中各个虚拟角色所选择的进攻分路。
第一阵地可以是对战地图包括的多个阵地中的任意一个阵地,如果用户采用上文介绍的方式,执行了针对该第一阵地的出战操作,则显示第一阵地的分路选择界面。分路选择界面用于展示第一阵地包含的多个分路,以及进攻第一阵地的本方队伍中各个虚拟角色所选择的进攻分路。在本申请实施例中,一个阵地可以包括多个不同的分路,例如一个阵地包括3个分路,各个分路之间可以互相独立,也即玩家无法控制虚拟角色从一个分路移动到另一个分路;或者,在一些设计中,也可以允许玩家控制虚拟角色从一个分路移动到另一个分路。进攻方的玩家可以依据防守方在第一阵地的各个分路中部署的防御资源情况,以及队伍中其他玩家所选择的分路,选择自己合适的分路作为进攻分路。例如,进攻方包括6名玩家,其中2名玩家选择上分路,另外2名玩家选择中分路,剩下2名玩家选择下分路;或者,也可以其中3名玩家选择上分路,另外1名玩家选择中分路,剩下2名玩家选择下分路。需要说明的是,每一个分路可以设置允许容纳的玩家最大数量,也可以不设置。
步骤230,响应于针对第一阵地的目标分路的选择操作,确定自身虚拟角色的进攻分路为目标分路。
示例性地,如图4所示,其示出了一个分路选择界面40的示意图,在该分路选择界面40中,包括上方的天空路、中间的常规路和下方的坑道路,不同的分路可以具有不同的地形和属性。例如,天空路具有高空跳台,空间宽大,落脚点少,考验操作,防御力量较为薄弱;常规路具有常规战场,空间中等,便于操作,防御力量密集;坑道路具有低矮坑道,空间狭小,操作空间小,防御力量中等。每一个分路中包括3个选择控件(图中+号所示),如果用户想要选择中间分路作为进攻分路,那么用户可以点击中间分路上的选择控件,相应地,在分路选择界面40的中间分路中,显示该用户的帐号头像41。
另外,如图4所示,分路选择界面40中还可以包括准备按钮42和进入阵地按钮43。其中,准备按钮42全员可见,用户点击该准备按钮42表示已选择完成进攻分路并做好了进入阵地的准备。进入阵地按钮43仅队伍的队长可见,在队伍中全员准备之后,该进入阵地按钮43可被点击,队长点击该进入阵地按钮43触发进入阵地开启本局攻防对战。可选地,用户点击准备按钮42进入准备状态之后,分路选择界面40中可以显示该用户对应的已准备提示图标。
步骤240,在本方队伍完成作战准备的情况下,显示目标分路的攻防对战界面,攻防对战界面用于展示本方队伍与敌方队伍之间的对战场景。
进攻方进攻的是一个副本,在单局内除队友外,其他公会成员间互不影响;再次进入单局时相当于刷新副本回到初始状态,不存储进度。进攻方的目标是摧毁防守方布置的防御资 源,如最好能够摧毁防守方的基地防御资源;防守方无需操作,通过前期布置好的防御资源自动防御。
在对局过程中,如果进攻方玩家掉线或弱网时,玩家控制的虚拟角色不离队不掉线,暂时由AI接管,进行一些简单的移动和进攻操作,并可增加AI接管相关提示。
可选地,目标分路可以被划分成多个区间段,攻防对战界面中按照各个区间段的顺序,依次进行显示。例如,在攻防对战界面中显示敌方队伍在目标分路的第一区间段内布置的防御资源;响应于第一区间段内布置的防御资源被摧毁,在攻防对战界面中显示地方队伍在第一区间段的下一区间段内布置的防御资源;响应于目标分路的最后一个区间段内布置的防御资源被摧毁,在攻防对战界面中显示第一阵地的基地防御资源。
也即,只有在当前区间段内布置的防御资源被摧毁的情况下,才会显示下一个区间段,否则不显示下一个区间段;只有在最后一个区间段内布置的防御资源被摧毁的情况下,才会显示最终的基地防御资源,否则不显示基地防御资源。通过这种方式,逐个区间段进行渲染显示,可以节省终端的渲染显示资源,避免终端执行不必要的渲染显示操作,实现按需渲染显示。另外,通过这种方式,也可以有效控制玩家必须在摧毁相应防御资源之后才能推进游戏进度,避免玩家通过控制虚拟角色快速跑动等方式推进游戏进度,增强攻防对战的激烈性和完整性。
步骤250,响应于针对自身虚拟角色的控制操作,控制自身虚拟角色在对战场景中执行相应操作。
用户可以控制自身虚拟角色在对战场景中进行移动(如行走、疾跑、跳跃、下蹲等),也可以控制自身虚拟角色在对战场景中使用虚拟武器(如虚拟枪械)向敌方防御资源发起进攻,以摧毁敌方防御资源。
在对局过程中,进攻方可以通过摧毁防守方布置的防御资源获得局内积分。在可能的实施例中,只有摧毁一些关键防御资源才能够获得局内积分,关键防御资源可以是一些特定的防御角色和/或防御设施,关键防御资源可以在界面中区别显示,以便于进攻方用户进行区分。需要说明的是,不同的阵地对应于不同的对局,因此不同阵地的对局的局内积分独立计算,互不干扰。
在对战地图包括多个阵地的情况下,根据对战双方公会在各个阵地的局内积分大小,确定各个阵地的归属者。假设对战双方公会为公会A和公会B,公会A进攻公会B在各阵地部署的防御线,公会B进攻公会A在各阵地部署的防御线,两者共用相同的对战地图,但是两者在对战地图的各个阵地中部署的防御线的形式可以有所不同。假设公会A进攻公会B在中央阵地部署的防御线,获得局内积分S1,公会B进攻公会A在中央阵地部署的防御线,获得局内积分S2,如果S1>S2,则代表中央阵地的归属者为公会A(即公会A占领中央阵地),反之,如果S1<S2,则代表中央阵地的归属者为公会B(即公会B占领中央阵地)。每个阵地可以设置相应的占领分,不同阵地对应的占领分可以相同,也可以不同。例如,中央阵地的占领分为5,东部阵地的占领分为4,南部阵地的占领分为3,西部阵地的占领分为2,北部阵地的占领分为1。在一个活动时段结束后,根据各个阵地的占领情况,计算对战双方公会各自的占领分,依据占领分大小确定两者的胜平负关系,进一步地依据该胜平负关系进行奖励发放以及给予公会相应的轮次积分和赛季积分。
可选地,终端还可以在相关用户界面中,显示本方公会的第一排名数据和/或第二排名数据。其中,第一排名数据是指本方公会在当前轮次的公会战活动中的排名,当前轮次的公会战活动包括多个公会参与,且排名依据各个公会的局内积分确定。第二排名数据是指本方公会在当前赛季的公会战活动中的排名,当前赛季的公会战活动包括多个公会参与,且排名依据各个公会的赛季积分确定。
综上所述,本申请实施例提供的技术方案,提供了一种公会战活动的产品功能,使得不同公会之间能够实现异步进行的组队攻防活动。所谓异步进行的组队攻防活动,是指防守方 为异步数据,其防御资源预先配置好,进攻方在攻击防守方配置的防御资源的过程中,防守方不需要进行同步的操作,防守方布置的防御资源会自动(如通过AI控制策略)向进攻方发起反击。这种异步进行的组队攻防活动,防守方和进攻方不必同时在线,也能够实现产品功能,避免在同一时刻大量客户端在线,导致服务器出现卡顿、延迟等性能瓶颈,能够有效降低对服务器处理资源的要求。
另外,通过该公会战活动,可以培养玩家之间的合作、交流等习惯,且培养玩家定期上线的习惯,为游戏产品提供更多的用户粘性和在线量,避免服务器资源的浪费。
另外,该公会战活动在开启时段内,允许公会内的不同玩家/不同队伍,同时参与同一个阵地的局内攻防竞技,实现了重复可玩的游戏体验。
下面,结合图5,对防御资源的配置流程进行介绍说明。该过程可以包括如下几个步骤(510~530):
步骤510,在当前登录帐号具备防御资源配置权限的情况下,显示公会战活动的防御资源配置界面,该防御资源配置界面用于配置本方公会的防御资源,防御资源配置界面中包括公会战活动的对战地图,该对战地图包括多个阵地。
防御资源配置权限是指允许配置防御资源的权限。可选地,公会的会长和/或管理员,具备该公会的防御资源配置权限。
在一个示例中,如图6所示,其示出了一种防御资源配置界面60的示意图。结合参考图3,在公会战活动的非开放时段内,允许用户配置本方公会的防御资源,用户点击公会系统界面31中的“作战准备”按钮,切换显示图6所示的防御资源配置界面60。用户在防御资源配置界面60中可以看到公会战活动的对战地图61,如图6所示,该对战地图61中包括中、东、南、西、北共5个阵地。
另外,在当前登录帐号具备防御角色提供权限的情况下,显示公会战活动的防御角色提供界面,防御角色提供界面用于提供本方公会的防御角色。响应于针对防御角色提供界面中的防御角色添加控件的触发操作,添加并显示提供给本方公会的防御角色。防御角色提供权限是指允许为本方公会提供防御角色的权限,防御角色可以是当前登录帐号拥有的一个或多个虚拟角色。可选地,防御角色提供权限向公会内的所有成员开放,也可以由会长或管理员设置向公会内的部分成员开放,如仅向战力高于阈值的成员开放。每个用户帐号所能够向本方公会提供的防御角色的数量可以存在门限值,如该门限值为3,表示一个用户帐号最多只能够提供3个防御角色。这些提供的防御角色可供会长或管理员在防御资源部署时选择使用。
在一个示例中,如图6所示,防御角色提供界面62中包括添加控件63,用户点击添加控件63可以添加提供给本方公会作为防御资源部署的防御角色,每个防御角色可以配置相应的虚拟武器。
步骤520,响应于针对对战地图中的第二阵地的防御资源配置操作,显示配置给第二阵地的防御资源。
第二阵地可以是对战地图包括的多个阵地中的任意一个阵地,例如,用户可以点击对战地图选择第二战地。防御资源配置操作用于给选择的阵地(如第二阵地)配置防御资源。
在一个示例中,如图6所示,如果用户想要配置中部阵地的防御资源,用户点击该中部阵地对应的图标64之后,会显示防御角色配置选项和防御设施配置选项。防御角色配置选项用于触发显示防御角色配置界面,防御设施配置选项用于触发显示防御设施配置界面。其中,防御角色配置界面用于配置防御角色,图7示出了一种防御角色配置界面70的示意图。防御设施配置界面用于配置防御设施,图8示出了一种防御设施配置界面80的示意图。
可选地,在防御资源配置界面(或防御角色配置界面)中包括防御角色配置区和防御角色选择区的情况下,响应于将防御角色选择区中的目标防御角色添加至防御角色配置区的操作指令,在防御角色配置区中显示配置给第二阵地的目标防御角色。如图7所示,防御角色 配置界面70包括防御角色配置区71和防御角色选择区72,防御角色配置区71用于显示已经配置给各个阵地的防御角色,防御角色选择区72用于显示可供选择的防御角色。用户可以通过将目标防御角色的图标从防御角色选择区72拖动至防御角色配置区71,实现防御角色的选择和配置。
可选地,在防御资源配置界面(或防御设施配置界面)中包括防御设施配置区和防御设施选择区的情况下,响应于将防御设施选择区中的目标防御设施添加至防御设施配置区的操作指令,在防御设施配置区中显示配置给第二阵地的目标防御设施。如图8所示,防御设施配置界面80包括防御设施配置区81和防御设施选择区82,防御设施配置区81用于显示已经配置给各个阵地的防御设施,防御设施选择区82用于显示可供选择的防御设施。用户可以通过将目标防御设施的图标从防御设施选择区82拖动至防御设施配置区81,实现防御设施的选择和配置。防御设置包括但不限于炮塔、士兵生成器、角色强化器、精英怪物、路障等,本申请实施例对此不作限定。
在本申请实施例中,通过在防御资源配置界面中显示防御资源配置区和防御资源选择区,将防御资源选择区和防御资源配置区在同一用户界面中进行显示,从而能够方面用户更加直观地看到可选择的防御资源以及已经配置的防御资源,这有助于提升用户配置防御资源的效率和准确性。
可选地,防御资源配置界面中还包括快捷配置控件,快捷配置控件用于快速配置防御资源,如包括防御角色和/或防御设施。例如,在图7所示的防御角色配置界面70和图8所述的防御设施配置界面80中,都包括“一键分配”按钮,该“一键分配”按钮即为快捷配置控件,用于通过一步操作触发自动配置防御角色和/或防御设施。
可选地,每个阵地上可分配的防御角色或防御设施存在上限值,在达到上限值时,可以进行界面提示。
本申请实施例提供的方法还可以包括如下步骤:响应于针对快捷配置控件的触发操作,显示全部阵地选项和当前阵地选项;响应于针对全部阵地选项的选择操作,自动配置对战地图中的全部阵地的防御资源;响应于针对当前阵地选项的选择操作,自动配置对战地图中当前处于选中状态的阵地的防御资源。
在自动配置防御角色和/或防御设施的情况下,可以按照预先设定的配置规则进行自动配置。以自动配置对战地图中的全部阵地的防御角色为例,可以将候选的防御角色按照战力从大到小的顺序进行排序,然后基于该排序结果,每次选取一个防御角色,按照中、东、西、南、北、北、南、西、东、中的顺序,每次将选取的一个防御角色分配给一个阵地,直至候选的防御角色分配完成,或者全部阵地的防御角色设置完成。
在本申请实施例中,通过自动配置全部阵地或当前处于选中状态的阵地的防御资源,实现了对防御资源的自动化配置,减少了用户的配置操作,进一步提升了配置效率。
步骤530,响应于针对第二阵地的配置完成操作,保存为第二阵地配置的防御资源。
在配置完成之后,用户可以点击防御资源配置界面中的配置完成控件,客户端相应保存用户配置的防御资源信息。
可选地,上述步骤530之后还可以包括:响应于针对第二阵地的预览操作,显示第二阵地的地形以及本方公会在第二阵地中布置的防御资源。例如,防御资源配置界面中还可以包括预览控件,用户点击该预览控件触发上述预览操作,客户端显示配置好的第二阵地的地形以及本方公会在第二阵地中布置的防御资源,以便用户直观了解其防御线的配置情况。在一个示例中,防御资源预览界面可以如图9所示,防御资源预览界面90中包括阵地的地形以及在该阵地布置的防御资源,如防御角色91、防御设施92等。
可选地,上述步骤530之后还可以包括:响应于针对第二阵地的模拟战权限开启操作,开启第二阵地的模拟战权限;其中,在第二阵地的模拟战权限处于开启状态的情况下,本方公会的成员允许组队进入第二阵地进行攻防对战。防御线配完后,会长或管理员可开放权限 给会员进行模拟战,体验己方阵地防线强度,该过程无奖励。模拟战局内玩法与实际公会战局内玩法完全一致,仅取消积分显示内容。模拟战在活动开放时段关闭,避免玩家误操作。
在本申请实施例中,通过提供针对某一阵地的预览功能或模拟战功能,使得用户能够在配置完成针对该阵地的防御资源之后,对已配置的防御资源进行预览和模拟进攻,让用户能够看到已配置的防御资源的防御效果,给用户提供更多的有用信息,如果经预览后觉得有不合适的地方,可以对已配置的防御资源进行调整和修改,这有助于提升防御资源配置的合理性和准确性。
综上所述,本申请实施例提供的技术方案,通过引入了UGC元素的配置策略,防守方玩家能够自定义配置防御角色和/或防御设施的数量、种类、位置等信息,使得防御资源的配置更具灵活性和多样性,给玩家提供更多的策略性和趣味性。而且,防御资源的配置需要对登录帐号进行权限验证,仅有权限的登录帐号才能对防御资源进行配置,能够有效避免防御资源被反复或胡乱配置,从而浪费终端和服务器的处理资源。
下述为本申请装置实施例,可以用于执行本申请方法实施例。对于本申请装置实施例中未披露的细节,请参照本申请方法实施例。
请参考图10,其示出了本申请一个实施例提供的虚拟角色的控制装置的框图。该装置具有实现上述虚拟角色的控制方法的功能,所述功能可以由硬件实现,也可以由硬件执行相应的软件实现。该装置可以是终端,也可以设置在终端中。该装置1000可以包括:活动主界面显示模块1001、分路选择界面显示模块1002、目标分路确定模块1003、攻防对战界面显示模块1004和虚拟角色控制模块1005。
活动主界面显示模块1001,用于显示公会战活动的活动主界面,所述公会战活动是指不同公会之间异步进行的组队攻防活动。
分路选择界面显示模块1002,用于响应于针对所述公会战活动的第一阵地的出战操作,显示所述第一阵地的分路选择界面;其中,所述分路选择界面用于展示所述第一阵地包含的多个分路。
目标分路确定模块1003,用于响应于针对所述第一阵地的目标分路的选择操作,确定自身虚拟角色的进攻分路为所述目标分路。
攻防对战界面显示模块1004,用于在所述本方队伍完成作战准备的情况下,显示所述目标分路的攻防对战界面,所述攻防对战界面用于展示所述本方队伍与敌方队伍之间的对战场景。
虚拟角色控制模块1005,用于响应于针对所述自身虚拟角色的控制操作,控制所述自身虚拟角色在所述对战场景中执行相应操作。
在示例性实施例中,所述活动主界面中包括所述公会战活动的对战地图,所述对战地图包括多个阵地;所述装置1000还包括操作响应模块,用于:
响应于针对所述对战地图中的第一阵地的出战选择操作,确定接收到针对所述公会战活动的第一阵地的出战操作;
响应于针对所述对战地图中的第一阵地的进攻标记操作,显示针对所述第一阵地的进攻提示信息;
响应于针对所述对战地图中的第一阵地的暂停进攻标记操作,显示针对所述第一阵地的暂停进攻提示信息;
响应于针对所述对战地图中的第一阵地的阵地查看操作,显示所述第一阵地的地形以及所述敌方队伍在所述第一阵地中布置的防御资源。
在示例性实施例中,所述装置1000还包括归属信息显示模块,用于在所述对战地图中,显示各个阵地分别对应的归属者信息,所述归属者信息用于指示所述阵地的归属者。
在示例性实施例中,所述攻防对战界面显示模块1004,用于:
在所述攻防对战界面中显示所述敌方队伍在所述目标分路的第一区间段内布置的防御资源;
响应于所述第一区间段内布置的防御资源被摧毁,在所述攻防对战界面中显示所述地方队伍在所述第一区间段的下一区间段内布置的防御资源;
响应于所述目标分路的最后一个区间段内布置的防御资源被摧毁,在所述攻防对战界面中显示所述第一阵地的基地防御资源。
在示例性实施例中,所述装置1000还包括防御资源配置模块,用于:
在当前登录帐号具备防御资源配置权限的情况下,显示所述公会战活动的防御资源配置界面,所述防御资源配置界面用于配置本方公会的防御资源,所述防御资源配置界面中包括所述公会战活动的对战地图,所述对战地图包括多个阵地;
响应于针对所述对战地图中的第二阵地的防御资源配置操作,显示配置给所述第二阵地的防御资源;
响应于针对所述第二阵地的配置完成操作,保存为所述第二阵地配置的防御资源。
在示例性实施例中,所述防御资源配置模块,用于执行以下至少之一:
在所述防御资源配置界面中包括防御角色配置区和防御角色选择区的情况下,响应于将所述防御角色选择区中的目标防御角色添加至所述防御角色配置区的操作指令,在所述防御角色配置区中显示配置给所述第二阵地的所述目标防御角色;
在所述防御资源配置界面中包括防御设施配置区和防御设施选择区的情况下,响应于将所述防御设施选择区中的目标防御设施添加至所述防御设施配置区的操作指令,在所述防御设施配置区中显示配置给所述第二阵地的所述目标防御设施。
在示例性实施例中,所述防御资源配置界面中还包括快捷配置控件,所述防御资源配置模块,还用于:
响应于针对所述快捷配置控件的触发操作,显示全部阵地选项和当前阵地选项;
响应于针对所述全部阵地选项的选择操作,自动配置所述对战地图中的全部阵地的防御资源;
响应于针对所述当前阵地选项的选择操作,自动配置所述对战地图中当前处于选中状态的阵地的防御资源。
在示例性实施例中,所述装置1000还包括防御资源预览模块,用于响应于针对所述第二阵地的预览操作,显示所述第二阵地的地形以及所述本方公会在所述第二阵地中布置的防御资源。
在示例性实施例中,所述装置1000还包括模拟战开启模块,用于响应于针对所述第二阵地的模拟战权限开启操作,开启所述第二阵地的模拟战权限;其中,在所述第二阵地的模拟战权限处于开启状态的情况下,所述本方公会的成员允许组队进入所述第二阵地进行攻防对战。
在示例性实施例中,所述装置1000还包括防御角色添加模块,用于:
在当前登录帐号具备防御角色提供权限的情况下,显示所述公会战活动的防御角色提供界面,所述防御角色提供界面用于提供本方公会的防御角色;
响应于针对所述防御角色提供界面中的防御角色添加控件的触发操作,添加并显示提供给所述本方公会的防御角色。
在示例性实施例中,所述装置1000还包括排名数据显示模块,用于执行以下至少之一:
显示本方公会的第一排名数据;其中,所述第一排名数据是指所述本方公会在当前轮次的公会战活动中的排名,所述当前轮次的公会战活动包括多个公会参与,且排名依据各个公会的轮次积分确定;
显示本方公会的第二排名数据;其中,所述第二排名数据是指所述本方公会在当前赛季的公会战活动中的排名,所述当前赛季的公会战活动包括多个公会参与,且排名依据各个公 会的赛季积分确定。
在示例性实施例中,参与同一轮次的公会战活动的多个公会是基于公会战力值进行分组确定的;其中,所述公会战力值是设定历史时段内的平均战力值或最高战力值。
在示例性实施例中,所述方法应用于横版游戏中。
综上所述,本申请实施例提供的技术方案,提供了一种公会战活动的产品功能,使得不同公会之间能够实现异步进行的组队攻防活动。这种异步进行的组队攻防活动,防守方和进攻方不必同时在线,也能够实现产品功能,避免在同一时刻大量客户端在线,导致服务器出现卡顿、延迟等性能瓶颈,能够有效降低对服务器处理资源的要求。
需要说明的是,上述实施例提供的装置,在实现其功能时,仅以上述各功能模块的划分进行举例说明,实际应用中,可以根据需要而将上述功能分配由不同的功能模块完成,即将设备的内部结构划分成不同的功能模块,以完成以上描述的全部或者部分功能。另外,上述实施例提供的装置与方法实施例属于同一构思,其具体实现过程详见方法实施例,这里不再赘述。
请参考图11,其示出了本申请一个实施例提供的终端1100的结构框图。该终端1100可以是手机、平板电脑、智能电视、多媒体播放设备、PC等。该终端1100可以是图1实施例中介绍的终端。
通常,终端1100包括有:处理器1101和存储器1102。
处理器1101可以包括一个或多个处理核心,比如4核心处理器、8核心处理器等。处理器1101可以采用DSP(Digital Signal Processing,数字信号处理)、FPGA(Field Programmable Gate Array,现场可编程门阵列)、PLA(Programmable Logic Array,可编程逻辑阵列)中的至少一种硬件形式来实现。处理器1101也可以包括主处理器和协处理器,主处理器是用于对在唤醒状态下的数据进行处理的处理器,也称CPU(Central Processing Unit,中央处理器);协处理器是用于对在待机状态下的数据进行处理的低功耗处理器。在一些实施例中,处理器1101可以在集成有GPU(Graphics Processing Unit,图像处理器),GPU用于负责显示屏所需要显示的内容的渲染和绘制。一些实施例中,处理器1101还可以包括AI(Artificial Intelligence,人工智能)处理器,该AI处理器用于处理有关机器学习的计算操作。
存储器1102可以包括一个或多个计算机可读存储介质,该计算机可读存储介质可以是非暂态的。存储器1102还可包括高速随机存取存储器,以及非易失性存储器,比如一个或多个磁盘存储设备、闪存存储设备。
在一些实施例中,终端1100还可选包括有:外围设备接口1103和至少一个外围设备。处理器1101、存储器1102和外围设备接口1103之间可以通过总线或信号线相连。各个外围设备可以通过总线、信号线或电路板与外围设备接口1103相连。具体地,外围设备可以包括:显示屏1104、音频电路1105、通信接口1106和电源1107中的至少一种。
本领域技术人员可以理解,图11中示出的结构并不构成对终端1100的限定,可以包括比图示更多或更少的组件,或者组合某些组件,或者采用不同的组件布置。
终端1100可以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、代码集或指令集经配置以由一个或者一个以上处理器执行,以实现上述虚拟角色的控制方法。
在示例性实施例中,还提供了一种计算机可读存储介质,所述存储介质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、所述至少一段程序、所述代码集或所述指令集在被终端的处理器执行时实现上述虚拟角色的控制方法。
可选地,该计算机可读存储介质可以包括:ROM(Read-Only Memory,只读存储器)、RAM(Random-Access Memory,随机存储器)、SSD(Solid State Drives,固态硬盘)或光盘 等。其中,随机存取记忆体可以包括ReRAM(Resistance Random Access Memory,电阻式随机存取记忆体)和DRAM(Dynamic Random Access Memory,动态随机存取存储器)。
在示例性实施例中,还提供了一种计算机程序产品或计算机程序,所述计算机程序产品或计算机程序包括计算机指令,所述计算机指令存储在计算机可读存储介质中。终端的处理器从所述计算机可读存储介质中读取所述计算机指令,所述处理器执行所述计算机指令,使得所述终端执行上述虚拟角色的控制方法。
应当理解的是,在本文中提及的“多个”是指两个或两个以上。“和/或”,描述关联对象的关联关系,表示可以存在三种关系,例如,A和/或B,可以表示:单独存在A,同时存在A和B,单独存在B这三种情况。字符“/”一般表示前后关联对象是一种“或”的关系。另外,本文中描述的步骤编号,仅示例性示出了步骤间的一种可能的执行先后顺序,在一些其它实施例中,上述步骤也可以不按照编号顺序来执行,如两个不同编号的步骤同时执行,或者两个不同编号的步骤按照与图示相反的顺序执行,本申请实施例对此不作限定。
以上所述仅为本申请的示例性实施例,并不用以限制本申请,凡在本申请的精神和原则之内,所作的任何修改、等同替换、改进等,均应包含在本申请的保护范围之内。

Claims (25)

  1. 一种虚拟角色的控制方法,所述方法由终端执行,所述方法包括:
    显示公会战活动的活动主界面,所述公会战活动是指不同公会之间异步进行的组队攻防活动;
    响应于针对所述公会战活动的第一阵地的出战操作,显示所述第一阵地的分路选择界面;其中,所述分路选择界面用于展示所述第一阵地包含的多个分路;
    响应于针对所述第一阵地的目标分路的选择操作,确定自身虚拟角色的进攻分路为所述目标分路;
    在本方队伍完成作战准备的情况下,显示所述目标分路的攻防对战界面,所述攻防对战界面用于展示所述本方队伍与敌方队伍之间的对战场景;
    响应于针对所述自身虚拟角色的控制操作,控制所述自身虚拟角色在所述对战场景中执行相应操作。
  2. 根据权利要求1所述的方法,其中,所述活动主界面中包括所述公会战活动的对战地图,所述对战地图包括多个阵地;所述方法还包括:
    响应于针对所述对战地图中的第一阵地的出战选择操作,确定接收到针对所述公会战活动的第一阵地的出战操作;
    响应于针对所述对战地图中的第一阵地的进攻标记操作,显示针对所述第一阵地的进攻提示信息;
    响应于针对所述对战地图中的第一阵地的暂停进攻标记操作,显示针对所述第一阵地的暂停进攻提示信息;
    响应于针对所述对战地图中的第一阵地的阵地查看操作,显示所述第一阵地的地形以及所述敌方队伍在所述第一阵地中布置的防御资源。
  3. 根据权利要求2所述的方法,其中,所述方法还包括:
    在所述对战地图中,显示各个阵地分别对应的归属者信息,所述归属者信息用于指示所述阵地的归属者。
  4. 根据权利要求1所述的方法,其中,所述显示所述目标分路的攻防对战界面,包括:
    在所述攻防对战界面中显示所述敌方队伍在所述目标分路的第一区间段内布置的防御资源;
    响应于所述第一区间段内布置的防御资源被摧毁,在所述攻防对战界面中显示所述地方队伍在所述第一区间段的下一区间段内布置的防御资源;
    响应于所述目标分路的最后一个区间段内布置的防御资源被摧毁,在所述攻防对战界面中显示所述第一阵地的基地防御资源。
  5. 根据权利要求1所述的方法,其中,所述方法还包括:
    在当前登录帐号具备防御资源配置权限的情况下,显示所述公会战活动的防御资源配置界面,所述防御资源配置界面用于配置本方公会的防御资源,所述防御资源配置界面中包括所述公会战活动的对战地图,所述对战地图包括多个阵地;
    响应于针对所述对战地图中的第二阵地的防御资源配置操作,显示配置给所述第二阵地的防御资源;
    响应于针对所述第二阵地的配置完成操作,保存为所述第二阵地配置的防御资源。
  6. 根据权利要求5所述的方法,其中,所述响应于针对所述对战地图中的第二阵地的防御资源配置操作,显示配置给所述第二阵地的防御资源,包括以下至少之一:
    在所述防御资源配置界面中包括防御角色配置区和防御角色选择区的情况下,响应于将所述防御角色选择区中的目标防御角色添加至所述防御角色配置区的操作指令,在所述防御角色配置区中显示配置给所述第二阵地的所述目标防御角色;
    在所述防御资源配置界面中包括防御设施配置区和防御设施选择区的情况下,响应于将所述防御设施选择区中的目标防御设施添加至所述防御设施配置区的操作指令,在所述防御设施配置区中显示配置给所述第二阵地的所述目标防御设施。
  7. 根据权利要求5所述的方法,其中,所述防御资源配置界面中还包括快捷配置控件,所述方法还包括:
    响应于针对所述快捷配置控件的触发操作,显示全部阵地选项和当前阵地选项;
    响应于针对所述全部阵地选项的选择操作,自动配置所述对战地图中的全部阵地的防御资源;
    响应于针对所述当前阵地选项的选择操作,自动配置所述对战地图中当前处于选中状态的阵地的防御资源。
  8. 根据权利要求5所述的方法,其中,所述保存为所述第二阵地配置的防御资源之后,还包括以下至少之一:
    响应于针对所述第二阵地的预览操作,显示所述第二阵地的地形以及所述本方公会在所述第二阵地中布置的防御资源;
    响应于针对所述第二阵地的模拟战权限开启操作,开启所述第二阵地的模拟战权限;其中,在所述第二阵地的模拟战权限处于开启状态的情况下,所述本方公会的成员允许组队进入所述第二阵地进行攻防对战。
  9. 根据权利要求1所述的方法,其中,所述方法还包括:
    在当前登录帐号具备防御角色提供权限的情况下,显示所述公会战活动的防御角色提供界面,所述防御角色提供界面用于提供本方公会的防御角色;
    响应于针对所述防御角色提供界面中的防御角色添加控件的触发操作,添加并显示提供给所述本方公会的防御角色。
  10. 根据权利要求1所述的方法,其中,所述方法还包括以下至少之一:
    显示本方公会的第一排名数据;其中,所述第一排名数据是指所述本方公会在当前轮次的公会战活动中的排名,所述当前轮次的公会战活动包括多个公会参与,且排名依据各个公会的轮次积分确定;
    显示本方公会的第二排名数据;其中,所述第二排名数据是指所述本方公会在当前赛季的公会战活动中的排名,所述当前赛季的公会战活动包括多个公会参与,且排名依据各个公会的赛季积分确定。
  11. 根据权利要求10所述的方法,其中,参与同一轮次的公会战活动的多个公会是基于公会战力值进行分组确定的;其中,所述公会战力值是设定历史时段内的平均战力值或最高战力值。
  12. 根据权利要求1至11任一项所述的方法,其中,所述方法应用于横版游戏中。
  13. 一种虚拟角色的控制装置,所述装置包括:
    活动主界面显示模块,用于显示公会战活动的活动主界面,所述公会战活动是指不同公会之间异步进行的组队攻防活动;
    分路选择界面显示模块,用于响应于针对所述公会战活动的第一阵地的出战操作,显示所述第一阵地的分路选择界面;其中,所述分路选择界面用于展示所述第一阵地包含的多个分路;
    目标分路确定模块,用于响应于针对所述第一阵地的目标分路的选择操作,确定自身虚拟角色的进攻分路为所述目标分路;
    攻防对战界面显示模块,用于在所述本方队伍完成作战准备的情况下,显示所述目标分路的攻防对战界面,所述攻防对战界面用于展示所述本方队伍与敌方队伍之间的对战场景;
    虚拟角色控制模块,用于响应于针对所述自身虚拟角色的控制操作,控制所述自身虚拟角色在所述对战场景中执行相应操作。
  14. 根据权利要求13所述的装置,其中,所述活动主界面中包括所述公会战活动的对战地图,所述对战地图包括多个阵地;所述装置还包括操作响应模块,用于:
    响应于针对所述对战地图中的第一阵地的出战选择操作,确定接收到针对所述公会战活动的第一阵地的出战操作;
    响应于针对所述对战地图中的第一阵地的进攻标记操作,显示针对所述第一阵地的进攻提示信息;
    响应于针对所述对战地图中的第一阵地的暂停进攻标记操作,显示针对所述第一阵地的暂停进攻提示信息;
    响应于针对所述对战地图中的第一阵地的阵地查看操作,显示所述第一阵地的地形以及所述敌方队伍在所述第一阵地中布置的防御资源。
  15. 根据权利要求14所述的装置,其中,所述装置还包括:
    归属信息显示模块,用于在所述对战地图中,显示各个阵地分别对应的归属者信息,所述归属者信息用于指示所述阵地的归属者。
  16. 根据权利要求13所述的装置,其中,所述攻防对战界面显示模块,用于:
    在所述攻防对战界面中显示所述敌方队伍在所述目标分路的第一区间段内布置的防御资源;
    响应于所述第一区间段内布置的防御资源被摧毁,在所述攻防对战界面中显示所述地方队伍在所述第一区间段的下一区间段内布置的防御资源;
    响应于所述目标分路的最后一个区间段内布置的防御资源被摧毁,在所述攻防对战界面中显示所述第一阵地的基地防御资源。
  17. 根据权利要求13所述的装置,其中,所述装置还包括防御资源配置模块,用于:
    在当前登录帐号具备防御资源配置权限的情况下,显示所述公会战活动的防御资源配置界面,所述防御资源配置界面用于配置本方公会的防御资源,所述防御资源配置界面中包括所述公会战活动的对战地图,所述对战地图包括多个阵地;
    响应于针对所述对战地图中的第二阵地的防御资源配置操作,显示配置给所述第二阵地的防御资源;
    响应于针对所述第二阵地的配置完成操作,保存为所述第二阵地配置的防御资源。
  18. 根据权利要求17所述的装置,其中,所述防御资源配置模块,用于执行以下至少之一:
    在所述防御资源配置界面中包括防御角色配置区和防御角色选择区的情况下,响应于将 所述防御角色选择区中的目标防御角色添加至所述防御角色配置区的操作指令,在所述防御角色配置区中显示配置给所述第二阵地的所述目标防御角色;
    在所述防御资源配置界面中包括防御设施配置区和防御设施选择区的情况下,响应于将所述防御设施选择区中的目标防御设施添加至所述防御设施配置区的操作指令,在所述防御设施配置区中显示配置给所述第二阵地的所述目标防御设施。
  19. 根据权利要求17所述的装置,其中,所述防御资源配置界面中还包括快捷配置控件,所述防御资源配置模块,还用于:
    响应于针对所述快捷配置控件的触发操作,显示全部阵地选项和当前阵地选项;
    响应于针对所述全部阵地选项的选择操作,自动配置所述对战地图中的全部阵地的防御资源;
    响应于针对所述当前阵地选项的选择操作,自动配置所述对战地图中当前处于选中状态的阵地的防御资源。
  20. 根据权利要求17所述的装置,其中,所述装置还包括以下至少之一:
    防御资源预览模块,用于响应于针对所述第二阵地的预览操作,显示所述第二阵地的地形以及所述本方公会在所述第二阵地中布置的防御资源;
    模拟战开启模块,用于响应于针对所述第二阵地的模拟战权限开启操作,开启所述第二阵地的模拟战权限;其中,在所述第二阵地的模拟战权限处于开启状态的情况下,所述本方公会的成员允许组队进入所述第二阵地进行攻防对战。
  21. 根据权利要求13所述的装置,其中,所述装置还包括防御角色添加模块,用于:
    在当前登录帐号具备防御角色提供权限的情况下,显示所述公会战活动的防御角色提供界面,所述防御角色提供界面用于提供本方公会的防御角色;
    响应于针对所述防御角色提供界面中的防御角色添加控件的触发操作,添加并显示提供给所述本方公会的防御角色。
  22. 根据权利要求13所述的装置,其中,所述装置还包括排名数据显示模块,用于执行以下至少之一:
    显示本方公会的第一排名数据;其中,所述第一排名数据是指所述本方公会在当前轮次的公会战活动中的排名,所述当前轮次的公会战活动包括多个公会参与,且排名依据各个公会的轮次积分确定;
    显示本方公会的第二排名数据;其中,所述第二排名数据是指所述本方公会在当前赛季的公会战活动中的排名,所述当前赛季的公会战活动包括多个公会参与,且排名依据各个公会的赛季积分确定。
  23. 一种终端,所述终端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、所述至少一段程序、所述代码集或指令集由所述处理器加载并执行以实现如权利要求1至12任一项所述的方法。
  24. 一种计算机可读存储介质,所述存储介质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、所述至少一段程序、所述代码集或指令集由处理器加载并执行以实现如权利要求1至12任一项所述的方法。
  25. 一种计算机程序产品或计算机程序,所述计算机程序产品或计算机程序包括计算机指令,所述计算机指令存储在计算机可读存储介质中,处理器从所述计算机可读存储介质读取 并执行所述计算机指令,以实现如权利要求1至12任一项所述的方法。
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