WO2022222597A1 - 一种游戏进程的控制方法、装置、电子设备及存储介质 - Google Patents
一种游戏进程的控制方法、装置、电子设备及存储介质 Download PDFInfo
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- 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
- A63F13/20—Input arrangements for video game devices
- A63F13/21—Input arrangements for video game devices characterised by their sensors, purposes or types
- A63F13/214—Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads
- A63F13/2145—Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads the surface being also a display device, e.g. touch screens
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- A63F13/52—Controlling the output signals based on the game progress involving aspects of the displayed game scene
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- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/53—Controlling 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
- A63F13/537—Controlling 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
- A63F13/5378—Controlling 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
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- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
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- 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
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- A63F13/87—Communicating with other players during game play, e.g. by e-mail or chat
Definitions
- the present disclosure relates to the technical field of games, and in particular, to a method, device, electronic device and storage medium for controlling game progress.
- Board games In daily life, people usually like to play board games on the Internet. Board games, referred to as board games for short, refer to a type of game that can be played on the desktop or on a multi-person face-to-face platform. Different from sports or competitive games, board games focus more on the exercise of multiple ways of thinking. , language expression ability exercise and emotional intelligence exercise, and do not rely on electronic equipment and electronic technology. Existing table games include: Chess, Go, Werewolf/Lupus of Tabula, and Magic, to name a few.
- the reasoning game in which different characters are divided into different camps for reasoning elimination is a representative type of board games.
- the game rules of the above reasoning games are: divide multiple virtual objects participating in the game into different camps , the virtual objects belonging to different camps advance the game through strategies (for example, analysis and judgment, competition of eloquence), when one of the camps wins (all the virtual objects in the opposing camp are eliminated), the game ends.
- the purpose of the present disclosure is to provide a method, apparatus, electronic device and storage medium for controlling game progress.
- an embodiment of the present disclosure provides a method for controlling a game process.
- a graphical user interface is provided through a terminal device.
- the graphical user interface includes a virtual scene of a current game stage, and the game stage includes an action stage.
- discussion stage the method includes: in the action stage, displaying on the graphical user interface at least part of the first virtual scene of the action stage and a first virtual object located in the first virtual scene;
- control the first virtual object to unlock additional skills, and provide settings on the basis of the default skill controls set to trigger the default skills in the graphical user interface
- An additional skill control for triggering the additional skill in response to a preset trigger event, controlling the graphical user interface to display a second virtual scene corresponding to the discussion stage; the second virtual scene includes at least one of
- an embodiment of the present disclosure further provides an electronic device, including: a processor, a storage medium, and a bus, where the storage medium stores machine-readable instructions executable by the processor, and when the electronic device runs,
- the processor communicates with the storage medium through a bus, and the processor executes the machine-readable instructions to execute the steps of the method for controlling a game process according to any one of the first aspects.
- an embodiment of the present disclosure further provides a computer-readable storage medium, where a computer program is stored on the computer-readable storage medium, and the computer program is executed by a processor as described in any one of the first aspect. The steps of the control method of the game process described above.
- FIG. 1 is a flowchart of a method for controlling a game process provided by an embodiment of the present disclosure
- Figure 2 is a schematic diagram of a game scene in an action phase
- Figure 3 is a schematic diagram of the game scene in the discussion stage
- Fig. 4 is the game scene schematic diagram of the identity gambling stage
- FIG. 5 is one of interface schematic diagrams of a first virtual scene provided by an embodiment of the present disclosure.
- FIG. 6 is one of interface schematic diagrams of a second virtual scene provided by an embodiment of the present disclosure.
- FIG. 7 is the second schematic diagram of the interface of a first virtual scene provided by an embodiment of the present disclosure.
- FIG. 8 is a third interface schematic diagram of a first virtual scene provided by an embodiment of the present disclosure.
- FIG. 9 is the second schematic diagram of the interface of a second virtual scene provided by an embodiment of the present disclosure.
- FIG. 10 is a schematic diagram of movement of a virtual object according to an embodiment of the present disclosure.
- FIG. 11 is one of the schematic structural diagrams of a device for controlling game progress according to an embodiment of the present disclosure.
- FIG. 12 is the second schematic structural diagram of a device for controlling game progress according to an embodiment of the present disclosure.
- FIG. 13 is a schematic structural diagram of an electronic device according to an embodiment of the present disclosure.
- the virtual scene is a virtual scene that an application displays (or provides) while it is running on a terminal or server.
- the virtual scene is a simulated environment of the real world, or a semi-simulated and semi-fictional virtual environment, or a purely fictional virtual environment.
- the virtual scene is any one of a two-dimensional virtual scene and a three-dimensional virtual scene, and the virtual environment may be sky, land, ocean, etc., wherein the land includes environmental elements such as deserts and cities.
- the virtual scene is a scene in which virtual objects such as user control complete game logic.
- the dynamic object may be a virtual character, a virtual animal, an animation character, or the like.
- the virtual object is a character controlled by a player through an input device, or an artificial intelligence (Artificial Intelligence, AI) set in a virtual environment battle through training, or a non-player character (Non-Player Character) set in a virtual scene battle , NPC).
- AI Artificial Intelligence
- Non-Player Character Non-Player Character
- the virtual object is a virtual character competing in a virtual scene.
- the number of virtual objects in the virtual scene battle is preset, or dynamically determined according to the number of clients joining the battle, which is not limited in this embodiment of the present disclosure.
- the user can control the virtual object to move in the virtual scene, for example, control the virtual object to run, jump, crawl, etc., and can also control the virtual object to use the skills, virtual props, etc. provided by the application program. Fight with other virtual objects.
- the player character refers to a virtual object that can be controlled by the player to move in the game environment. In some video games, it can also be called a shikigami character or a hero character.
- the player character may be at least one of different forms such as virtual characters, virtual animals, cartoon characters, and virtual vehicles.
- the interface includes the UI interface and game screen for players to interact.
- the UI interface may include game controls (eg, skill controls, movement controls, function controls, etc.), indication marks (eg, direction indication marks, character indication marks, etc.), information display areas (such as , kills, match time, etc.), or game settings controls (eg, system settings, shop, gold, etc.).
- the game screen is a display screen corresponding to the virtual scene displayed by the terminal device, and the game screen may include virtual objects such as game characters, NPC characters, and AI characters that perform game logic in the virtual scene.
- the method for displaying a virtual map in one of the embodiments of the present disclosure may run on a local terminal device or a server.
- the virtual map display method runs on the server, the virtual map display method can be implemented and executed based on a cloud interactive system, wherein the cloud interactive system includes a server and a client device.
- cloud gaming refers to a game method based on cloud computing.
- the main body of the game program and the main body of the game screen are separated, the storage and operation of the information processing method are completed on the cloud game server, and the role of the client device is to receive, send and receive data.
- the presentation of the game screen for example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, a TV, a computer, a handheld computer, etc.; however, the information processing is performed by cloud games in the cloud server.
- the player When playing the game, the player operates the client device to send operation instructions to the cloud game server, and the cloud game server runs the game according to the operation instructions, encodes and compresses the game screen and other data, and returns it to the client device through the network. Decode and output game screen.
- the local terminal device stores a game program and is configured to present a game screen.
- the local terminal device is set to interact with the player through a graphical user interface, that is, conventionally, the game program is downloaded, installed and run through an electronic device.
- the local terminal device may provide the graphical user interface to the player in various ways, for example, it may be rendered and displayed on the display screen of the terminal, or provided to the player through holographic projection.
- the local terminal device may include a display screen configured to present a graphical user interface, the graphical user interface including a game screen, and a processor configured to run the game, generate the graphical user interface, and control the graphical user interface The display of the interface on the display.
- the applicable application scenarios of the present disclosure are introduced.
- the present disclosure may be set in the technical field of games.
- the virtual objects of different players are assigned different character attributes, such as identity attributes, by assigning different roles Attributes determine different factions, so that players can win the game by performing tasks assigned by the game in different game stages of the game. For example, multiple virtual objects with A character attributes will have B character attributes in the game stage.
- the virtual object "eliminates" to win the game competition. Kill as werewolf For example, usually 10 people are required to participate in the same game.
- the identity information (role attributes) of the virtual objects in the game is determined.
- the identity information includes civilian identity and werewolf identity.
- one or more game tasks are usually assigned.
- one or more game tasks are assigned to each virtual object, and the player controls the corresponding virtual object to move in the game scene and perform the corresponding game task to complete the game.
- a common game task is determined for the virtual objects with the same character attribute in the current game match; in the action phase, the virtual objects participating in the current game match can be Freely move to different areas in the game scene to complete the assigned game tasks, wherein the virtual objects in the current game match include a virtual object with the first character attribute and a virtual object with the second character attribute.
- the virtual object with the second character attribute when the virtual object with the second character attribute moves within the preset range of the virtual object with the first character attribute in the virtual scene, it can respond to the attack instruction and attack the virtual object with the first character attribute to The virtual object with the first character attribute is eliminated.
- a discussion function is provided for the virtual object representing the player, and the behavior of the virtual object in the action stage is displayed through the discussion function, so as to decide whether to eliminate the specific virtual object in the current game.
- a game match consists of two phases, an action phase and a discussion phase.
- the action phase multiple virtual objects in the game move freely in the virtual scene, and other virtual objects appearing within a preset range can be seen in the game screen displayed from the perspective of the virtual objects.
- the virtual object with civilian status moves in the virtual scene to complete the assigned game tasks
- the virtual object with the status of werewolf destroys the tasks that the virtual object with civilian status has completed in the virtual scene, or can perform the assigned specific game
- the virtual object with the identity of the werewolf can also attack the virtual object with the identity of the civilian in the action phase to eliminate the virtual object.
- the players discuss through the corresponding virtual objects, in an attempt to determine the virtual objects with werewolf status according to the game behavior in the action stage, and determine the discussion result by voting.
- the discussion result determines whether there is a virtual object that needs to be eliminated. If so, the corresponding virtual object is eliminated according to the discussion result. If not, there is no virtual object that needs to be eliminated in the current discussion stage.
- the discussion can be conducted by voice, text, or other methods.
- the implementation environment may include: a first terminal device, a game server and a second terminal device.
- the first terminal device and the second terminal device respectively communicate with the server to realize data communication.
- the first terminal device and the second terminal device are respectively installed with clients that execute the method for displaying the game progress provided by the present disclosure
- the game server is the server side that executes the method for displaying the game progress provided by the present disclosure.
- the first terminal device and the second terminal device can respectively communicate with the game server.
- the first terminal device establishes communication with the game server by running the client.
- the server establishes a game match according to the game request of the client.
- the parameters of the game match may be determined according to the parameters in the received game request.
- the parameters of the game match may include the number of people participating in the game match, the level of the character participating in the game match, and the like.
- the server determines a target game match for the client from a plurality of game matches that have been established according to the game request of the client, and when the first terminal device receives a response from the server, the A graphical user interface of a terminal device displays a virtual scene corresponding to a game match.
- the first terminal device is a device controlled by the first user
- the virtual object displayed in the graphical user interface of the first terminal device is the player character controlled by the first user
- the first user inputs operation instructions through the graphical user interface to control the player character Perform the corresponding action in the virtual scene.
- the second terminal device establishes communication with the game server by running the client.
- the server establishes a game match according to the game request of the client.
- the parameters of the game match may be determined according to the parameters in the received game request.
- the parameters of the game match may include the number of people participating in the game match, the level of the character participating in the game match, and the like.
- the server determines a target game match for the client from the multiple established game matches according to the game request of the client, and when the second terminal device receives the server's response,
- the graphical user interface of the two terminal devices displays the virtual scene corresponding to the game match.
- the second terminal device is a device controlled by a second user
- the virtual object displayed in the graphical user interface of the second terminal device is the player character controlled by the second user
- the second user inputs operation instructions through the graphical user interface to control the player character Perform the corresponding action in the virtual scene.
- the server performs data calculation according to the game data reported by the first terminal device and the second terminal device, and synchronizes the calculated game data to the first terminal device and the second terminal device, so that the first terminal device and the second terminal device
- the device controls the rendering of the corresponding virtual scene and/or virtual object in the graphical user interface according to the synchronization data sent by the server.
- the virtual object controlled by the first terminal device and the virtual object controlled by the second terminal device are virtual objects in the same game match.
- the virtual object controlled by the first terminal device and the virtual object controlled by the second terminal device may have the same role attribute, or may have different role attributes.
- the virtual objects in the current game match may include two or more virtual objects, and different virtual objects may correspond to different terminal devices, that is, in the current game match, There are two or more terminal devices that respectively transmit and synchronize game data with the game server.
- the embodiments of the present disclosure provide a method for controlling game progress, which can assign additional skills in the game to a corresponding first virtual object, and actively unlock the corresponding additional skills after the game progress reaches a progress threshold, so that players with additional skills can actively unlock the corresponding additional skills.
- the first virtual object uses the corresponding additional skills in the action phase of the game, and the release of the additional skills can help players eliminate virtual objects of opposing camps through corresponding reasoning. Terminal power and data traffic consumption.
- FIG. 1 is a flowchart of a method for controlling a game process provided by an embodiment of the present disclosure.
- the method for controlling game progress provided by an embodiment of the present disclosure includes:
- S102 Acquire skill configuration parameters of the first virtual object to determine an additional skill added by the first virtual object on the basis of the character default skill; the default skill is assigned according to the identity attribute of the first virtual object Skill.
- control the graphical user interface to display a second virtual scene corresponding to the discussion stage;
- the second virtual scene includes at least one of the following items: a second virtual object, a second virtual scene a character icon of a virtual object, the first virtual object, a character icon of the first virtual object;
- the discussion stage is configured to determine the at least one second virtual object or the first virtual object according to the discussion stage result game state.
- the corresponding game scene may be a reasoning game.
- a reasoning game is a multi-player strategy game that is driven by language description and competes with eloquence and analytical judgment. All virtual objects in reasoning games can be roughly divided into two categories: virtual objects with special identities and virtual objects without special identities. Virtual objects without special identities need to identify hostile virtual objects with special identities.
- the scene is a reasoning game scene as an example to illustrate.
- the game stage may include two stages, namely an action stage and a discussion stage.
- each virtual object moves in each activity area to complete multiple tasks , when the game process is in the action stage, display the first virtual scene corresponding to the action stage and the first virtual object in the first virtual scene on the graphical user interface.
- the first virtual scene displayed in the GUI will switch with the movement of the first virtual object. For example, if the current first virtual object is walking on the road, the corresponding first virtual scene displays the first virtual scene. The road the object walks on, the multiple task areas beside the road, and the name of each task area, etc. After walking for a period of time, the first virtual object enters a certain task area, and the corresponding first virtual scene will switch to display the first virtual object.
- the scene in the active area that a virtual object enters may include furnishings in the task area and other virtual objects in the task area.
- a scene thumbnail corresponding to the first virtual scene is also displayed in the first virtual scene, which can be displayed in a specific area (the upper right corner, etc.) of the graphical user interface.
- the same scene thumbnail The displayed content will also change with the movement of the first virtual object.
- the action phase and the discussion phase may be switched based on triggering of a preset trigger event.
- the virtual objects can be voted by speech to determine the virtual objects that are out of the game, and the game ends until the faction of a certain identity reaches the victory condition.
- the acquired skill configuration parameters indicate the default skills that the first virtual object can use in the entire game stage, and the new skills that can be unlocked after meeting certain conditions. These skills can help the first virtual object Complete the corresponding virtual tasks in the game and obtain corresponding game clue information and game points.
- the game server assigns different virtual objects to the virtual objects in the current game game. character attributes, determine the corresponding skill configuration parameters, and send the skill configuration parameters to the corresponding terminal device.
- the game server sends the configuration parameters to the terminal device that controls the first virtual object.
- the first virtual object is a virtual object with a first character attribute
- the virtual task includes all tasks completed by the virtual objects with the first character attribute in the game stage.
- the first virtual object may be a virtual object with civilian identity.
- Virtual missions include all missions completed by all civilians during the game phase.
- the default skill of the first virtual object is a skill assigned according to the identity attribute of the first virtual object, other virtual objects belonging to the same identity attribute in the game can be assigned to the default skill; additional skills are the same identity attribute in the game. Skills unlocked by multiple virtual objects to complete corresponding tasks together.
- the additional skill is any virtual object randomly assigned to a plurality of virtual objects of the same identity attribute (eg, civilian identity), and the virtual object assigned to the additional skill knows what it possesses.
- the additional skill is a skill determined according to the user's selection. For example, at the beginning of the current game match, an additional skill selection function is provided, and the player determines the current game match through the additional skill selection function. The skills assigned in .
- Additional skills can be divided into two types, active skills and passive skills.
- Active skills refer to additional skills that can actively select additional skills to implement the object of the first virtual object, and passive skills refer to the first virtual object that does not have active skills. Select the additional skill of the object to which the additional skill is implemented.
- the additional skills may include at least one of the following items: identity gambling skills, identity verification skills, guidance skills, and task doubling skills, wherein the identity gambling skills and identity verification skills belong to active skills ; Guidance skills and quest doubling skills are passive skills.
- the identity gambling skill refers to: the first virtual object using the identity gambling skill can identify a virtual object other than itself (ie, the second virtual object) as a hostile virtual object with a special identity, if the identity verification is correct , then the bet is successful, and the game state of the designated virtual object is updated. For example, the game state of the designated virtual object is updated to a dead state, and the designated virtual object game ends; if the authentication fails, the bet fails, The game state of the first virtual object is updated, for example, the game state of the first virtual object is updated to a dead state, and the game of the first virtual object is over.
- identity gambling skills is risky, once it is used, it will definitely eliminate a virtual object in the game, thus helping to speed up the process of the game, thereby reducing the power consumption and data traffic of the terminal.
- the first virtual object with a non-special identity has the skill of betting on identity, and the identity of the virtual object No. 4 is designated as a special identity. If the real identity of the virtual object No. 4 is a special identity, the virtual object No. 1 bet successfully. Virtual object number four is sealed (death).
- the identity verification skill refers to: the first virtual object using the identity verification skill can arbitrarily select a virtual object from other players (that is, the second virtual object) that are still alive in the game and request to view the identity information of the virtual object, Once the first virtual object uses the identity verification skill, the identity information of the virtual object required to display the identity will be displayed to the first virtual object using the identity verification skill, so that the first virtual object can better distinguish the identities of other virtual objects. After the first virtual object learns the identity information of the virtual object, it can guide other virtual objects tendentiously based on the identity of the virtual object in the subsequent game process, so as to more quickly identify the virtual object with a special identity. object, thereby speeding up the game process and reducing the power consumption and data flow of the terminal.
- Guidance skill means: when the first virtual object using the guidance skill is doing a task, it can determine the location information of other virtual objects that have ended the game according to the guidance, and move to the position according to the prompt route, thereby triggering the brainstorming stage , which helps to speed up the game process, thereby reducing the power consumption and data traffic of the terminal.
- the task doubling skill means that the first virtual object that uses the task doubling skill can get an additional percentage of points when doing the same task. In this way, not only the task points of the first virtual object are increased, but also indirectly The task completion progress of all virtual objects belonging to the same identity as the first virtual object speeds up the game process, thereby reducing the power consumption and data flow of the terminal.
- the virtual task completion progress indicates the progress of the virtual task being jointly completed by the virtual objects having the same first character attribute in the game stage, that is, in the embodiment of the present disclosure, the virtual task completion progress is all no
- the progress of the tasks jointly completed by the virtual players with special identities is different from the situation in the prior art that the game progress is only a display of the completion progress of a virtual object. In this way, the progress of the game can be accelerated.
- the first virtual object may be a virtual object with civilian identity, that is, the first character attribute is a civilian.
- the unlockable additional skills corresponding to the completion progress of each different virtual task will be preset. Once the completion progress of the virtual task reaches the progress threshold, the corresponding additional skills will be unlocked, and the virtual objects with the additional skills can be unlocked at the right time. Use unlocked additional skills.
- the thresholds of different task execution progress can be divided equally. For example, three additional skills can be unlocked in this game, then you can set it to The corresponding additional skills can be unlocked when the virtual task completion progress is 25%, 50% and 75%; correspondingly, the thresholds of different task execution progress can also be divided randomly. For example, in this game, it is still possible to After unlocking three additional skills, it can be set to unlock a corresponding additional skill when the virtual task completion progress is 30%, 50% and 80%.
- the number of additional skills that can be unlocked when the progress threshold is reached is not specifically limited in the embodiments of the present disclosure, and may be any number set according to the game, for example, when the completion progress of the virtual task reaches 30% of the overall virtual task , two additional skills can be unlocked.
- the additional skills that can be unlocked at different stages can be the same or different, and the unlocking sequence and times of specific skills are preset by the game.
- the virtual object assigned with the additional skill can know the additional skill that it has, but when the additional skill is not unlocked, the virtual skill cannot be used.
- the additional skill control set to trigger the additional skill is provided.
- the completion progress of the virtual task is displayed through the first progress prompt control provided in the graphical user interface, and the first progress prompt control also displays at least one additional skill set to prompt the corresponding additional skill under the preset progress.
- An unlocking identifier that can be unlocked.
- the first progress prompt control can be displayed in a specific position (such as the upper left corner, etc.) in the graphical user interface, and at the corresponding position of the first progress prompt control, additional skills that can be unlocked are prompted through text information, and in the first progress
- the prompt control is marked with a special mark.
- the specific display form of the first progress prompt control may be in the form of a progress bar.
- the progress bar reaches 100%, it means that the virtual object team having the same first character attribute as the first virtual object has completed the virtual task.
- the performance form of the progress bar can be a long bar-shaped progress bar or a long bar-shaped progress bar.
- each additional skill that can be unlocked extends the length of the bar-shaped progress bar Direction arrangement; when the progress bar is in the form of a circle, each additional skill that can be unlocked is arranged in a specific clockwise (for example, clockwise or counterclockwise) direction of the circular progress bar.
- a second progress prompt control corresponding to the additional skill control is also provided in the graphical user interface; the second progress prompt control is configured to display the unlocking progress of the additional skill.
- FIG. 2 is a schematic diagram of a game scene in the action stage.
- the GUI 200 displays player 1, player 2, and player 3 who are in action (wherein, the first virtual object is player 1), indicating that the player 1.
- Player 2 and player 3 are currently in the same game scene, and a first progress bar 210 is displayed in the upper left corner of the graphical user interface 200 (taking the progress bar as an example), which is displayed on the first progress bar 210
- the first progress bar 210 also displays an unlocking mark 2101 with which the additional skill can be unlocked and a progress mark 2102 corresponding to the unlocking mark of the additional skill that can be unlocked.
- the additional skill corresponding to the progress indicator 2102 is unlocked.
- the unlock indicator 2101 can be highlighted to indicate that the task has been unlocked.
- the default skill controls (not shown in FIG. 2 ) that can be applied by the player 1 and the additional skill controls 220 to be unlocked are displayed in the .
- a second progress bar 240 is set under the skill control 220 (and the additional skill can be unlocked when the threshold for completing the virtual task is marked on the second progress bar 240, as shown in FIG. 2, "task 25% awakening”).
- the skill is unlocked, the progress of the second progress bar 240 is filled up, indicating that player 1 can use the additional skill.
- the upper right corner of the user interface 200 provides a thumbnail image 250 of the current scene, and the player can know the progress of the game scene in real time through the thumbnail image 250 during the game process.
- the preset trigger event is a preset event that triggers the discussion stage.
- the preset trigger event can switch the time of the game stage, for example, switch the game stage
- the trigger control is triggered to operate, the distance between the first virtual object and the virtual object in the target state is smaller than the first distance threshold, and the like.
- the step of controlling the graphical user interface to display the second virtual scene corresponding to the discussion stage includes:
- the graphical user interface In response to the distance between the first virtual object and the virtual object in the target state being smaller than a first distance threshold, the graphical user interface is controlled to display a second virtual scene corresponding to the discussion stage.
- the triggering discussion stage is an event of finding a virtual object in the target state, and the virtual object found in the target state is bound to be near the virtual object in the target state, so a first distance threshold is set , when the first virtual object moves to an area where the distance from the virtual object in the target state is less than the first distance threshold, the discussion is triggered by the first virtual object, and the GUI is controlled to switch from the first virtual scene in the action stage to the discussion stage The corresponding second virtual scene.
- the principle of setting the first distance threshold is that within the range of the distance threshold, a dead virtual object can be found.
- the game scene displayed in the GUI will be switched from the first virtual scene to the second virtual scene, and in the second virtual scene, all virtual Objects are displayed in the second virtual scene.
- the basic information that needs to be obtained includes: which virtual object initiated the discussion, which virtual object was in a dead state when the discussion was initiated, the last position of the virtual object in the dead state, and the time when the discussion was initiated. The position of each virtual object, etc., and then perform game inference according to the above-mentioned basic information to obtain a correct inference result, and this information is displayed in the second virtual scene for reference.
- what can be displayed in the second virtual scene are: a second virtual object, a character icon of the second virtual object, the first virtual object, and a character icon of the first virtual object;
- the discussion stage is configured as The game state of the at least one second virtual object or the first virtual object, etc. is determined according to the results of the discussion stage.
- the second virtual object and the icon of the second virtual object may be displayed together in the second virtual scene.
- the icon corresponding to the second virtual object (the avatar of the second virtual object, etc.) is displayed at the preset position of the virtual object (on the head, etc.); it may also be that only the second virtual object is displayed in the second virtual scene; it may also be Only the icon of the second virtual object is displayed in the second virtual scene.
- the display manner of the first virtual object may also be similar to the various display manners of the second virtual object, and details are not described herein again.
- the virtual object in the alive state and the virtual object in the dead state may be displayed in different display states.
- the virtual object in the dead state may be a virtual character image.
- a voting session will be performed, and the voting results may also be displayed in the second virtual scene during the voting process.
- the game state of the virtual objects may be changed during the discussion phase. After the discussion phase ends, the current state of each virtual object needs to be determined according to the discussion result.
- virtual object A was determined to be a virtual object with a special identity in the discussion stage, and everyone voted correctly, confirming that virtual object A was caught, virtual object A was sealed, and the game state of virtual object A was changed from the survival state. to a state of death.
- FIG. 3 is a schematic diagram of the game scene in the discussion stage.
- players 1 to 5 are displayed in the GUI, and at the same time, player 2 has been in a dead state before participating in the discussion stage. , therefore, during the display, player 2 is in a virtual display state to remind other players that the player is in a dead state, and to provide a reference for the voting process, that is, there is no need to vote for player 2.
- player 2 is in a virtual display state to remind other players that the player is in a dead state, and to provide a reference for the voting process, that is, there is no need to vote for player 2.
- the identity of player 2 may also be indicated to eliminate distractions for the identification of other players.
- the game process can be promoted through different additional skills, and different additional skills will produce different results in the game process during specific implementation and use, which will be described below:
- a1 After the identity betting skill is unlocked, in response to the identity betting skill control being triggered, the first virtual object and the second virtual object are controlled to perform the identity betting.
- the virtual task completion progress threshold that can unlock the identity gambling skill when the virtual task completion progress threshold that can unlock the identity gambling skill is reached, it is determined that the identity gambling skill of the first virtual object possessing the identity gambling skill is unlocked, and the identity matching skill is displayed on the graphical user interface. Additional skill controls corresponding to gambling skills.
- the triggering of the identity gambling skill control may be that the player who controls the first virtual object applies a touch operation on the additional skill control.
- the identity gambling skill is triggered. .
- the first virtual object is required to provide the name of the second virtual object that wants to bet and the identity information of the selected second virtual object, and the selected second virtual object is based on the above information. Make an identity bet.
- the GUI is controlled to display a third virtual scene of the identity betting;
- the third virtual scene includes the following items At least one of: a second virtual object, a character icon of the second virtual object, the first virtual object, a character icon of the first virtual object, gambling information, and the like.
- the second virtual object and the icon of the second virtual object may be displayed together in the second virtual scene, and when the two are displayed simultaneously, the second virtual object may be displayed at a preset position of the second virtual object
- the icon corresponding to the second virtual object is displayed at the place (on the head, etc.); it may also be that only the second virtual object is displayed in the second virtual scene; or only the icon of the second virtual object is displayed in the second virtual scene.
- the display manner of the first virtual object may also be similar to the various display manners of the second virtual object, and details are not described herein again.
- the betting information includes the role name of the virtual object that initiates the identity betting, the role name of the virtual object being bet on, and the betting result information (success or failure of the betting), and the like.
- an icon such as a dice
- different identity information is displayed on different sides of the dice.
- the rotation of the dice indicates that during the betting process, the identity information on the upward side when the dice stops rotating is the real identity information of the target second virtual object.
- FIG. 4 is a schematic diagram of a game scene in the stage of identity gambling.
- player 4 and player 1 the first virtual object
- the graphical user interface 200 there is gambling.
- Prompt area 410 in the bet prompt area 410, the player No. 4 who proposed the identity bet and the player who received the bet are displayed.
- the graphical user interface 200 also displays a bet result prompt area 420.
- the result prompt area 420 indicates the result information of the bet.
- a dice 430 is also displayed to indicate the betting progress and the real identity information of the bet.
- player 1 When betting on identity, kill the werewolf with player 1 (using the reasoning game For example, player 1's identity is a civilian) that player 4 is a virtual object belonging to the enemy's camp (killing werewolves by reasoning For example, player 4's identity is a werewolf), therefore, player 1 proposes an identity bet to player 4, when player 4's real identity is indeed the virtual object of the enemy camp (using the reasoning game to kill a werewolf) For example, when player 4's identity is a werewolf), player 1 succeeds in the bet, and player 4 is sealed.
- a2 When displaying the second virtual scene corresponding to the discussion stage, display the information related to the identity betting result on the first virtual object or the character icon of the first virtual object included in the second virtual scene , or, displaying the information related to the identity betting result on the target second virtual object included in the second virtual scene or on the character icon of the target second virtual object.
- the betting needs to be displayed on the first virtual object that initiates the identity betting or the icon of the first virtual object.
- information related to the identity betting result is also displayed on the target second virtual object or on the character icon of the target second virtual object.
- the virtual object target information character or the target second virtual object
- the bet result can be displayed in the death cause information (death cause: gambling failure) and the like.
- the negative virtual object is sealed on the premise that the betting of the first virtual object is successful, it can be displayed on the sealed negative virtual object or on the icon of the sealed negative virtual object. If the bet is successful, it is sealed, so that other positive virtual objects can know the true identity of the negative virtual object, so as to provide a reference for the subsequent reasoning process.
- the virtual task completion progress threshold that can unlock the identity verification skill is reached, it is determined that the identity verification skill of the first virtual object possessing the identity verification skill is unlocked, and the identity verification skill is displayed on the graphical user interface. Additional skill controls for the skill.
- the triggering of the identity verification skill control may be that the player controlling the first virtual object applies a touch operation on the additional skill control, and when it is determined that the player's touch operation on the additional skill control is received, the identity verification skill is triggered.
- the touch operation may be a slide operation, a click operation, a long press operation, and the like.
- the identity skill control when triggering the identity skill control, it is also necessary to provide the role name of the second virtual object whose identity is to be verified, and in response to the identity verification skill control being triggered, the identity information of the target second virtual object is displayed to the triggering identity The first virtual object to verify skills.
- the authentication may be initiated near the second virtual object, or the authentication may not be initiated near the second virtual object.
- the second virtual object is determined in response to a touch operation of the first virtual object in the character list.
- the character list is a list that may include icons or names of multiple second virtual objects.
- b2 In the first virtual scene of the action phase and/or the second virtual scene of the discussion phase displayed on the graphical user interface, display the identity information of the second virtual object at a preset position of the second virtual object place.
- the identity information of the second virtual object may be displayed at a preset position of the second virtual object, visible to all virtual objects, or visible only to the first virtual object.
- the identity information of the second virtual object can be displayed at a preset position of the second virtual object.
- the identity information of the second virtual object cannot be known by other second virtual objects that do not trigger the identity verification skills or do not use the identity verification skills for the second virtual object.
- the stage of displaying the identity information of the second virtual object can be set, and it can be displayed only in the action stage.
- the first virtual object that triggers the identity verification skill encounters the second virtual object. object, will see the identity information of the second virtual object, but the first virtual object cannot see the identity information of the second virtual object during the discussion stage, so for those who only display the identity information of the second virtual object in the action stage.
- the scene requires the first virtual object to record the identity information of the second virtual object; it can also be displayed only in the discussion stage, and when each virtual object is in the discussion scene, the identity information of the second virtual object is sent to the trigger.
- the first virtual object of the identity verification skill is displayed; it can also be displayed in both the action stage and the discussion stage. In this scenario, as long as the first virtual object that triggers the identity verification skill encounters the target second virtual object, the second virtual object will be displayed.
- the identity information of the virtual object is displayed to the first virtual object that triggers the identity verification skill.
- the preset position for displaying the target second virtual object may be on the target second virtual object, or may be on the icon of the target second virtual object, etc., which is not specifically limited herein.
- the target state may be a sealed state (eg, death), a frozen state, an injured state, a trapped state, and the like.
- the position information of the virtual object in the target state within the second distance threshold from the first virtual object will be acquired.
- the second distance threshold may be set as a distance range within which the current first virtual object can reach within a certain period of time, or may be within the field of view of the first virtual object.
- the order of the multiple dead virtual objects in the list may be sorted according to the length of the death time of each dead virtual object from the current time, or it may be according to each dead virtual object.
- the objects are sorted according to the distance of the first virtual object.
- c2 According to the location information, display an indicator identification corresponding to the location information in the graphical user interface to indicate the orientation of the virtual object in the target state in the first virtual scene.
- c3 Control the movement of the first virtual object in response to the movement instruction.
- the route of the first virtual object to the location of the dead virtual object can be planned according to the position information in response to the movement instruction.
- different routes can be planned for the first virtual object. It is the shortest distance route from the current position of the first virtual object to the location of the dead virtual object. It can also be the route with the least number of other second virtual objects encountered on the road from the current position of the first virtual object to the location of the dead virtual object.
- the determined multiple routes may be displayed as a route list to the first virtual object, so that the first virtual object can select the most suitable route for itself.
- the overall planned route may be displayed to the first virtual object, and at the same time during the movement of the first virtual object, the first virtual object is displayed in real time. guide the direction of movement.
- the graphical user interface can be controlled to display the corresponding discussion stage. the second virtual scene.
- the responsive task doubling skill control is triggered, and when the first virtual object completes the virtual task corresponding to the first virtual object, the reward of the virtual task is doubled according to a preset ratio .
- the virtual task completion progress threshold that can unlock the task doubling skill is reached, it is determined that the task doubling skill of the first virtual object having the task doubling skill is unlocked, and the task doubling skill is displayed on the graphical user interface. Additional skill controls for the skill.
- the task doubling skill control being triggered may be that the player who controls the first virtual object applies a touch operation on the additional skill control.
- the quest doubling skill is trigger.
- the first virtual object triggers the task doubling skill
- the corresponding virtual reward is doubled according to the preset ratio, so that the first virtual object can obtain More rewards Complete virtual missions as quickly as possible to speed up the game.
- the preset ratio of doubling can be set according to the difficulty of the task. For example, when using the doubling skill for a task that is more difficult to complete, the preset ratio of the reward that can be obtained is set higher.
- the first virtual scene and the first virtual object in the action stage are displayed on the graphical user interface, and at the same time, according to the skill configuration parameters of the first virtual object, it is determined that the first virtual object is in the default state.
- the first virtual object is controlled to unlock the additional skills, and the additional skill controls that trigger the additional skills are displayed on the GUI at the same time;
- the GUI is controlled to switch to the second virtual screen in the discussion stage, and the game states of the first virtual object and each of the second virtual objects are displayed at the same time. In this way, the process of the game can be accelerated, thereby reducing the consumption of power and data traffic of the terminal during the game.
- the following provides a specific game game embodiment.
- a game game there are usually two game stages: an action stage and a discussion stage. Based on these two game stages, this embodiment provides various functions in the following game matches.
- the functions that appear in the action phase usually include the following first to eighth functions, and the discussion phase usually includes the first, second, and seventh functions.
- this embodiment provides a display function of a virtual map.
- controlling the first virtual object to move in the first virtual scene and controlling the range of the first virtual scene displayed in the graphical user interface to change correspondingly according to the movement of the first virtual object; responding controlling the virtual scene displayed in the graphical user interface to be switched from the first virtual scene to the second virtual scene according to a preset trigger event, wherein the second virtual scene includes at least one second virtual object;
- a first virtual scene is first provided in the graphical user interface.
- virtual objects can move, perform game tasks, or perform other interactive operations.
- the user issues a moving operation for the first virtual object to control the first virtual object to move in the first virtual scene.
- the first virtual object is located at the relative center of the range of the first virtual scene displayed in the graphical user interface.
- the virtual camera in the first virtual scene moves with the movement of the first virtual object, thereby causing the range of the first virtual scene displayed in the graphical user interface to change correspondingly according to the movement of the first virtual object.
- the virtual objects participating in the official game are in the same first virtual scene. Therefore, during the movement of the first virtual object, if the first virtual object is relatively close to other virtual objects, there may be other virtual objects entering the graphics user.
- the scope of the first virtual scene displayed in the interface, and these virtual objects are characters controlled by other players.
- two nearby second virtual objects are displayed in the range of the first virtual scene.
- the GUI also displays a movement control for controlling the movement of the first virtual object, a plurality of attack controls, and a discussion control.
- the discussion control can be set to control the virtual object to enter the second virtual scene.
- the target virtual object can be determined from the second virtual objects in a plurality of survival states, and the second virtual objects in the plurality of survival states can be understood as being in the current game, Virtual objects in other survival states except the first virtual object.
- the user can determine the target virtual object according to the position and behavior of each second virtual object, for example, select a virtual object that is relatively isolated and difficult to be discovered by other virtual objects during an attack as the target virtual object.
- the target virtual object After the target virtual object is determined, it can be controlled to move from the initial position to the position of the target virtual object in the first virtual scene and perform a specified operation on the target virtual object, and then the target virtual object enters the target state.
- the second virtual scene is displayed in the graphical user interface.
- the trigger event may be a specific trigger operation, and any virtual object in the alive state may perform the trigger operation.
- the second virtual scene can be displayed in the graphical user interface, thereby The switching of the virtual scene from the first virtual scene to the second virtual scene is realized, and all virtual objects in the official game are moved from the first virtual scene to the second virtual scene.
- the second virtual scene also includes at least one second virtual object or the object icon of the second virtual object, and the object icon here may be the avatar of the virtual object, name etc.
- the virtual object in the surviving state has the right to speak, discuss and vote, but the target virtual object has entered the target state, causing at least part of the interaction mode configured by the target virtual object in the second virtual scene to be blocked.
- the status of restricted use may include speech discussion interaction, voting interaction, etc.; the status of restricted use may be that a certain interaction method cannot be used, or a certain interaction method cannot be used within a certain period of time, or The number of times an interaction is limited to a specified number of times.
- the first virtual object can send discussion information through the click input space on the right side and the voice translation control
- the discussion information sent by the virtual object may be displayed on the discussion information panel, and the discussion information may include who initiated the discussion, who was attacked, the location of the attacked virtual object, the location of each virtual object when the discussion was initiated, and the like.
- the user can vote on a virtual object by clicking a certain virtual object in the second virtual scene, and a voting button for the virtual object can be displayed near the virtual object. You can also click the Abstain button to give up this voting right.
- a position marker interface is displayed in the graphical user interface, and in the position marker interface, at least one second virtual object and/or the position marker information reported by the first virtual object is displayed.
- the character identification of the virtual object and/or the first virtual object is displayed.
- this embodiment provides an information display function of a virtual object. Displaying a first virtual scene and a first virtual object located in the first virtual scene in a graphical user interface; in response to a moving operation for the first virtual object, controlling the first virtual object to move in the first virtual scene, and controlling The range of the first virtual scene displayed in the graphical user interface changes correspondingly according to the movement of the first virtual object; in response to the operation of adding a remark, the remark prompt information of at least one second virtual object is displayed in the graphical user interface; in response to the remark prompt The information triggering operation adds remark information to the target virtual object in the displayed at least one second virtual object.
- a first virtual scene is first provided in the graphical user interface.
- virtual objects can move, perform game tasks, or perform other interactive operations.
- the user issues a moving operation for the first virtual object to control the first virtual object to move in the first virtual scene.
- the first virtual object is located at the relative center of the range of the first virtual scene displayed in the graphical user interface.
- the virtual camera in the first virtual scene moves with the movement of the first virtual object, thereby causing the range of the first virtual scene displayed in the graphical user interface to change correspondingly according to the movement of the first virtual object.
- the virtual objects participating in the official game are in the same first virtual scene. Therefore, during the movement of the first virtual object, if the first virtual object is relatively close to other virtual objects, there may be other virtual objects entering the graphics user.
- the range of the first virtual scene displayed in the interface these virtual objects are characters controlled by other players, or virtual characters controlled by non-players.
- two nearby second virtual objects are displayed in the range of the first virtual scene.
- the GUI also displays a movement control for controlling the movement of the first virtual object, a plurality of attack controls, and a discussion control.
- the discussion control can be set to control the virtual object to enter the second virtual scene.
- the target virtual object may be determined from at least one second virtual object in a living state and/or at least one third virtual object in a dead state, at least one in a
- the second virtual object in the survival state may be understood as other virtual objects in the survival state except the first virtual object in the current game.
- the user can determine the target virtual object according to the position, behavior, etc. of each second virtual object. For example, a virtual object that is relatively isolated and is not easily discovered by other virtual objects during an attack can be selected as the target virtual object. Virtual objects with suspicious identity information deduced by behavior, etc.
- the target virtual object After the target virtual object is determined, it can be controlled to move from the initial position to the position of the target virtual object in the first virtual scene, or the target virtual object can be selected to perform a specified operation on the target virtual object, and then the target virtual object enters the target state.
- the remark prompt information of the at least one second virtual object may be displayed in the graphical user interface in response to an operation of adding a remark; in response to a trigger operation for the remark prompt information, the target virtual object in the displayed at least one second virtual object may be displayed. Add remarks.
- the remark information can be displayed on the periphery of the target virtual object in the first virtual scene, that is, when the first virtual object moves in the first virtual scene according to the movement operation, and controls the display in the graphical user interface
- the player can use the first virtual scene presented in the graphical user interface See the target virtual object and the remarks for the target virtual object.
- the second virtual scene is displayed in the graphical user interface.
- the trigger event may be a specific trigger operation, and any virtual object in the alive state may perform the trigger operation.
- the second virtual scene can be displayed in the graphical user interface, thereby The switching of the virtual scene from the first virtual scene to the second virtual scene is realized, and all virtual objects in the official game are moved from the first virtual scene to the second virtual scene.
- the second virtual scene also includes at least one second virtual object or the role model and the role icon of the second virtual object.
- the role icon here can be It is the avatar, name, etc. of the virtual object.
- the virtual object in the surviving state has the rights to speak, discuss and vote. If the target virtual object enters the target state (for example, remarks are added), the current player can use the graphical user interface.
- the second virtual scene sees the target virtual object and the remark information of the target virtual object.
- an interaction mode is also configured in the second virtual scene, and the interaction mode may include speech discussion interaction, voting interaction, remark interaction, etc.
- a certain interaction method cannot be used in a segment, or the number of a certain interaction method is limited to a specified number of times. Exemplarily, a virtual character in a dead state is restricted from using voting interaction, and a virtual character in a dead state and whose identity is known is restricted from using note interaction.
- a plurality of virtual objects in a surviving state are included, including a first virtual object, and the first virtual object can send discussion information through the click input control and the speech translation control on the right side,
- the discussion information sent by the virtual object may be displayed on the discussion information panel, and the discussion information may include who initiated the discussion, who was attacked, the location of the attacked virtual object, the location of each virtual object when the discussion was initiated, and the like.
- the user can vote on a virtual object by clicking a certain virtual object in the second virtual scene, and a voting button for the virtual object can be displayed near the virtual object. You can also click the Abstain button to give up this voting right.
- a remark control may also be displayed, so as to add remark information to the clicked virtual object based on a touch operation on the remark control.
- a remarks list may also be displayed in the second virtual scene, and remark prompt information is displayed in the remark list, so as to add remark information to the displayed target virtual object in response to a trigger operation for the remark prompt information.
- remark prompt information is displayed in the remark list, so as to add remark information to the displayed target virtual object in response to a trigger operation for the remark prompt information.
- this embodiment provides a control function of a game process.
- the action stage at least part of the first virtual scene in the action stage and the first virtual object located in the first virtual scene are displayed on the graphical user interface;
- the skill configuration parameters of the object are used to determine the additional skills added by the first virtual object based on the default skills of the character; the default skills are the skills assigned according to the identity attributes of the first virtual object; determine the completion progress of the virtual task in the game stage
- control the first virtual object to unlock the additional skill, and provide the additional skill control set to trigger the additional skill based on the default skill control set to trigger the default skill in the graphical user interface; respond to the preset trigger event, control the graphical user interface to display the second virtual scene corresponding to the discussion stage;
- the second virtual scene includes at least one of the following items: the second virtual object, the character icon of the second virtual object, the first virtual object, the first virtual the character icon of the virtual object;
- the discussion stage is configured to determine the game state of the at least one second virtual object or the first virtual object
- the description is made from the perspective of a first virtual object having a first character attribute.
- a first virtual scene is provided in the graphical user interface.
- the first virtual object can move, play virtual tasks or perform other interactive operations.
- the user issues a moving operation for the target virtual object to control the first virtual object to move in the first virtual scene.
- the first virtual object is located at the relative center of the range of the first virtual scene displayed in the graphical user interface.
- the virtual camera in the first virtual scene moves with the movement of the first virtual object, thereby causing the range of the first virtual scene displayed in the graphical user interface to change correspondingly according to the movement of the first virtual object.
- the additional skills may include the following items At least one of: identity gambling skills, identity verification skills, guidance skills, and task doubling skills, while determining multiple other virtual objects that have the same character attributes (first character attributes) as the first virtual object in the current game stage
- the progress of the jointly completed virtual task is displayed according to the progress bar shown in Figure 5.
- the guiding skills can be used to determine the virtual object in the target state (such as death, etc.) in the first virtual scene within the preset distance threshold from the first virtual object in the action phase, and control the first virtual object.
- a virtual object moves to the position of the virtual object in the target state and a discussion is initiated immediately.
- the second virtual scene is displayed in the graphical user interface.
- the trigger event can be a specific trigger operation, and any virtual object in the alive state can perform the trigger operation.
- the second virtual scene by triggering the discussion control, the second virtual scene, so that the virtual scene is switched from the first virtual scene to the second virtual scene, and all virtual objects in the official game are moved from the first virtual scene to the second virtual scene.
- the second virtual scene also includes at least one second virtual object or an object icon of the second virtual object, where the object icon may be the avatar of the virtual object , name, etc.
- the virtual objects in the surviving state have the right to speak, discuss and vote.
- the first virtual object can send discussion information through the click input space on the right and the voice translation control.
- the discussion information sent by the virtual object can be displayed on the discussion information panel.
- the discussion information can include who initiated the discussion, who was attacked, and who was attacked. The location of the virtual objects attacked, the location of each virtual object when the discussion was initiated, etc.
- the user can click a virtual object in the second virtual scene, and a voting button for the virtual object can be displayed near the virtual object, so as to vote for the virtual object.
- the user can control the first virtual object.
- the virtual object uses the corresponding unlocked additional skills to check the virtual object that is mainly suspected.
- the first virtual object can use the verification identity skill to check the identity of the virtual object that is mainly suspected.
- the object votes to improve the accuracy of the vote.
- the user can also click the abstain from voting button to give up this voting right.
- this embodiment provides another virtual map display function.
- the virtual character is controlled to move in the virtual scene, and the virtual scene to which the virtual character is currently moved is displayed in the graphical user interface; in response to the map display operation, the first virtual map corresponding to the virtual scene is superimposed on the virtual scene ;
- the first virtual map superimposed and displayed on the virtual scene is switched to the second virtual map corresponding to the virtual scene; the transparency of at least part of the map area of the second virtual map is higher than the map corresponding to the first virtual map The transparency of the area, so that the degree of occlusion of the information in the virtual scene by the virtual map after the switch is lower than that before the switch.
- a virtual scene is provided in the graphical user interface, as shown in FIG. 5 , in this virtual scene (the first virtual scene shown in FIG. 5 ), the virtual character controlled by the player (the first virtual scene shown in FIG. 5 )
- a virtual character and/or a second virtual character) can move in the virtual scene, and can also perform game tasks or perform other interactive operations.
- the virtual object is controlled to move in the virtual scene, and in most cases, the virtual object is located at a position relative to the center of the virtual scene range displayed in the graphical user interface.
- the virtual camera in the virtual scene moves with the movement of the virtual object, so that the virtual scene displayed in the graphical user interface changes correspondingly with the movement of the virtual object, and the virtual scene to which the virtual character is currently moved is displayed in the graphical user interface.
- the virtual objects participating in the government game are in the same virtual scene. Therefore, during the movement of the above virtual objects, if the virtual objects are closer to other virtual objects, there may be other virtual objects entering the virtual scene displayed in the GUI. Scope, these virtual objects are characters controlled by other players. As shown in FIG. 5 , a plurality of virtual objects are displayed in the virtual scene range.
- the GUI also displays a movement control for controlling the movement of the virtual object, a plurality of attack controls, and a discussion control.
- the discussion control can be set to control the virtual object to enter the second virtual scene as shown in FIG. 6 . .
- the first virtual map is superimposed and displayed on the virtual scene displayed on the graphical user interface.
- the player's touch operation on the scene thumbnail (the scene map shown in FIG. 4 ) superimposes and displays the first virtual map on the virtual scene; for another example, in response to the control of controlling the virtual character to perform the second specific action operation, the first virtual map is superimposed and displayed on the virtual scene; here, the first virtual map at least includes the current position of the first virtual character, the position of each first virtual area in the virtual scene, and the position of the connected area.
- the first virtual map superimposed and displayed on the virtual scene in the GUI is switched to the second virtual map corresponding to the virtual scene, and the transparency of at least part of the map area of the second virtual map is higher than that of the first virtual map.
- the virtual map corresponds to the transparency of the map area, so that the occlusion degree of the virtual map after switching to the information in the virtual scene is lower than the occlusion degree before the switching.
- the map switching condition may be a specific trigger operation, and the virtual object in the alive state may perform the trigger operation.
- a virtual map is switched to the second virtual map corresponding to the virtual scene; for another example, by triggering the map switching button, the first virtual map displayed superimposed on the virtual scene is switched to the second virtual map corresponding to the virtual scene.
- the first virtual map can be switched to the second virtual map through a specific switching method, for example, the first virtual map displayed superimposed on the virtual scene is replaced with the second virtual map corresponding to the virtual scene Or, according to the first change threshold of transparency, the first virtual map is adjusted to a non-visualized state in the current virtual scene, and the first virtual map superimposed and displayed on the virtual scene is replaced with a second virtual map corresponding to the virtual scene; Alternatively, clear the first virtual map superimposed and displayed on the virtual scene, and superimpose and display the second virtual map on the virtual scene according to the second transparency change threshold; or, adjust the transparency of the first virtual map according to the third transparency change threshold. , and at the same time superimpose and display the second virtual map in the virtual scene according to the fourth change threshold of transparency until the first virtual map is in an invisible state in the current virtual scene.
- this embodiment provides a target attacking function in a game.
- the virtual object controlled by the object the target identity is the identity attribute assigned at the beginning of the game
- the target virtual object is the virtual object determined from the second virtual objects in multiple survival states
- the target state is the target virtual object in the second virtual scene
- the second virtual scene is a virtual scene displayed in the graphical user interface in response to a preset trigger event, wherein the second virtual scene includes at least one second virtual object or the object icon of the
- a first virtual scene is first provided in the graphical user interface.
- virtual objects can move, perform game tasks, or perform other interactive operations.
- the user issues a moving operation for the first virtual object to control the first virtual object to move in the first virtual scene.
- the first virtual object is located at the relative center of the range of the first virtual scene displayed in the graphical user interface.
- the virtual camera in the first virtual scene moves with the movement of the first virtual object, thereby causing the range of the first virtual scene displayed in the graphical user interface to change correspondingly according to the movement of the first virtual object.
- the virtual objects participating in the official game are in the same first virtual scene. Therefore, during the movement of the first virtual object, if the first virtual object is relatively close to other virtual objects, there may be other virtual objects entering the graphics user.
- the scope of the first virtual scene displayed in the interface, and these virtual objects are characters controlled by other players.
- two nearby second virtual objects are displayed in the range of the first virtual scene.
- the GUI also displays a movement control for controlling the movement of the first virtual object, a plurality of attack controls, and a discussion control.
- the discussion control can be set to control the virtual object to enter the second virtual scene.
- the above-mentioned temporary virtual object is a virtual object controlled by a first virtual object with a target identity
- the target identity is an identity attribute assigned at the beginning of the game
- the target virtual object is a virtual object determined from the second virtual objects in a plurality of survival states.
- the target state is that at least part of the interactive mode configured by the target virtual object in the second virtual scene is in a restricted use state
- the second virtual scene is a virtual scene displayed in the graphical user interface in response to a preset trigger event, wherein,
- the second virtual scene includes at least one second virtual object or a character icon of the second virtual object.
- the above-mentioned temporary virtual object is not controlled by the user, but under some specific conditions, the first virtual object with the target identity itself or the user corresponding to the first virtual object with the target identity has the authority to control the temporary virtual object .
- the temporary virtual object can be controlled to move from the initial position to the position of the target virtual object in the first virtual scene, and the specified operation can be performed on the target virtual object.
- the initial position can be the position of the temporary virtual object when it is not under control.
- the specified operation can be an attack operation. After the specified operation is performed on the target virtual object, it will have a specific impact on the target virtual object. The object enters the target state.
- the target virtual object can be determined from the second virtual objects in a plurality of survival states, and the second virtual objects in the plurality of survival states can be understood as being in the current game, Virtual objects in other survival states except the first virtual object.
- the user can determine the target virtual object according to the position and behavior of each second virtual object, for example, select a virtual object that is relatively isolated and difficult to be discovered by other virtual objects during an attack as the target virtual object.
- the target virtual object After the target virtual object is determined, it can be controlled to move from the initial position to the position of the target virtual object in the first virtual scene and perform a specified operation on the target virtual object, and then the target virtual object enters the target state.
- the second virtual scene is displayed in the graphical user interface.
- the trigger event may be a specific trigger operation, and any virtual object in the alive state may perform the trigger operation.
- the second virtual scene can be displayed in the graphical user interface, thereby The switching of the virtual scene from the first virtual scene to the second virtual scene is realized, and all virtual objects in the official game are moved from the first virtual scene to the second virtual scene.
- the second virtual scene also includes at least one second virtual object or the object icon of the second virtual object, and the object icon here may be the avatar of the virtual object, name etc.
- the virtual object in the surviving state has the right to speak, discuss and vote, but the target virtual object has entered the target state, causing at least part of the interaction mode configured by the target virtual object in the second virtual scene to be blocked.
- the status of restricted use may include speech discussion interaction, voting interaction, etc.; the status of restricted use may be that a certain interaction method cannot be used, or a certain interaction method cannot be used within a certain period of time, or The number of times an interaction is limited to a specified number of times.
- the first virtual object can send discussion information through the click input space on the right side and the voice translation control
- the discussion information sent by the virtual object may be displayed on the discussion information panel, and the discussion information may include who initiated the discussion, who was attacked, the location of the attacked virtual object, the location of each virtual object when the discussion was initiated, and the like.
- the user can vote for the virtual object by clicking on a certain virtual object in the second virtual scene, and a voting button for the virtual object can be displayed near the virtual object. You can also click the Abstain button to give up this voting right.
- the first virtual object with the target identity can control the temporary virtual object to perform a specified operation on the target virtual object, and directly perform a specified operation on the target virtual object without controlling the first virtual object Designated operation, this attack method is easy to operate, and can help the first virtual object to reduce the risk of revealing the identity of the target and improve the success rate of the attack.
- this embodiment provides an interactive data processing function in a game, in response to a touch operation on the movement control area, controlling the first virtual object to move in the virtual scene, and controlling the range of the virtual scene displayed on the graphical user interface according to the first virtual scene.
- the movement of a virtual object is changed; determine the response area of the first virtual object moving to the target virtual object in the virtual scene, wherein the target virtual object is a virtual object set in the virtual scene that can interact with the virtual object;
- the control instruction triggered by the touch operation controls to switch the display state of the first virtual object to the invisible state, and displays a mark set to refer to the first virtual object in the area of the target virtual object.
- the movement control area is set to control the movement of the virtual object in the virtual scene, and the movement control area may be a virtual joystick, through which the movement direction of the virtual object and the movement speed of the virtual object may be controlled.
- the virtual scene displayed in the GUI is mainly obtained by taking the image of the virtual scene range corresponding to the position of the virtual object by the virtual camera.
- the virtual camera can usually be set to follow the virtual object to move, At this time, the virtual scene range captured by the virtual camera will also move accordingly.
- Some virtual objects with interactive functions can be set in the virtual scene, the virtual objects can interact with the virtual objects, and the virtual objects can trigger interaction when they are located in the response area of the virtual objects.
- At least one virtual object with interactive function may be included in the virtual scene, and the target virtual object is any one of the at least one virtual object with interactive function.
- the range of the response area of the virtual object may be preset.
- the range of the response area may be set according to the size of the virtual object, and the range of the response area may also be set according to the type of the virtual object. set up.
- the range of the response area for a virtual object of the vehicle class can be set to be larger than the area where the virtual object is located, and the range of the response area for the virtual object of the prank prop can be set to be equal to the area where the virtual object is located.
- control instruction triggered by the touch operation may be a specific operation for a specified area or a specific operation for a specified object.
- control instruction may be triggered by a double-click operation for the target virtual object.
- graphic Interactive controls may be provided in the user interface, and control instructions may be triggered by clicking operations on the interactive controls.
- the interactive control may be provided after it is determined that the first virtual object moves to the response area of the target virtual object in the virtual scene. Based on this, the method may further include: controlling the graphical user interface to display the interactive control of the target virtual object; wherein the control instruction triggered by the touch operation includes the control instruction triggered by the touch interactive control.
- the display state of the virtual object can be controlled to be converted into a stealth display, the switching of the display state and the operation switching itself do not affect the game process, and the interaction with the player is increased. Improve the fun and improve the user experience.
- the target virtual object may be a virtual vehicle
- the virtual vehicle may be preset with a preset threshold, and the preset threshold is set to indicate the maximum number of loads of the virtual vehicle, that is, in the virtual vehicle The maximum number of virtual objects that can be invisible on the device. Based on this, when it is determined that the virtual vehicle is fully loaded, the player who subsequently performs the stealth switch may be instructed to fail to stealth.
- a reasoning game there may be two stages that can be divided into two stages: an action stage and a voting stage. All virtual objects in the surviving state (players in the game) in this session can act, such as doing tasks, making trouble, etc.
- players can gather to discuss and vote for the inference result, for example, infer the identities of each virtual object, wherein the tasks corresponding to the identities of different virtual objects may be different.
- skills can also be released in the area of the target virtual object to perform tasks, or make trouble.
- the method may further include: in response to a skill release instruction triggered by a touch operation, at least the target virtual object is hidden in the area of the target virtual object.
- a virtual object is used as a candidate virtual object; an action object as a skill release instruction is randomly determined in at least one candidate virtual object.
- the virtual object of the skill release instruction triggered by the touch operation may be a character in a stealth state or a virtual object in a non-stealth state.
- this embodiment provides a scene recording function in a game.
- a game interface is displayed on the graphical user interface, and the game interface includes at least part of the first virtual scene in the first game task stage and a first virtual object located in the first virtual scene; in response to a movement operation for the first virtual object, the game interface is controlled
- the virtual scene range displayed in the game is changed according to the movement operation; in response to the recording instruction triggered in the first game task stage, the image of the preset range of the current game interface is obtained; the image is stored; in response to the viewing triggered in the second game task stage
- the instruction displays an image, wherein the second game task stage and the first game task stage are different task stages in the game in which the first virtual object is currently located.
- a first virtual scene is first provided in the graphical user interface, as shown in FIGS. 7-8 .
- virtual objects can move, perform game tasks, or perform other interactive operations.
- the user issues a moving operation for the first virtual object to control the first virtual object to move in the first virtual scene.
- the first virtual object is located at the relative center of the range of the first virtual scene displayed in the graphical user interface.
- the virtual camera in the first virtual scene moves with the movement of the first virtual object, thereby causing the range of the first virtual scene displayed in the graphical user interface to change correspondingly according to the movement of the first virtual object.
- the virtual objects participating in the official game are in the same first virtual scene. Therefore, during the movement of the first virtual object, if the first virtual object is relatively close to other virtual objects, there may be other virtual objects entering the graphics user.
- the scope of the first virtual scene displayed in the interface, and these virtual objects are characters controlled by other players.
- two nearby second virtual objects are displayed in the range of the first virtual scene.
- the GUI also displays a movement control for controlling the movement of the first virtual object, a plurality of attack controls, and a discussion control.
- the discussion control can be set to control the virtual object to enter the second virtual scene.
- the target virtual object can be determined from the second virtual objects in a plurality of survival states, and the second virtual objects in the plurality of survival states can be understood as being in the current game, Virtual objects in other survival states except the first virtual object.
- the user can determine the target virtual object according to the position and behavior of each second virtual object, for example, select a virtual object that is relatively isolated and difficult to be discovered by other virtual objects during an attack as the target virtual object.
- the target virtual object After the target virtual object is determined, it can be controlled to move from the initial position to the position of the target virtual object in the first virtual scene and perform a specified operation on the target virtual object, and then the target virtual object enters the target state.
- the second virtual scene is displayed in the graphical user interface.
- the trigger event can be a specific trigger operation, and any virtual object in the alive state can perform the trigger operation.
- the second virtual object can be displayed in the graphical user interface. scene, so that the virtual scene is switched from the first virtual scene to the second virtual scene, and all virtual objects in the official game are moved from the first virtual scene to the second virtual scene.
- the second virtual scene also includes at least one second virtual object or the object icon of the second virtual object, and the object icon here may be the avatar of the virtual object, name etc.
- the virtual object in the surviving state has the right to speak, discuss and vote, but the target virtual object has entered the target state, causing at least part of the interaction mode configured by the target virtual object in the second virtual scene to be blocked.
- the status of restricted use may include speech discussion interaction, voting interaction, etc.; the status of restricted use may be that a certain interaction method cannot be used, or a certain interaction method cannot be used within a certain period of time, or The number of times an interaction is limited to a specified number of times.
- the first virtual object can send discussion information through the click input space on the right side and the voice translation control
- the discussion information sent by the virtual object may be displayed on the discussion information panel, and the discussion information may include who initiated the discussion, who was attacked, the location of the attacked virtual object, the location of each virtual object when the discussion was initiated, and the like.
- the user can vote on a virtual object by clicking a certain virtual object in the second virtual scene, and a voting button for the virtual object can be displayed near the virtual object. You can also click the Abstain button to give up this voting right.
- a position marker interface is displayed in the graphical user interface, and in the position marker interface, at least one second virtual object and/or the position marker information reported by the first virtual object is displayed.
- the character identification of the virtual object and/or the first virtual object is displayed in response to the touch operation on the function control.
- this embodiment provides a game operation function.
- a graphical user interface is provided through the terminal, the graphical user interface includes a virtual scene and virtual objects, the virtual scene includes a plurality of transmission areas, and the plurality of transmission areas includes a first transmission area and at least one second transmission area corresponding to the first transmission area. transfer area.
- the virtual object Responding to the touch operation on the movement control area, controlling the virtual object to move in the virtual scene; determining that the virtual object moves to the first transmission area, and displaying a first group of direction controls corresponding to at least one second transmission area in the movement control area; In response to the triggering instruction for the target direction control in the first group of direction controls, the virtual scene including the first transmission area displayed in the graphical user interface is controlled to be changed to a virtual scene including the second transmission area corresponding to the target direction control.
- the virtual scene range including the first transmission area displayed in the graphical user interface is controlled to be changed to the virtual scene area including the second transmission area corresponding to the target direction control.
- the graphical user interface includes at least part of a virtual scene and virtual objects
- the virtual scene includes a plurality of transfer areas
- the plurality of transfer areas include a first transfer area and at least one first transfer area that is different from the scene position corresponding to the first transfer area
- Two transmission areas where the first transmission area may be an entrance area of a hidden area (eg, a tunnel, a tunnel, etc., the present disclosure takes a tunnel as an example), and the second transmission area may be an exit area of the hidden area.
- the graphical user interface may include a movement control area, wherein the position of the movement control area on the graphical user interface can be customized according to actual requirements, for example, can be set in the lower left and lower right areas of the graphical user interface that can be touched by the player's thumb.
- the user inputs a touch operation on the movement control area to control the virtual object to move in the virtual scene. If it is determined that the virtual object moves to the first transmission area, a display corresponding to at least one second transmission area is displayed in the movement control area.
- the corresponding first group of direction controls (direction control 1 and direction control 2), the first group of direction controls are set to indicate the direction of the corresponding tunnel exit.
- the user inputs a trigger instruction for the target direction control (direction control 1) in the first group of direction controls, and can control to change the virtual scene range including the first transmission area displayed in the graphical user interface to include the second corresponding to the target direction control.
- the virtual scene range of the transmission area that is, through the trigger instruction for the target direction control, the current display in the GUI is the virtual scene range of the second transmission area corresponding to the direction control 1 .
- the embodiment of the present disclosure also provides a game progress control device corresponding to the game progress control method, because the principle of the device in the embodiment of the present disclosure to solve the problem and the above-mentioned game progress control method of the embodiment of the present disclosure Similar, therefore, the implementation of the apparatus may refer to the implementation of the method, and repeated descriptions will not be repeated.
- FIG. 11 is one of the schematic structural diagrams of a game progress control apparatus provided by an embodiment of the present disclosure
- FIG. 12 is a structure of a game progress control apparatus provided by an embodiment of the present disclosure. Diagram two.
- the control device 1100 includes:
- the scene display module 1110 is configured to display at least a part of the first virtual scene and the first virtual object located in the first virtual scene in the first virtual scene in the graphical user interface during the action stage;
- the skill determination module 1120 is configured to obtain the skill configuration parameters of the first virtual object, so as to determine the additional skills newly added by the first virtual object on the basis of the character default skills; the default skills are based on the first virtual object The skills assigned by the identity attribute;
- the skill unlocking module 1130 is configured to control the first virtual object to unlock additional skills when it is determined that the completion progress of the virtual task in the game stage reaches the progress threshold, and provide a setting to trigger the default skill in the graphical user interface. Based on the default skill controls, provide additional skill controls set to trigger the additional skill;
- the scene switching module 1140 is configured to respond to a preset trigger event and control the graphical user interface to display a second virtual scene corresponding to the discussion stage;
- the second virtual scene includes at least one of the following items: a second The virtual object, the character icon of the second virtual object, the first virtual object, the character icon of the first virtual object;
- the discussion stage is configured to determine the at least one second virtual object or all the Describe the game state of the first virtual object.
- control device 1100 further includes a gambling skill releasing module 1150, and the gambling skill releasing module 1150 is set to:
- the first virtual object included in the second virtual scene or the character icon of the first virtual object is displayed with information related to the result of identity betting, or , and display the information related to the identity betting result on the target second virtual object included in the second virtual scene or on the character icon of the target second virtual object.
- control device 1100 further includes a verification skill release module 1160, and the verification skill release module 1160 is set to:
- the identity information of the target second virtual object is provided to the first virtual object.
- control device 1100 further includes a guidance skill release module 1170, and the guidance skill release module 1170 is configured to:
- the first virtual object is controlled to move.
- control device 1100 further includes a doubling skill releasing module 1180, and the doubling skill releasing module 1180 is set to:
- the responsive task doubling skill control is triggered, and when the first virtual object completes the virtual task corresponding to the first virtual object, the reward of the virtual task is doubled according to a preset ratio .
- the virtual tasks include tasks completed by all virtual objects of the first character attribute in the game stage;
- the virtual task completion progress in the game stage indicates the progress of the virtual task being jointly completed by the virtual objects of the first character attribute in the game stage;
- the first virtual object is a virtual object with a first character attribute.
- the additional skills include at least one of the following items: identity gambling skills, identity verification skills, guidance skills and task doubling skills.
- verification skill release module 1160 is also set to:
- the identity information of the second virtual object is displayed on the pre-position of the second virtual object. set location.
- the scene switching module 1140 when the scene switching module 1140 is set to respond to a preset trigger event and control the graphical user interface to display the second virtual scene corresponding to the discussion stage, the scene switching module 1140 is set to:
- the graphical user interface In response to the distance between the first virtual object and the virtual object in the target state being smaller than a first distance threshold, the graphical user interface is controlled to display a second virtual scene corresponding to the discussion stage.
- completion progress of the virtual task is displayed through a first progress prompt control provided in the graphical user interface;
- the first progress prompt control also displays at least one unlocking mark set to prompt that the corresponding additional skill can be unlocked under the preset progress.
- a second progress prompt control corresponding to the additional skill control is further provided in the graphical user interface; the second progress prompt control is set to display the unlocking progress of the additional skill.
- the device for controlling the game process displays the first virtual scene and the first virtual object in the action stage on the graphical user interface, and at the same time, according to the skill configuration parameters of the first virtual object, it is determined that the first virtual object is in the default state.
- the first virtual object is controlled to unlock the additional skills, and the additional skill controls that trigger the additional skills are displayed on the GUI at the same time;
- the GUI is controlled to switch to the second virtual screen in the discussion stage, and the game states of the first virtual object and each of the second virtual objects are displayed at the same time. In this way, the process of the game can be accelerated, thereby reducing the consumption of power and data traffic of the terminal during the game.
- FIG. 13 is a schematic structural diagram of an electronic device according to an embodiment of the present disclosure.
- the electronic device 1300 includes a processor 1310 , a memory 1320 and a bus 1330 .
- the memory 1320 stores machine-readable instructions executable by the processor 1310.
- the processor 1310 communicates with the memory 1320 through the bus 1330, and the machine-readable instructions are executed by the bus 1330.
- the processor 1310 may execute the steps of the method for controlling the game process in the method embodiment shown in FIG. 1 above. For a specific implementation method, refer to the method embodiment, which will not be repeated here.
- Embodiments of the present disclosure further provide a computer-readable storage medium, where a computer program is stored on the computer-readable storage medium.
- the computer program can execute the game process in the method embodiment shown in FIG. 1 above.
- the steps of the control method reference may be made to the method embodiment for a specific implementation manner, which will not be repeated here.
- the disclosed system, apparatus and method may be implemented in other manners.
- the apparatus embodiments described above are only illustrative.
- the division of the units is only a logical function division.
- multiple units or components may be combined or Can be integrated into another system, or some features can be ignored, or not implemented.
- the shown or discussed mutual coupling or direct coupling or communication connection may be through some communication interfaces, indirect coupling or communication connection of devices or units, which may be in electrical, mechanical or other forms.
- the units described as separate components may or may not be physically separated, and components displayed as units may or may not be physical units, that is, may be located in one place, or may be distributed to multiple network units. Some or all of the units may be selected according to actual needs to achieve the purpose of the solution in this embodiment.
- each functional unit in each embodiment of the present disclosure may be integrated into one processing unit, or each unit may exist physically alone, or two or more units may be integrated into one unit.
- the functions, if implemented in the form of software functional units and sold or used as stand-alone products, may be stored in a processor-executable non-volatile computer-readable storage medium.
- the computer software products are stored in a storage medium, including Several instructions are used to cause a computer device (which may be a personal computer, a server, or a network device, etc.) to execute all or part of the steps of the methods described in various embodiments of the present disclosure.
- the aforementioned storage medium includes: U disk, mobile hard disk, read-only memory (Read-Only Memory, ROM), random access memory (Random Access Memory, RAM), magnetic disk or optical disk and other media that can store program codes .
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Abstract
提供了一种游戏进程的控制方法、装置、电子设备及存储介质,在行动阶段,在图形用户界面显示行动阶段的至少部分第一虚拟场景和位于第一虚拟场景中的第一虚拟对象(S101);确定第一虚拟对象在角色默认技能的基础上新增的附加技能(S102);确定对局阶段中的虚拟任务完成进度达到进度阈值时,控制第一虚拟对象解锁附加技能,并在图形用户界面中提供设置为触发附加技能的附加技能控件(S103);响应于预设的触发事件,控制图形用户界面切换至讨论阶段的第二虚拟画面,同时显示第一虚拟对象以及各个第二虚拟对象的游戏状态(S104)。这样,可以加速游戏的进程,从而减少了游戏过程中终端的电量和数据流量的消耗。
Description
相关申请的交叉引用
本公开要求于2021年04月19日提交的申请号为202110421216.5、名称为“一种游戏进程的控制方法、装置、电子设备及存储介质”的中国专利申请的优先权,该中国专利申请的全部内容通过引用全部并入本文。
本公开涉及游戏技术领域,尤其是涉及一种游戏进程的控制方法、装置、电子设备及存储介质。
在日常的生活中,人们通常喜欢在互联网中玩桌上游戏。桌上游戏,简称为桌游,是指可以在桌面上或者多人面对面的平台上玩的一类游戏,与运动类或者竞技类游戏相区别,桌上游戏更注重对多种思维方式的锻炼、语言表达能力锻炼及情商锻炼,并且不依赖电子设备及电子技术。现有的桌上游戏包括:象棋、围棋、杀人游戏(Werewolf/Lupus of Tabula)以及万智牌(Magic)等等。
目前,将不同角色划分为不同阵营进行推理淘汰的推理类游戏就是桌游中比较有代表性的一种,上述推理类游戏的游戏规则为:将参与游戏的多个虚拟对象划分在不同的阵营,分属于不同阵营的虚拟对象之间互相通过策略(例如,分析判断、较量口才)来推进游戏,当其中一个阵营获胜(将对立阵营中的虚拟对象全部淘汰)时,游戏结束。
需要说明的是,在上述背景技术部分公开的信息仅设置为加强对本公开的背景的理解,因此可以包括不构成对本领域普通技术人员已知的现有技术的信息。
发明内容
有鉴于此,本公开的目的在于提供一种游戏进程的控制方法、装置、电子设备及存储介质。
第一方面,本公开实施例提供了一种游戏进程的控制方法,通过终端设备提供一图形用户界面,所述图形用户界面中包括当前对局阶段的虚拟场景,所述对局阶段包括行动阶段和讨论阶段,所述方法包括:在所述行动阶段,在所述图形用户界面显示所述行动阶段的至少部分第一虚拟场景和位于所述第一虚拟场景中的第一虚拟对象;获取第一虚拟对象的技能配置参数,以确定所述第一虚拟对象在角色默认技能的基础上新增的附加技能;所述默认技能为根据所述第一虚拟对象的身份属性分配的技能;确定所述对局阶段中的虚拟任务完成进度达到进度阈值时,控制所述第一虚拟对象解锁附加技能,并 在所述图形用户界面中提供设置为触发默认技能的默认技能控件的基础上,提供设置为触发所述附加技能的附加技能控件;响应预设的触发事件,控制所述图形用户界面显示所述讨论阶段对应的第二虚拟场景;所述第二虚拟场景中包括以下项中的至少一项:第二虚拟对象、第二虚拟对象的角色图标、所述第一虚拟对象、所述第一虚拟对象的角色图标;所述讨论阶段被配置为根据讨论阶段结果确定所述至少一个第二虚拟对象或所述第一虚拟对象的游戏状态。
第二方面,本公开实施例还提供了一种游戏进程的控制装置,通过终端设备提供一图形用户界面,所述图形用户界面中包括当前对局阶段的虚拟场景,所述对局阶段包括行动阶段和讨论阶段,所述装置包括:场景显示模块,设置为在所述行动阶段,在所述图形用户界面显示所述行动阶段的至少部分第一虚拟场景和位于所述第一虚拟场景中的第一虚拟对象;技能确定模块,设置为获取第一虚拟对象的技能配置参数,以确定所述第一虚拟对象在角色默认技能的基础上新增的附加技能;所述默认技能为根据所述第一虚拟对象的身份属性分配的技能;技能解锁模块,设置为确定所述对局阶段中的虚拟任务完成进度达到进度阈值时,控制所述第一虚拟对象解锁附加技能,并在所述图形用户界面中提供设置为触发默认技能的默认技能控件的基础上,提供设置为触发所述附加技能的附加技能控件;场景切换模块,设置为响应预设的触发事件,控制所述图形用户界面显示所述讨论阶段对应的第二虚拟场景;所述第二虚拟场景中包括以下项中的至少一项:第二虚拟对象、第二虚拟对象的角色图标、所述第一虚拟对象、所述第一虚拟对象的角色图标;所述讨论阶段被配置为根据讨论阶段结果确定所述至少一个第二虚拟对象或所述第一虚拟对象的游戏状态。
第三方面,本公开实施例还提供了一种电子设备,包括:处理器、存储介质和总线,所述存储介质存储有所述处理器可执行的机器可读指令,当电子设备运行时,所述处理器与所述存储介质之间通过总线通信,所述处理器执行所述机器可读指令,以执行如第一方面任一项所述的游戏进程的控制方法的步骤。
第四方面,本公开实施例还提供了一种计算机可读存储介质,所述计算机可读存储介质上存储有计算机程序,所述计算机程序被处理器运行时执行如第一方面任一项所述的游戏进程的控制方法的步骤。
应当理解的是,以上的一般描述和后文的细节描述仅是示例性和解释性的,并不能限制本公开。
为了更清楚地说明本公开实施例的技术方案,下面将对实施例中所需要使用的附图作简单地介绍,应当理解,以下附图仅示出了本公开的某些实施例,因此不应被看作是 对范围的限定,对于本领域普通技术人员来讲,在不付出创造性劳动的前提下,还可以根据这些附图获得其他相关的附图。
图1为本公开实施例所提供的一种游戏进程的控制方法的流程图;
图2为行动阶段的游戏场景示意图;
图3为讨论阶段的游戏场景示意图;
图4为身份对赌阶段的游戏场景示意图;
图5为本公开实施例所提供的一种第一虚拟场景的界面示意图之一;
图6为本公开实施例所提供的一种第二虚拟场景的界面示意图之一;
图7为本公开实施例所提供的一种第一虚拟场景的界面示意图之二;
图8为本公开实施例所提供的一种第一虚拟场景的界面示意图之三;
图9为本公开实施例所提供的一种第二虚拟场景的界面示意图之二;
图10为本公开实施例所提供的一种虚拟对象的移动示意图;
图11为本公开实施例所提供的一种游戏进程的控制装置的结构示意图之一;
图12为本公开实施例所提供的一种游戏进程的控制装置的结构示意图之二;
图13为本公开实施例所提供的一种电子设备的结构示意图。
为使本公开实施例的目的、技术方案和优点更加清楚,下面将结合本公开实施例中附图,对本公开实施例中的技术方案进行清楚、完整地描述,显然,所描述的实施例仅仅是本公开一部分实施例,而不是全部的实施例。通常在此处附图中描述和示出的本公开实施例的组件可以以各种不同的配置来布置和设计。因此,以下对在附图中提供的本公开的实施例的详细描述并非旨在限制要求保护的本公开的范围,而是仅仅表示本公开的选定实施例。基于本公开的实施例,本领域技术人员在没有做出创造性劳动的前提下所获得的每个其他实施例,都属于本公开保护的范围。
虚拟场景:
是应用程序在终端或服务器上运行时显示(或提供)的虚拟场景。可选地,该虚拟场景是对真实世界的仿真环境,或者是半仿真半虚构的虚拟环境,或者是纯虚构的虚拟环境。虚拟场景是二维虚拟场景和三维虚拟场景中的任意一种,虚拟环境可以为天空、陆地、海洋等,其中,该陆地包括沙漠、城市等环境元素。其中,虚拟场景为用户控制等虚拟对象完整游戏逻辑的场景。
虚拟对象:
是指在虚拟场景中可被控制的动态对象。可选地,该动态对象可以是虚拟人物、虚拟动物、动漫人物等。该虚拟对象是玩家通过输入设备进行控制的角色,或者是通过训 练设置在虚拟环境对战中的人工智能(Artificial Intelligence,AI),或者是设置在虚拟场景对战中的非玩家角色(Non-Player Character,NPC)。可选地,该虚拟对象是在虚拟场景中进行竞技的虚拟人物。可选地,该虚拟场景对战中的虚拟对象的数量是预设设置的,或者是根据加入对战的客户端的数量动态确定的,本公开实施例对此不作限定。在一种可能实现方式中,用户能够控制虚拟对象在该虚拟场景中进行移动,例如,控制虚拟对象跑动、跳动、爬行等,也能够控制虚拟对象使用应用程序所提供的技能、虚拟道具等与其他虚拟对象进行战斗。
玩家角色:
是指可以受玩家操控在游戏环境中活动的虚拟对象,在一些电子游戏中也可以称为式神角色、英雄角色。玩家角色可以是虚拟人物、虚拟动物、动漫人物、虚拟载具等不同形式中的至少一种。
游戏界面:
是指通过图形用户界面提供或显示的应用程序对应的界面,该界面中包括供玩家进行交互的UI界面和游戏画面。在可选的实施方式中,该UI界面中可以包括游戏控件(如,技能控件、移动控件、功能控件等)、指示标识(如,方向指示标识、角色指示标识等)、信息展示区(如,击杀人数、比赛时间等),或是游戏设置控件(如,系统设置、商店、金币等)。在可选的实施方式中,游戏画面为终端设备显示虚拟场景所对应的显示画面,游戏画面中可以包括在虚拟场景中进行执行游戏逻辑的游戏角色、NPC角色、AI角色等虚拟对象。
虚拟物体:
是指虚拟场景中的静态对象,例如游戏场景中的地形、房屋、桥梁、植被等。静态对象往往不受玩家直接控制,但可以响应场景中虚拟对象的交互行为(如,攻击、拆除等),而作出相应的表现,例如:虚拟对象可以对建筑物进行拆除、拾取、拖拽、建造等。可选地,虚拟物体也可以无法响应虚拟对象的交互行为,例如,虚拟物体同样可以为游戏场景中的建筑物、门、窗、植等,但是虚拟对象并不能与其进行交互,比如,虚拟对象不能对窗进行破坏或是拆除等。在本公开其中一种实施例中的虚拟地图的显示方法可以运行于本地终端设备或者是服务器。当虚拟地图的显示方法运行于服务器时,该虚拟地图的显示方法则可以基于云交互系统来实现与执行,其中,云交互系统包括服务器和客户端设备。
在一可选的实施方式中,云交互系统下可以运行各种云应用,例如:云游戏。以云游戏为例,云游戏是指以云计算为基础的游戏方式。在云游戏的运行模式下,游戏程序的运行主体和游戏画面呈现主体是分离的,信息处理方法的储存与运行是在云游戏服务器上完成的,客户端设备的作用为数据的接收、发送以及游戏画面的呈现,举例而言,客户端设备可以是靠近用户侧的具有数据传输功能的显示设备,如,移动终端、电视机、 计算机、掌上电脑等;但是进行信息处理的为云端的云游戏服务器。在进行游戏时,玩家操作客户端设备向云游戏服务器发送操作指令,云游戏服务器根据操作指令运行游戏,将游戏画面等数据进行编码压缩,通过网络返回客户端设备,最后,通过客户端设备进行解码并输出游戏画面。
在一可选的实施方式中,以游戏为例,本地终端设备存储有游戏程序并设置为呈现游戏画面。本地终端设备设置为通过图形用户界面与玩家进行交互,即,常规的通过电子设备下载安装游戏程序并运行。该本地终端设备将图形用户界面提供给玩家的方式可以包括多种,例如,可以渲染显示在终端的显示屏上,或者,通过全息投影提供给玩家。举例而言,本地终端设备可以包括显示屏和处理器,该显示屏设置为呈现图形用户界面,该图形用户界面包括游戏画面,该处理器设置为运行该游戏、生成图形用户界面以及控制图形用户界面在显示屏上的显示。
对本公开可适用的应用场景进行介绍。本公开可应设置为游戏技术领域。
在推理类游戏中,由参与游戏的多个玩家共同加入同一个游戏对局,在进入游戏对局后,为不同玩家的虚拟对象分配不同的角色属性,例如,身份属性,通过分配不同的角色属性以确定不同阵营,使得玩家在游戏对局的不同对局阶段通过执行游戏分配的任务,以赢得游戏比赛,例如,具有A角色属性的多个虚拟对象通过在对局阶段将具有B角色属性的虚拟对象进行“淘汰”,以获得游戏比赛的胜利。以狼人杀
为例,通常需要10人参与同一对局游戏,在游戏对局开始时,确定游戏对局中的虚拟对象的身份信息(角色属性),举例而言,身份信息包括平民身份和狼人身份,具有平民身份的虚拟对象在对局阶段通过完成被分配的指定任务而赢得比赛,或是将当前游戏对局中的具有狼人身份的虚拟对象淘汰以赢得比赛;具有狼人身份虚拟对象在对局阶段通过对非狼人身份的其他虚拟对象进行执行攻击行为,以淘汰该虚拟对象,以赢得比赛。
在推理类游戏中的对局阶段中,通常存在有两个游戏阶段:行动阶段和讨论阶段。
在行动阶段中,通常会为分配一个或多个游戏任务。在一可选的实施方式中,会为每个虚拟对象分配相应的一个或多个游戏任务,玩家通过控制对应的虚拟对象在游戏场景中移动并执行对应的游戏任务,以完成游戏对局。在一可选的实施方式中,会为当前游戏对局中的具有同一角色属性的虚拟对象确定共同的游戏任务;在行动阶段,参与当前游戏对局的虚拟对象在行动阶段的虚拟场景中可以自由移动至游戏场景中的不同区域以完成被分配的游戏任务,其中,当前游戏对局中的虚拟对象中包括具有第一角色属性的虚拟对象和具有第二角色属性的虚拟对象,在一可选的实施方式中,具有第二角色属性的虚拟对象在虚拟场景中移动至具有第一角色属性的虚拟对象的预设范围内时,可以响应攻击指令并攻击具有第一角色属性的虚拟对象,以淘汰该具有第一角色属性的虚拟对象。
在讨论阶段中,为代表玩家的虚拟对象提供讨论功能,通过讨论功能展现虚拟对象 在行动阶段的行为,以决定是否将当前游戏对局中特定虚拟对象进行淘汰。
以狼人杀
为例,游戏对局包括两个阶段,分别是行动阶段和讨论阶段。在行动阶段中,游戏对局中的多个虚拟对象自由在虚拟场景中移动,通过虚拟对象视角展现的游戏画面中可以看到在预设范围内出现的其他虚拟对象。具有平民身份的虚拟对象通过在虚拟场景中移动以完成被分配的游戏任务,具有狼人身份的虚拟对象在虚拟场景中破坏具有平民身份的虚拟对象已经完成的任务,或是可以执行被分配的特定游戏任务,同时,具有狼人身份的虚拟对象也可以在行动阶段通过对具有平民身份的虚拟对象进行攻击,以淘汰该虚拟对象。当游戏对局阶段从行动阶段进入到讨论阶段时,玩家通过对应的虚拟对象进行讨论,以试图根据在行动阶段的游戏行为确定具有狼人身份的虚拟对象,并通过投票的方式确定讨论结果,根据讨论结果确定是否存在需要被淘汰的虚拟对象,如果有,则根据讨论结果将对应的虚拟对象进行淘汰,如果没有,则当前讨论阶段中不存在需要被淘汰的虚拟对象。其中,在讨论阶段中,可以通过语音的方式进行讨论,也可以是文字,或是其他的方式。
在本公开一个实施例提供的实施环境的示意图。该实施环境可以包括:第一终端设备、游戏服务器和第二终端设备。第一终端设备和第二终端设备分别与服务器进行通信,以实现数据通信。在本实施方式中,第一终端设备和第二终端设备分别安装有执行本公开的提供的游戏进程的显示方法的客户端,游戏服务器为执行本公开的提供的游戏进程的显示方法的服务器端。通过客户端,使得第一终端设备和第二终端设备分别可以与游戏服务器进行通信。
以第一终端设备为例,第一终端设备通过运行客户端与游戏服务器建立通信。在一可选的实施方式中,服务器根据客户端的游戏请求建立游戏对局。其中,游戏对局的参数可以根据接收到的游戏请求中的参数进行确定,例如,游戏对局的参数可包括参与游戏对局的人数,参与游戏对局的角色级别等。当第一终端设备接收到服务器的响应时,通过第一终端设备的图形用户界面显示游戏对局所对应的虚拟场景。在一可选的实施方式中,服务器根据客户端的游戏请求,从已经建立的多个游戏对局中为客户端确定一目标游戏对局,当第一终端设备接收到服务器的响应时,通过第一终端设备的图形用户界面显示游戏对局所对应的虚拟场景。第一终端设备为第一用户控制的设备,第一终端设备的图形用户界面中显示的虚拟对象为该第一用户控制的玩家角色,第一用户通过图形用户界面输入操作指令,以控制玩家角色在虚拟场景中执行相应的操作。
以第二终端设备为例,第二终端设备通过运行客户端与游戏服务器建立通信。在一可选的实施方式中,服务器根据客户端的游戏请求建立游戏对局。其中,游戏对局的参数可以根据接收到的游戏请求中的参数进行确定,例如,游戏对局的参数可包括参与游戏对局的人数,参与游戏对局的角色级别等。当第二终端设备接收到服务器的响应时,通过第二终端设备的图形用户界面显示游戏对局所对应的虚拟场景。在一可选的实施方 式中,服务器根据客户端的游戏请求,从已经建立的多个游戏对局中为客户端确定一目标游戏对局,当第二终端设备接收到服务器的响应时,通过第二终端设备的图形用户界面显示游戏对局所对应的虚拟场景。第二终端设备为第二用户控制的设备,第二终端设备的图形用户界面中显示的虚拟对象为该第二用户控制的玩家角色,第二用户通过图形用户界面输入操作指令,以控制玩家角色在虚拟场景中执行相应的操作。
服务器根据通过接收第一终端设备和第二终端设备上报的游戏数据,进行数据计算,并将计算后的游戏数据同步至第一终端设备和第二终端设备,使得第一终端设备和第二终端设备根据服务器下发的同步数据控制图形用户界面中的渲染出对应的虚拟场景和/或虚拟对象。
在本实施方式中,第一终端设备控制的虚拟对象和第二终端设备控制的虚拟对象为处于同一游戏对局中的虚拟对象。其中,第一终端设备控制的虚拟对象和第二终端设备控制的虚拟对象可以具有相同的角色属性,也可以为具有不同的角色属性。
需要说明的是,处于当前游戏对局中的虚拟对象可以包括两个或是两个以上的虚拟对象,不同的虚拟对象可以分别对应不同的终端设备,也就是说,在当前游戏对局中,存在两个以上的终端设备分别与游戏服务器进行游戏数据的发送和同步。
本公开实施例提供了一种游戏进程的控制方法,能够将游戏中附加技能分配给对应的第一虚拟对象,在游戏进度到达进度阈值后,主动解锁相应的附加技能,以使拥有附加技能的第一虚拟对象在游戏的行动阶段使用相应的附加技能,附加技能的释放可以帮助玩家通过相应的推理淘汰对立阵营的虚拟对象,通过这种方式,可以加速游戏的进程,从而减少了游戏过程中终端的电量和数据流量的消耗。
请参阅图1,图1为本公开实施例所提供的一种游戏进程的控制方法的流程图。如图1中所示,本公开实施例提供的游戏进程的控制方法,包括:
S101、在所述行动阶段,在所述图形用户界面显示所述行动阶段的至少部分第一虚拟场景和位于所述第一虚拟场景中的第一虚拟对象。
S102、获取第一虚拟对象的技能配置参数,以确定所述第一虚拟对象在角色默认技能的基础上新增的附加技能;所述默认技能为根据所述第一虚拟对象的身份属性分配的技能。
S103、确定所述对局阶段中的虚拟任务完成进度达到进度阈值时,控制所述第一虚拟对象解锁附加技能,并在所述图形用户界面中提供设置为触发默认技能的默认技能控件的基础上,提供设置为触发所述附加技能的附加技能控件。
S104、响应预设的触发事件,控制所述图形用户界面显示所述讨论阶段对应的第二虚拟场景;所述第二虚拟场景中包括以下项中的至少一项:第二虚拟对象、第二虚拟对象的角色图标、所述第一虚拟对象、所述第一虚拟对象的角色图标;所述讨论阶段被配置为根据讨论阶段结果确定所述至少一个第二虚拟对象或所述第一虚拟对象的游戏状态。
在本公开实施例中,对应的游戏场景可以是推理类游戏。具体说来,推理类游戏是一种多人参与的,以语言描述推动的、较量口才和分析判断能力的策略类游戏。在推理类游戏中的全部虚拟对象大体上可以分为两类,有特殊身份的虚拟对象以及没有特殊身份的虚拟对象,没有特殊身份的虚拟对象需要识别拥有特殊身份的敌对虚拟对象,下面以虚拟场景为推理类游戏场景为例进行说明。
在步骤S101中,在本公开实施例中的推理类游戏场景下对局阶段可包括两个阶段,即行动阶段以及讨论阶段,在行动阶段,各个虚拟对象活动在各个活动区域以完成多个任务,当游戏进程处于行动阶段时,在图形用户界面上显示与行动阶段对应的第一虚拟场景和在第一虚拟场景中的第一虚拟对象。
这里,图形用户界面中显示的第一虚拟场景会随着第一虚拟对象的移动而进行切换,例如,当前第一虚拟对象是在路上行走,那么相应的第一虚拟场景中显示有第一虚拟对象行走的道路、在道路旁的多个任务区域以及每个任务区域的名称等;在行走一段时间后,第一虚拟对象进入某任务区域,那么相应的第一虚拟场景中将会切换显示第一虚拟对象进入的活动区域内的场景,可以包括任务区域内的摆设以及处于该任务区域内的其他虚拟对象。
同时,在本公开实施例中,在第一虚拟场景中还会显示有与第一虚拟场景对应的场景缩略图,可以显示在图形用户界面的特定区域(右上角等),同样的场景缩略图的显示内容也会跟着第一虚拟对象的移动而发生变化。
这里,行动阶段和讨论阶段可基于预设的触发事件的触发而被切换。例如,当切换到讨论阶段之后,虚拟对象之间可通过发言投票来确定出局的虚拟对象,直至某一方身份的阵营达到胜利的条件,则游戏结束。
在步骤S102中,获取的技能配置参数中指示出了第一虚拟对象在对局阶段中全程可以使用的默认技能,以及满足一定条件后可以解锁的新增技能,这些技能可以帮助第一虚拟对象在游戏中完成相应的虚拟任务并获得相应的游戏线索信息以及游戏积分。在一可选的实施方式中,终端设备与游戏服务器建立通信,并进入到游戏服务器分配的游戏对局中时,当游戏对局开始时,游戏服务器为当前游戏对局中的虚拟对象分配不同的角色属性,同时确定对应的技能配置参数,并将技能配置参数发送至对应的终端设备中,在本实施方式中,游戏服务器将配置参数发送至控制第一虚拟对象的终端设备中。
其中,在本公开实施例中,第一虚拟对象为具有第一角色属性的虚拟对象,虚拟任务包括所有第一角色属性的虚拟对象在对局阶段所完成的任务,例如,在推理类游戏为狼人杀
游戏时,第一虚拟对象可以是平民身份的虚拟对象。虚拟任务包括所有平民在对局阶段所完成的所有任务。第一虚拟对象的默认技能是根据第一虚拟对象的身份属性分配的技能,在游戏中同属于一个身份属性的其他虚拟对象均可以被分配到默认技能;附加技能是在游戏中同一身份属性的多个虚拟对象共同完成相应的任务共同解锁的技能。 在一可选的实施方式中,附加技能是被随机分配到同一身份属性(例如,平民身份)的多个虚拟对象中的任一虚拟对象,被分配到新增技能的虚拟对象知道自己拥有的默认技能以及附加技能,而未被分配到的附加技能的虚拟对象知道附加技能具体是什么技能,但是并不知道附加技能被分配的具体虚拟对象。在一可选的实施方式中,附加技能为根据用户的选择进行确定的技能,举例而言,在当前游戏对局开始时,提供附加技能选择功能,玩家通过附加技能选择功能确定当前游戏对局中被分配的技能。
附加技能可以分为两种,分别是主动技能以及被动技能,其中,主动技能是指可以第一虚拟对象的具有主动选择附加技能实施对象的附加技能,被动技能是指第一虚拟对象不具有主动选择附加技能实施对象的附加技能。这里,在本公开实施例中,附加技能可以包括以下项中的至少一项:身份对赌技能、验证身份技能、指引技能和任务加倍技能,其中,身份对赌技能和验证身份技能属于主动技能;指引技能和任务加倍技能属于被动技能。
身份对赌技能是指:使用身份对赌技能的第一虚拟对象,可以指认除自身外的某一其他虚拟对象(即,第二虚拟对象)为拥有特殊身份的敌对虚拟对象,若是身份验证正确,则对赌成功,更新被指认的虚拟对象的游戏状态,例如,将被指认的虚拟对象的游戏状态更新为死亡状态,该被指认的虚拟对象游戏结束;若是身份验证失败,对赌失败,更新第一虚拟对象的游戏状态,例如,将第一虚拟对象的游戏状态更新为死亡状态,第一虚拟对象游戏结束。虽然身份对赌技能的使用存在风险,但是一旦使用必然能够淘汰游戏中的一个虚拟对象,因此有助于加快游戏的进程,进而降低了终端消耗的电量和数据流量。
例如,拥有非特殊身份的第一虚拟对象拥有身份对赌技能,并且指认四号虚拟对象的身份为特殊身份,若是四号虚拟对象的真实身份是特殊身份,则一号虚拟对象对赌成功,四号虚拟对象被封印(死亡)。
验证身份技能是指:使用验证身份技能的第一虚拟对象,可以从游戏中还处于存活状态的其他玩家(即,第二虚拟对象)中任意选择一个虚拟对象要求查看该虚拟对象的身份信息,一旦第一虚拟对象使用验证身份技能,被要求显示身份的虚拟对象的身份信息将会对使用身份验证技能的第一虚拟对象展示,以便第一虚拟对象更好地区分其他虚拟对象的身份。在第一虚拟对象了解了该虚拟对象的身份信息之后,即可在后续的游戏过程中基于该虚拟对象的身份对其他虚拟对象有倾向性的引导,以更加快速地识别出具有特殊身份的虚拟对象,进而加快了游戏的进程,降低了终端消耗的电量和数据流量。
指引技能是指:使用指引技能的第一虚拟对象在做任务时,可以根据指引,确定已经游戏结束的其他虚拟对象的位置信息,并根据提示路线,移动到该位置处,进而触发集体讨论阶段,有助于加快游戏进程,进而降低终端消耗的电量和数据流量。
任务加倍技能是指:使用任务加倍技能的第一虚拟对象在做相同的任务时,可以额 外获得一定比例的积分,通过这种方式,不仅提高了第一虚拟对象的任务积分,也间接提高了与第一虚拟对象同属一身份的所有虚拟对象的任务完成进度,加快了游戏进程,进而降低了端消耗的电量和数据流量。
在步骤S103中,虚拟任务完成进度指示所述虚拟任务在所述对局阶段被拥有相同第一角色属性的虚拟对象共同完成的进度,即在本公开实施例中,虚拟任务完成进度是全部无特殊身份的虚拟玩家共同完成的任务的进度,区别于现有技术中游戏进度仅是一个虚拟对象完成进度的展示的情况,这样,可以加快游戏的进程,相应的,在推理类游戏为狼人杀
时,第一虚拟对象可以是平民身份的虚拟对象,即第一角色属性为平民。
这里,会预先设置每个不同虚拟任务完成进度对应的可解锁的附加技能,一旦虚拟任务完成进度达到进度阈值时,对应的附加技能将被解锁,拥有该附加技能的虚拟对象可以在合适的时机使用已经解锁的附加技能。
在虚拟任务进度划分时,可以将虚拟任务进度完成设置成100%,在不同任务执行进度的阈值可以是平均划分的,例如,在本场游戏中可以解锁三个附加技能,那么可以设置成在虚拟任务完成进度为25%、50%以及75%处均可解锁对应的附加技能;相应的,也可以是不同任务执行进度的阈值也可以是随机划分的,例如,在本场游戏中还是可以解锁三个附加技能,那么可以设置成在虚拟任务完成进度为30%、50%以及80%处均可解锁一个对应的附加技能。此外,进度阈值被达到时可解锁的附加技能的数目在本公开实施例中并不做具体限制,可以是根据游戏设置的任何数目,例如,在虚拟任务完成进度达到整体虚拟任务的30%时,两个附加技能可被解锁。
此外,在不同阶段可解锁的附加技能可以相同也可以不同,具体技能的解锁顺序以及次数是游戏预先进行设置。
这里,在附加技能未解锁时,被分配有该附加技能的虚拟对象是可以知道自己拥有的附加技能,但是在未解锁时,该虚拟技能将不能被使用,当附加技能被解锁时,在拥有该附加技能的玩家的图形用户界面中提供设置为触发默认技能的默认技能控件的基础上,提供设置为触发所述附加技能的附加技能控件。
在本公开实施例中,虚拟任务完成进度通过在图形用户界面中提供的第一进度提示控件被显示,并且第一进度提示控件还显示有至少一个设置为提示在预设进度下相应的附加技能可被解锁的解锁标识。
这里,第一进度提示控件可以显示在图形用户界面中的特定位置(如左上角等),并且在第一进度提示控件的相应位置处通过文字信息提示可以解锁的附加技能,并在第一进度提示控件上以特殊标识进行标注。
这里,第一进度提示控件的具体显示形式可以是进度条形式,当进度条到达100%后,说明和第一虚拟对象拥有同样第一角色属性的虚拟对象团队完成虚拟任务。
其中,进度条的表现形式可以是长条型的进度条也可以是长条形的进度条,当进度 条的表现形式为长条形时,可以解锁的各个附加技能延长条形进度条的长度方向排列;当进度条的表现形式为圆形时,可以解锁的各个附加技能圆形进度条的特定时针(例如,顺时针或者逆时针)方向排列。
此外,在所述图形用户界面中还提供与所述附加技能控件相应的第二进度提示控件;所述第二进度提示控件设置为显示所述附加技能被解锁的进度。
例如,请参阅图2,图2为行动阶段的游戏场景示意图,在图形用户界面200中显示有正在行动的玩家1、玩家2以及玩家3(其中,第一虚拟对象为玩家1),表示玩家1、玩家2以及玩家3当前正处于同一游戏场景中,在图形用户界面200的左上角显示有一第一进度条210(以进度条是长条型为例),在第一进度条210上显示有当前虚拟任务完成进度,并且在第一进度条210上还显示有附加技能可被解锁的解锁标识2101以及与可被解锁附加技能的解锁标识对应的进度标识2102,在第一进度条210中指示的游戏任务进度达到附加技能的进度标识2102时,与进度标识2102对应的附加技能被解锁,示例性地,解锁标识2101可被高亮显示,表示该任务已被解锁,在图形用户界面200中显示有玩家1可以应用的技能默认技能控件(图2中未示出)以及待解锁的附加技能控件220,玩家通过对使用控件230控制使用默认技能控件以及已经解锁的附加技能,同时在附加技能控件220下设置一个第二进度条240(并在第二进度条240上标注虚拟任务完成多少阈值时可以解锁该附加技能,如图2中所示,“任务25%觉醒”),当附加技能被解锁时,第二进度条240的进度填满,表示玩家1可以使用该附加技能,同时,在完成游戏设置,在游戏进程中,为了便于玩家更好地确定当前场景的情况,在图形用户界面200的右上角提供当前场景缩略图250,玩家在游戏进程中通过该场景缩略图250实时了解游戏场景进程。
在步骤S104中,预设的触发事件是预先设置的触发讨论阶段的事件,在本公开实施例的推理类游戏场景中,这个预设的触发事件可以切换游戏阶段的时间,例如,切换游戏阶段的触发控件被触发操作、第一虚拟对象距离处于目标状态的虚拟对象的距离小于第一距离阈值等。
具体的,响应预设的触发事件,控制所述图形用户界面显示所述讨论阶段对应的第二虚拟场景的步骤,包括:
响应所述第一虚拟对象距离处于目标状态的虚拟对象的距离小于第一距离阈值,控制所述图形用户界面显示所述讨论阶段对应的第二虚拟场景。
在本公开实施例中,触发讨论阶段是发现有处于目标状态的虚拟对象的事件,而发现处于目标状态的虚拟对象势必是在处于目标状态的虚拟对象的附近,因此设定一个第一距离阈值,当第一虚拟对象移动到距离处于目标状态的虚拟对象小于第一距离阈值的区域时,由第一虚拟对象触发进行讨论,并控制图形用户界面由行动阶段的第一虚拟场景切换至讨论阶段对应的第二虚拟场景。
其中,第一距离阈值的设置原则为,在该距离阈值范围内,可以发现死亡的虚拟对象。
这里,当游戏进程由行动阶段切换到讨论阶段时,图形用户界面中显示的游戏场景将会由第一虚拟场景切换到第二虚拟场景,在第二虚拟场景中在本场游戏中的全部虚拟对象均会被显示在第二虚拟场景中。
其中,在进入讨论阶段时,需要获取的基础信息包括:是由哪个虚拟对象发起的讨论、哪个虚拟对象在发起讨论时已经处于死亡状态、处于死亡状态的虚拟对象最后出现的位置以及发起讨论时各个虚拟对象所处的位置等,进而根据上述基础信息进行游戏推理,得出正确的推理结果,而这些信息显示在第二虚拟场景中,以供参考。
其中,在第二虚拟场景中可以显示的有:第二虚拟对象、第二虚拟对象的角色图标、所述第一虚拟对象、所述第一虚拟对象的角色图标;所述讨论阶段被配置为根据讨论阶段结果确定所述至少一个第二虚拟对象或所述第一虚拟对象的游戏状态等。
在本公开实施例中,在各个第二虚拟对象的显示过程中,可以是第二虚拟对象与第二虚拟对象的图标共同显示在第二虚拟场景中,两者同时显示时,可以在第二虚拟对象的预设位置处(头上等)显示与第二虚拟对象对应的图标(第二虚拟对象的头像等);还可以是在第二虚拟场景中仅显示第二虚拟对象;也可以是在第二虚拟场景中仅只显示第二虚拟对象的图标。同理,第一虚拟对象的显示方式也可以是与第二虚拟对象的多种显示方式类似,在此不再赘述。
在本公开实施例中,在讨论阶段开始时,有些虚拟对象可能已经处于死亡状态,但是在讨论阶段已经死亡的游戏角色依旧会出现在第二虚拟场景中,为了区分处于存活状态的虚拟对象以及处于死亡状态的虚拟对象,可以将处于存活状态的虚拟对象以及处于死亡状态的虚拟对象以不同的显示状态进行显示,例如,处于死亡状态的虚拟对象可以是虚化的人物形象。
这里,当某虚拟对象处于死亡状态时,还需要在该虚拟对象的预设位置处显示该虚拟对象的角色名称、死亡原因以及死亡位置等信息,以供存活的虚拟对象根据上述信息进行游戏推理。
在本公开实施例中,在讨论阶段在各个虚拟对象讨论结束后,会进行投票环节,在进行投票过程中还可以在第二虚拟场景中展示投票结果。
在本公开实例中,讨论阶段中可能存在虚拟对象的游戏状态被改变的情况,在讨论阶段结束后,还需要根据讨论结果确定每个虚拟对象的当前状态。
例如,A虚拟对象在讨论阶段被确定为是拥有特殊身份的虚拟对象,并且大家投票结果正确,确定A虚拟对象被抓到,A虚拟对象被封印,同时A虚拟对象的游戏状态由存活状态更改为死亡状态。
例如,请参阅图3,图3为讨论阶段的游戏场景示意图,如图3中所示,在图形用 户界面中显示有玩家1至玩家5,同时,玩家2在参与讨论阶段之前已经处于死亡状态,因此,在进行显示时,玩家2是虚化的显示状态,以提示其他玩家该玩家已经处于死亡状态,为投票环节提供参考,即不用再对玩家2进行投票,同时根据玩家2的死亡原因也可以指示玩家2的身份,为对其他玩家的身份确认排除干扰项。
进一步的,在第一虚拟对象获取不同的附加技能时,可以通过不同的附加技能推进游戏进程,不同的附加技能在具体实施使用时会对游戏进程产生不同的结果,下面分别进行说明:
第一,若附加技能包括身份对赌技能时:
a1:在身份对赌技能被解锁之后,响应身份对赌技能控件被触发,控制所述第一虚拟对象与第二虚拟对象进行身份对赌。
在本公开实施例中,当达到可以解锁身份对赌技能的虚拟任务完成进度阈值时,确定拥有身份对赌技能的第一虚拟对象的身份对赌技能被解锁,在图形用户界面上展示身份对赌技能对应的附加技能控件。
这里,身份对赌技能控件被触发可以是控制第一虚拟对象的玩家在附加技能控件施加了触控操作,当确定接收到玩家在附加技能控件上的触控操作时,身份对赌技能被触发。
其中,在触发身份对赌技能时,需要第一虚拟对象提供想要对赌的第二虚拟对象的名称以及选定的第二虚拟对象的身份信息,根据上述信息对选定的第二虚拟对象进行身份对赌。
在本公开实施例中,确定出触发身份对赌的第一虚拟对象以及第二虚拟对象后,控制图形用户界面显示身份对赌的第三虚拟场景;所述第三虚拟场景中包括以下项中的至少一项:第二虚拟对象、第二虚拟对象的角色图标、所述第一虚拟对象、所述第一虚拟对象的角色图标、对赌信息等。
这里,在第二虚拟对象的显示过程中,可以是第二虚拟对象与第二虚拟对象的图标共同显示在第二虚拟场景中,两者同时显示时,可以在第二虚拟对象的预设位置处(头上等)显示与第二虚拟对象对应的图标;还可以是在第二虚拟场景中仅显示第二虚拟对象;也可以是在第二虚拟场景中仅只显示第二虚拟对象的图标。同理,第一虚拟对象的显示方式也可以是与第二虚拟对象的多种显示方式类似,在此不再赘述。
其中,对赌信息包括发起身份对赌的虚拟对象的角色名称、被对赌的虚拟对象的角色名称以及对赌结果信息(对赌成功或者对赌失败)等。
这里,为了增加游戏显示的趣味性以及丰富性,还可以在第三虚拟场景中显示一个指示对赌过程的图标(如骰子),在骰子的不同面上显示有不同的身份信息,在对赌过程中通过骰子的转动表示在对赌过程中,骰子停止转动时向上的一面上的身份信息就是目标第二虚拟对象的真实身份信息。
例如,请参阅图4,图4为身份对赌阶段的游戏场景示意图,在图形用户界面200中,显示有玩家4以及玩家1(第一虚拟对象),在图形用户界面200中显示有对赌提示区域410,在对赌提示区域410中展示由提出身份对赌的4号玩家以及接收对赌的本玩家,同时,在图形用户界面200中还显示有对赌结果提示区域420,在对赌结果提示区域420中指示了此次对赌的结果信息,示例性地,可同时在图形用户界面200中,还显示一个骰子430用来指示对赌进程以及被对赌玩家的真实身份信息,在进行身份对赌时,以玩家1(以推理游戏为狼人杀
为例,玩家1的身份为平民)认为玩家4是属于敌方阵营的虚拟对象(以推理游戏为狼人杀
为例,玩家4的身份为狼人),因此,玩家1向玩家4提出了身份对赌,当玩家4的真实身份确实是敌方阵营的虚拟对象(以推理游戏为狼人杀
为例,玩家4的身份为狼人)时,玩家1对赌成功,玩家4被封印。
a2:在显示所述讨论阶段对应的第二虚拟场景时,在所述第二虚拟场景所包括的所述第一虚拟对象或者所述第一虚拟对象的角色图标上显示身份对赌结果相关信息,或者,在所述第二虚拟场景所包括的目标第二虚拟对象上或者目标第二虚拟对象的角色图标上显示身份对赌结果相关信息。
在本公开实施例中,当触发身份对赌技能后,在显示讨论阶段对应的第二虚拟场景时,需要在发起身份对赌的第一虚拟对象或者第一虚拟对象的图标出显示出对赌结果,相应地,也要在目标第二虚拟对象上或者目标第二虚拟对象的角色图标上显示身份对赌结果相关信息。
在本公开实施例中,由于在身份对赌过程中势必会存在被封印(死亡)的一方,因此,在对赌过程中被封印的虚拟对象(目标讯角色或者目标第二虚拟对象)的对赌结果可以显示在死亡原因信息中(死因:对赌失败)等。
其中,在对赌过程中,由于反方虚拟对象实在第一虚拟对象对赌成功的前提下被封印的,因此,可以在被封印的反方虚拟对象上或是被封印的反方虚拟对象的图标上显示被对赌成功,封印,这样可以使得其他正方虚拟对象得知反方虚拟对象的真实身份,以为后续的推理过程提供参考。
第二,若附加技能包括验证身份技能时:
b1:在验证身份技能被解锁之后,响应验证身份技能控件被触发,向所述第一虚拟对象提供所述目标第二虚拟对象的身份信息。
在本公开实施例中,同样的,当达到可以解锁验证身份技能的虚拟任务完成进度阈值时,确定拥有验证身份技能的第一虚拟对象的验证身份技能被解锁,在图形用户界面上展示验证身份技能对应的附加技能控件。
这里,验证身份技能控件被触发可以是控制第一虚拟对象的玩家在附加技能控件施加了触控操作,当确定接收到玩家在附加技能控件上的触控操作时,验证身份技能被触发。
其中,触控操作可以是滑动操作、点击操作以及长按操作等。
其中,同样的,在触发身份技能控件时,也需要提供想要验证身份的第二虚拟对象的角色名称,响应于验证身份技能控件被触发,将目标第二虚拟对象的身份信息展示给触发身份验证技能的第一虚拟对象。
这里,第一虚拟对象对第二虚拟对象发起身份验证时,可以是在第二虚拟对象附近发起验证,也可是不在第二虚拟对象附近发起验证。
在本公开实施例中,当触发验证身份技能的第一虚拟对象不在第二虚拟对象的附近时,响应于第一虚拟对象在角色列表中的触控操作,确定第二虚拟对象。
其中,角色列表是可以包含有多个第二虚拟对象的图标或是名称的列表。
b2:在图形用户界面所显示的所述行动阶段的第一虚拟场景和/或所述讨论阶段的第二虚拟场景中,将第二虚拟对象的身份信息显示在第二虚拟对象的预设位置处。
可将所述第二虚拟对象的身份信息显示在所述第二虚拟对象的预设位置处,对所有虚拟对象可见,或者仅对第一虚拟对象可见。
具体说来,在本公开的一个实施例中,在第一虚拟对象触发验证身份技能后,可在第二虚拟对象的预设位置处显示二目标第二虚拟对象的身份信息,可选地,可仅对第一虚拟对象进行显示,未触发验证身份技能或是未对该第二虚拟对象使用验证身份技能的其它第二虚拟对象均无法知晓该第二虚拟对象的身份信息。
这里,可以设置第二虚拟对象的身份信息显示的阶段,可以是仅在行动阶段进行显示,当在行动阶段各个虚拟对象做任务时,触发验证身份技能的第一虚拟对象在遇到第二虚拟对象时,将会看到第二虚拟对象的身份信息,但是在讨论阶段第一虚拟对象并不能看到第二虚拟对象的身份信息,因此针对仅在行动阶段展示第二虚拟对象的身份信息的场景,需要第一虚拟对象在确定第二虚拟对象的身份信息后进行记录;还可以是仅在讨论阶段进行显示,当各个虚拟对象均处于讨论场景时,将第二虚拟对象的身份信息向触发验证身份技能的第一虚拟对象展示;还可以是在行动阶段和讨论阶段均进行显示,该种场景下,只要触发验证身份技能的第一虚拟对象遇到目标第二虚拟对象时,将第二虚拟对象的身份信息向触发验证身份技能的第一虚拟对象展示。
在本公开实时例中,展示目标第二虚拟对象的预设位置可以是在目标第二虚拟对象上,也可以是在目标第二虚拟对象的图标上等,在此不作具体限定。
第三,若附加技能包括指引技能时:
c1:在指引技能被解锁之后,响应指引技能控件被触发,获得距离第一虚拟对象第二距离阈值范围内的处于目标状态的虚拟对象的位置信息。这里,目标状态可以是封印状态(例如,死亡)、冻结状态、受伤状态和被困状态等。
在本公开实施例中,同样的,当达到可以解锁指引技能的虚拟任务完成进度阈值时,确定拥有指引技能被解锁的第一虚拟对象的指引技能被解锁,在图形用户界面上展示指 引技能对应的附加技能控件。
这里,当第一虚拟对象解锁指引技能后,会获取距离第一虚拟对象第二距离阈值内的处于目标状态的虚拟对象的位置信息。
其中,第二距离阈值可以设置为当前第一虚拟对象可以在一定时间内到达的距离范围,也可以是在第一虚拟对象的视野范围。
这里,在距离第一虚拟对象第二距离阈值范围内可能存在不止一个处于目标状态的虚拟对象,可以将多个处于目标状态的虚拟对象汇总以列表的形式展现给第一虚拟对象。
其中,当目标状态为死亡状态时,在列表中的多具死亡的虚拟对象的顺序可以是按照各具死亡的虚拟对象死亡时间距离当前时间的长短进行排序,也可以是按照各具死亡的虚拟对象具体第一虚拟对象的距离远近进行排序。
c2:根据所述位置信息,在所述图形用户界面中显示与所述位置信息对应指标标识,以指示所述第一虚拟场景中所述处于目标状态的虚拟对象的方位。
当存在不止一个处于目标状态的虚拟对象时,通过指示位置信息的对应指标标识,可以方便玩家选择出确定将要移动到的处于目标状态的虚拟对象。
c3:响应移动指令,控制所述第一虚拟对象移动。
例如,以目标状态为死亡状态为例,可响应移动指令,根据位置信息规划第一虚拟对象前往死亡的虚拟对象所在位置的路线,这里,可以为第一虚拟对象规划不同的路线,例如,可以是第一虚拟对象由当前位置到达死亡的虚拟对象所在位置的最近距离路线,还可以是第一虚拟对象由当前位置到达死亡的虚拟对象所在位置路上碰到其他第二虚拟对象数量最少的路线等。可选地,可将确定出的多个条路线行成路线列表显示给第一虚拟对象,以供第一虚拟对象选择最适合自己的路线。
这里,可选地,控制第一虚拟对象移动到死亡的虚拟对象位置的过程中,可以将整体规划路线展示给第一虚拟对象,同时在第一虚拟对象移动过程中,实时为第一虚拟对象指引移动方向。
相应地,在第一虚拟对象到达死亡的虚拟对象所在位置之后,可响应所述第一虚拟对象距离死亡的虚拟对象的距离小于第一距离阈值,控制所述图形用户界面显示所述讨论阶段对应的第二虚拟场景。
第四,若附加技能包括任务加倍技能时:
在任务加倍技能被解锁之后,响应任务加倍技能控件被触发,在所述第一虚拟对象完成与所述第一虚拟对象相应的虚拟任务时,将该虚拟任务的奖励按照预设比例进行翻倍。
在本公开实施例中,同样的,当达到可以解锁任务加倍技能的虚拟任务完成进度阈值时,确定拥有任务加倍技能的第一虚拟对象的任务加倍技能被解锁,在图形用户界面上展示任务加倍技能对应的附加技能控件。
这里,同样的,任务加倍技能控件被触发可以是控制第一虚拟对象的玩家在附加技能控件施加了触控操作,当确定接收到玩家在附加技能控件上的触控操作时,任务加倍技能被触发。
这里,当第一虚拟对象触发任务加倍技能后,在第一虚拟对象再进行任务时,将任务执行完毕后,对应的将该虚拟奖励按照预设比例进行翻倍,以使第一虚拟对象获得更多的奖励尽快完成虚拟任务,加快游戏进程。
这里,翻倍的预设比例可以按照任务的难度进行设置,例如比较难完成的任务在使用翻倍技能时,可以获得的奖励翻的预设比例设置较高。
本公开实施例提供的游戏进程的控制方法,在图形用户界面上显示在行动阶段的第一虚拟场景以及第一虚拟对象,同时根据第一虚拟对象的技能配置参数,确定第一虚拟对象在默认技能的基础上新增的附加技能,当确定对局阶段中的虚拟任务完成进度达到进度阈值时,控制第一虚拟对象解锁附加技能,同时在图形用户界面上显示触发附加技能的附加技能控件;响应于预设的触发事件,控制图形用户界面切换至讨论阶段的第二虚拟画面,同时显示第一虚拟对象以及各个第二虚拟对象的游戏状态。这样,可以加速游戏的进程,从而减少了游戏过程中终端的电量和数据流量的消耗。
下述提供一种具体的游戏对局实施例,如上述实施例所述,在一场对局游戏中,通常存在有两个游戏阶段:行动阶段和讨论阶段。基于这两个游戏阶段,本实施例提供下述游戏对局中的多种功能。其中在行动阶段出现的功能通常有如下的第一至第八这几个功能,在讨论阶段通常有第一、第二和第七这几个功能。
第一,本实施例提供一种虚拟地图的显示功能。响应于针对第一虚拟对象的移动操作,控制第一虚拟对象在第一虚拟场景中进行移动,并控制图形用户界面中所显示的第一虚拟场景范围根据第一虚拟对象的移动对应变化;响应于预设的触发事件,控制图形用户界面中所显示的虚拟场景由第一虚拟场景切换为第二虚拟场景,其中,第二虚拟场景中包括至少一个第二虚拟对象;
在本实施例中,从具有目标身份的第一虚拟对象的角度描述。图形用户界面中首先提供了第一虚拟场景,如图5所示,在该第一虚拟场景中,虚拟对象可以移动、也可以执行游戏任务或者执行其他的交互操作。用户发出针对第一虚拟对象的移动操作,控制第一虚拟对象在第一虚拟场景中移动,在大多情况下,第一虚拟对象位于图形用户界面中显示的第一虚拟场景范围的相对中心的位置。第一虚拟场景中的虚拟摄像机跟随第一虚拟对象的移动而移动,进而导致图形用户界面中所显示的第一虚拟场景范围根据第一虚拟对象的移动对应变化。
参与当局游戏的虚拟对象处在同一个第一虚拟场景中,因此,在上述第一虚拟对象的移动过程中,如果第一虚拟对象距离其他虚拟对象较近,则可能有其他虚拟对象进入图形用户界面中显示的第一虚拟场景范围,这些虚拟对象为其他玩家控制的角色。如图5 所示,在该第一虚拟场景范围中显示有附近的两个第二虚拟对象。除此之外,图形用户界面中还显示有控制第一虚拟对象移动的移动控件,多个攻击控件,以及讨论控件,该讨论控件可以设置为控制虚拟对象进入第二虚拟场景中。
用户控制第一虚拟对象在第一虚拟场景中移动时,可以从多个存活状态下的第二虚拟对象确定目标虚拟对象,多个存活状态下的第二虚拟对象可以理解为当前对局游戏中,除第一虚拟对象以外的其他存活状态下的虚拟对象。具体的,用户可以根据各个第二虚拟对象的位置、行为等,确定目标虚拟对象,例如,选择相对孤立,攻击时不易被其他虚拟对象发现的虚拟对象作为目标虚拟对象。目标虚拟对象确定后,即可控制在第一虚拟场景中从初始位置移动至目标虚拟对象所在位置并对目标虚拟对象执行指定操作,然后该目标虚拟对象进入目标状态。
预设的触发事件被触发后,在图形用户界面中显示第二虚拟场景。例如,该触发事件可以为特定的触发操作,处于存活状态下的任意虚拟对象可以执行该触发操作,例如图5中,通过触发讨论控件,即可在图形用户界面中显示第二虚拟场景,从而实现虚拟场景从第一虚拟场景切换至第二虚拟场景,当局游戏中的所有虚拟对象均从第一虚拟场景中移动至第二虚拟场景。该第二虚拟场景中除了包括第一虚拟对象或第一虚拟对象的对象图标外,还包括至少一个第二虚拟对象或第二虚拟对象的对象图标,这里的对象图标可以为虚拟对象的头像、名称等。
在第二虚拟场景中,处于存活状态下的虚拟对象具有发言讨论和投票的权限,但上述目标虚拟对象进入了目标状态,导致目标虚拟对象在第二虚拟场景中配置的至少部分交互方式处于被限制使用的状态;其中的交互方式可以包括发言讨论交互、投票交互等;被限制使用的状态可以为不可以使用某一交互方式,或者在一定的时间段内不可以某一交互方式、或者将某一交互方式的次数限制在指定次数。
如图6所示,在第二虚拟场景中,包括多个处于存活状态下的虚拟对象,包括第一虚拟对象,第一虚拟对象通过右侧的点击输入空间和语音转译控件可以发送讨论信息,虚拟对象发送的讨论信息可以显示在讨论信息面板上,讨论信息可以包括谁发起的讨论、谁被攻击、被攻击的虚拟对象的位置、发起讨论时每个虚拟对象的位置等。
用户可以通过点击第二虚拟场景中的某个虚拟对象,在该虚拟对象的附近即可显示针对该虚拟对象的投票按钮,从而对该虚拟对象进行投票。也可以点击弃票按钮,放弃本次的投票权限。
响应于针对功能控件的触控操作,在图形用户界面中显示位置标记界面,在位置标记界面中,根据至少一个第二虚拟对象和/或第一虚拟对象上报的位置标记信息显示至少一个第二虚拟对象和/或第一虚拟对象的角色标识。该过程的具体实现方式可参见上述实施例。
第二,本实施例提供一种虚拟对象的信息显示功能。在图形用户界面中显示第一虚 拟场景以及位于第一虚拟场景中的第一虚拟对象;响应于针对第一虚拟对象的移动操作,控制第一虚拟对象在第一虚拟场景中进行移动,并控制图形用户界面中所显示的第一虚拟场景范围根据第一虚拟对象的移动对应变化;响应于添加备注操作,在图形用户界面中展示至少一个第二虚拟对象的备注提示信息;响应于针对备注提示信息的触发操作,对展示的至少一个第二虚拟对象中的目标虚拟对象添加备注信息。
在本实施例中,从具有目标身份的第一虚拟对象的角度描述。图形用户界面中首先提供了第一虚拟场景,如图5所示,在该第一虚拟场景中,虚拟对象可以移动、也可以执行游戏任务或者执行其他的交互操作。用户发出针对第一虚拟对象的移动操作,控制第一虚拟对象在第一虚拟场景中移动,在大多情况下,第一虚拟对象位于图形用户界面中显示的第一虚拟场景范围的相对中心的位置。第一虚拟场景中的虚拟摄像机跟随第一虚拟对象的移动而移动,进而导致图形用户界面中所显示的第一虚拟场景范围根据第一虚拟对象的移动对应变化。
参与当局游戏的虚拟对象处在同一个第一虚拟场景中,因此,在上述第一虚拟对象的移动过程中,如果第一虚拟对象距离其他虚拟对象较近,则可能有其他虚拟对象进入图形用户界面中显示的第一虚拟场景范围,这些虚拟对象为其他玩家控制的角色,或者非玩家控制的虚拟角色。如图8所示,在该第一虚拟场景范围中显示有附近的两个第二虚拟对象。除此之外,图形用户界面中还显示有控制第一虚拟对象移动的移动控件,多个攻击控件,以及讨论控件,该讨论控件可以设置为控制虚拟对象进入第二虚拟场景中。
用户控制第一虚拟对象在第一虚拟场景中移动时,可以从至少一个处于存活状态下的第二虚拟对象和/或至少一个处于死亡状态下的第三虚拟对象中确定目标虚拟对象,至少一个处于存活状态下的第二虚拟对象可以理解为当前对局游戏中,除第一虚拟对象以外的其他处于存活状态下的虚拟对象。具体的,用户可以根据各个第二虚拟对象的位置、行为等,确定目标虚拟对象,例如,选择相对孤立,攻击时不易被其他虚拟对象发现的虚拟对象作为目标虚拟对象,也可以选择基于位置、行为等推理出的具有可疑身份信息的虚拟对象。目标虚拟对象确定后,即可控制在第一虚拟场景中从初始位置移动至目标虚拟对象所在位置,或者选中目标虚拟对象以对目标虚拟对象执行指定操作,然后该目标虚拟对象进入目标状态。
例如,可以响应于添加备注操作,在图形用户界面中展示至少一个第二虚拟对象的备注提示信息;响应于针对备注提示信息的触发操作,对展示的至少一个第二虚拟对象中的目标虚拟对象添加备注信息。此时,可以在第一虚拟场景中目标虚拟对象的周侧显示备注信息,也就是说,当第一虚拟对象根据移动操作在第一虚拟场景中进行移动,并控制图形用户界面中所显示的第一虚拟场景范围根据第一虚拟对象的移动对应变化的过程中,如果目标虚拟对象出现在第一虚拟对象的预设范围内时,则玩家可以通过图形用户界面中所呈现的第一虚拟场景看到目标虚拟对象以及该目标虚拟对象的备注信息。
预设的触发事件被触发后,在图形用户界面中显示第二虚拟场景。例如,该触发事件可以为特定的触发操作,处于存活状态下的任意虚拟对象可以执行该触发操作,例如图6中,通过触发讨论控件,即可在图形用户界面中显示第二虚拟场景,从而实现虚拟场景从第一虚拟场景切换至第二虚拟场景,当局游戏中的所有虚拟对象均从第一虚拟场景中移动至第二虚拟场景。该第二虚拟场景中除了包括第一虚拟对象或第一虚拟对象的角色模型、对象图标外,还包括至少一个第二虚拟对象或第二虚拟对象的角色模型、角色图标,这里的角色图标可以为虚拟对象的头像、名称等。
在第二虚拟场景中,处于存活状态下的虚拟对象具有发言讨论和投票的权限,如果目标虚拟对象进入了目标状态(如被添加了备注信息),则当前玩家可以通过图形用户界面中所呈现的第二虚拟场景看到目标虚拟对象以及该目标虚拟对象的备注信息。此外,第二虚拟场景中还配置有交互方式,其中的交互方式可以包括发言讨论交互、投票交互、备注交互等;被限制使用的状态可以为不可以使用某一交互方式,或者在一定的时间段内不可以使用某一交互方式、或者将某一交互方式的次数限制在指定次数。示例性的,处于死亡状态的虚拟角色被限制使用投票交互,针对处于死亡状态、且身份已知的虚拟角色,被限制使用备注交互。
如图6所示,在第二虚拟场景中,包括多个处于存活状态下的虚拟对象,包括第一虚拟对象,第一虚拟对象通过右侧的点击输入控件和语音转译控件可以发送讨论信息,虚拟对象发送的讨论信息可以显示在讨论信息面板上,讨论信息可以包括谁发起的讨论、谁被攻击、被攻击的虚拟对象的位置、发起讨论时每个虚拟对象的位置等。
用户可以通过点击第二虚拟场景中的某个虚拟对象,在该虚拟对象的附近即可显示针对该虚拟对象的投票按钮,从而对该虚拟对象进行投票。也可以点击弃票按钮,放弃本次的投票权限。此外,在显示投票按钮的同时,还可以显示备注控件,以基于针对备注控件的触控操作来为所点击的虚拟对象添加备注信息。
此外,也可以在第二虚拟场景中显示备注列表,在备注列表中展示备注提示信息,以响应于针对备注提示信息的触发操作,对展示的目标虚拟对象添加备注信息。该过程的具体实现方式可参见上述实施例。
第三,本实施例提供一种游戏进程的控制功能,在行动阶段,在图形用户界面显示行动阶段的至少部分第一虚拟场景和位于第一虚拟场景中的第一虚拟对象;获取第一虚拟对象的技能配置参数,以确定第一虚拟对象在角色默认技能的基础上新增的附加技能;默认技能为根据第一虚拟对象的身份属性分配的技能;确定对局阶段中的虚拟任务完成进度达到进度阈值时,控制第一虚拟对象解锁附加技能,并在图形用户界面中提供设置为触发默认技能的默认技能控件的基础上,提供设置为触发附加技能的附加技能控件;响应预设的触发事件,控制图形用户界面显示讨论阶段对应的第二虚拟场景;第二虚拟场景中包括以下项中的至少一项:第二虚拟对象、第二虚拟对象的角色图标、第一虚拟 对象、第一虚拟对象的角色图标;讨论阶段被配置为根据讨论阶段结果确定至少一个第二虚拟对象或第一虚拟对象的游戏状态。该过程的具体实现方式可参见下述实施例。
在本公开实施例中,从具有第一角色属性的第一虚拟对象的角度描述。图形用户界面中首先提供了第一虚拟场景,如图5所示,在该第一虚拟场景中,第一虚拟对象可以移动、也可以游戏虚拟任务或者执行其他的交互操作。用户发出针对目标虚拟对象的移动操作,控制第一虚拟对象在第一虚拟场景中移动,在大多情况下,第一虚拟对象位于图形用户界面中显示的第一虚拟场景范围的相对中心的位置。第一虚拟场景中的虚拟摄像机跟随第一虚拟对象的移动而移动,进而导致图形用户界面中所显示的第一虚拟场景范围根据第一虚拟对象的移动对应变化。
用户控制第一虚拟对象在第一虚拟场景中移动时,根据第一虚拟对象的技能参数,确定第一虚拟对象在角色默认技能他的基础上新增的附加技能,其中,附加技能可以包括以下项中的至少一项:身份对赌技能、验证身份技能、指引技能和任务加倍技能,同时确定当前对局阶段中与第一虚拟对象拥有相同角色属性(第一角色属性)的多个其他虚拟对象共同完成的虚拟任务的进度,并根据图5中显示的进度条进行显示,当确定对局阶段中的虚拟任务完成进度达到进度阈值时,即可控制第一虚拟对象解锁附加技能,第一虚拟对象利用附加技能进行游戏,例如,可以使用指引技能在行动阶段,确定出第一虚拟场景中距离第一虚拟对象预设距离阈值内的处于目标状态(如,死亡等)的虚拟对象,控制第一虚拟对象移动到处于目标状态的虚拟对象的位置处,并立即发起讨论。
预设的触发事件被触发后,在图形用户界面中显示第二虚拟场景。例如,该触发事件可以为特定的触发操作,处于存活状态下的任意虚拟对象可以执行该触发操作,例如,如图6中所示,通过触发讨论控件,即可在图形用户界面中显示第二虚拟场景,从而实现虚拟场景从第一虚拟场景切换至第二虚拟场景,当局游戏中的所有虚拟对象均从第一虚拟场景中移动至第二虚拟场景。该第二虚拟场景中除了包括第一虚拟对象以及第一虚拟对象的对象图标之外,还包括至少一个第二虚拟对象或第二虚拟对象的对象图标,这里的对象图标可以为虚拟对象的头像、名称等。
在第二虚拟场景中,处于存活状态下的虚拟对象具有发言讨论和投票的权限,如图6所示,在第二虚拟场景中,包括多个处于存活状态下的虚拟对象,包括第一虚拟对象,第一虚拟对象通过右侧的点击输入空间和语音转译控件可以发送讨论信息,虚拟对象发送的讨论信息可以显示在讨论信息面板上,讨论信息可以包括谁发起的讨论、谁被攻击、被攻击的虚拟对象的位置、发起讨论时每个虚拟对象的位置等。
用户可以通过点击第二虚拟场景中的某个虚拟对象,在该虚拟对象的附近即可显示针对该虚拟对象的投票按钮,从而对该虚拟对象进行投票,在进行投票之前,用户可以控制第一虚拟对象使用相应的已经解锁的附加技能对重点怀疑的虚拟对象进行查验,例如,第一虚拟对象可以使用验证身份技能对重点怀疑的虚拟对象的身份进行查验,根据 查验结果,确定是否对该虚拟对象进行投票,以提高投票的准确率,当然,用户也可以点击弃票按钮,放弃本次的投票权限。
第四,本实施例提供另一种虚拟地图的显示功能。响应移动操作,控制虚拟角色在虚拟场景中进行移动,并在图形用户界面中展示虚拟角色当前所移动到的虚拟场景;响应地图显示操作,在虚拟场景之上叠加虚拟场景对应的第一虚拟地图;响应地图切换条件被触发,将虚拟场景之上叠加显示的第一虚拟地图切换为虚拟场景对应的第二虚拟地图;第二虚拟地图的至少部分地图区域的透明度高于第一虚拟地图对应地图区域的透明度,以使得切换后的虚拟地图对虚拟场景中的信息的遮挡程度低于切换前的遮挡程度。
在本实施例中,从玩家所控制的虚拟对象的角度描述。图形用户界面中提供了一虚拟场景,如图5所示,在该虚拟场景(如图5中所示的第一虚拟场景)中,玩家所控制的虚拟角色(如图5中所示的第一虚拟角色和/或第二虚拟角色)可以在该虚拟场景中进行移动、也可以执行游戏任务或者执行其他的交互操作。响应于玩家发出的移动操作,控制虚拟对象在虚拟场景中移动,在大多情况下,虚拟对象位于图形用户界面中显示的虚拟场景范围的相对中心的位置。虚拟场景中的虚拟摄像机跟随虚拟对象的移动而移动,进而导致图形用户界面中所显示的虚拟场景随着虚拟对象的移动对应变化,在图形用户界面中展示虚拟角色当前所移动到的虚拟场景。
参与当局游戏的虚拟对象处在同一个虚拟场景中,因此,在上述虚拟对象的移动过程中,如果虚拟对象距离其他虚拟对象较近,则可能有其他虚拟对象进入图形用户界面中显示的虚拟场景范围,这些虚拟对象为其他玩家控制的角色。如图5所示,在该虚拟场景范围中显示有多个虚拟对象。除此之外,图形用户界面中还显示有控制虚拟对象移动的移动控件,多个攻击控件,以及讨论控件,该讨论控件可以设置为控制虚拟对象进入如图6所示的第二虚拟场景中。
响应于用户所下发的地图显示操作,在图形用户界面所显示的虚拟场景之上叠加显示第一虚拟地图。例如,玩家针对于场景缩略图(如图4中所示的场景地图)的触控操作,在虚拟场景之上叠加显示第一虚拟地图;又例如,响应控制虚拟角色执行第二特定动作的控制操作,在虚拟场景之上叠加显示第一虚拟地图;这里,第一虚拟地图中至少包括第一虚拟角色当前所处的位置、虚拟场景中各个第一虚拟区域的位置以及连通区域的位置等。
当地图切换条件被触发后,将图形用户界面中虚拟场景之上叠加显示的第一虚拟地图切换为虚拟场景对应的第二虚拟地图,第二虚拟地图的至少部分地图区域的透明度高于第一虚拟地图对应地图区域的透明度,以使得切换后的虚拟地图对虚拟场景中的信息的遮挡程度低于切换前的遮挡程度。例如,地图切换条件可以为特定的触发操作,处于存活状态下的虚拟对象可以执行该触发操作,例如,响应控制虚拟对象执行第一特定动作的控制操作后,将虚拟场景之上叠加显示的第一虚拟地图切换为虚拟场景对应的第二 虚拟地图;又例如,可以通过触发地图切换按键,虚拟场景之上叠加显示的第一虚拟地图切换为虚拟场景对应的第二虚拟地图。
当地图切换条件被触发后,可以通过特定的切换方式将第一虚拟地图切换为第二虚拟地图,例如,将虚拟场景之上叠加显示的第一虚拟地图替换为虚拟场景对应的第二虚拟地图;或者,按照透明度第一变化阈值,将第一虚拟地图在当前的虚拟场景调节至不可视化的状态,将虚拟场景之上叠加显示的第一虚拟地图替换为虚拟场景对应的第二虚拟地图;或者,清除虚拟场景之上叠加显示的第一虚拟地图,按照透明度第二变化阈值,在虚拟场景叠加显示第二虚拟地图;再或者,按照透明度第三变化阈值,调节第一虚拟地图的透明度的,同时按照透明度第四变化阈值,在虚拟场景中叠加显示第二虚拟地图,直至第一虚拟地图在当前的虚拟场景中处于不可视化的状态为止。
第五,本实施例提供一种游戏中的目标攻击功能。响应于针对第一虚拟对象的移动操作,控制第一虚拟对象在第一虚拟场景中进行移动,并控制图形用户界面中所显示的第一虚拟场景范围根据第一虚拟对象的移动对应变化;控制临时虚拟对象在第一虚拟场景中从初始位置移动至目标虚拟对象所在位置并对目标虚拟对象执行指定操作,以使目标虚拟对象进入目标状态,其中,临时虚拟对象为具有目标身份的第一虚拟对象控制的虚拟对象,目标身份为对局开始时分配的身份属性,目标虚拟对象为从多个存活状态下的第二虚拟对象中确定的虚拟对象,目标状态为目标虚拟对象在第二虚拟场景中配置的至少部分交互方式处于被限制使用的状态,第二虚拟场景为响应预设的触发事件,在图形用户界面中显示的虚拟场景,其中,第二虚拟场景中包括至少一个第二虚拟对象或第二虚拟对象的对象图标。
在本实施例中,从具有目标身份的第一虚拟对象的角度描述。图形用户界面中首先提供了第一虚拟场景,如图5所示,在该第一虚拟场景中,虚拟对象可以移动、也可以执行游戏任务或者执行其他的交互操作。用户发出针对第一虚拟对象的移动操作,控制第一虚拟对象在第一虚拟场景中移动,在大多情况下,第一虚拟对象位于图形用户界面中显示的第一虚拟场景范围的相对中心的位置。第一虚拟场景中的虚拟摄像机跟随第一虚拟对象的移动而移动,进而导致图形用户界面中所显示的第一虚拟场景范围根据第一虚拟对象的移动对应变化。
参与当局游戏的虚拟对象处在同一个第一虚拟场景中,因此,在上述第一虚拟对象的移动过程中,如果第一虚拟对象距离其他虚拟对象较近,则可能有其他虚拟对象进入图形用户界面中显示的第一虚拟场景范围,这些虚拟对象为其他玩家控制的角色。如图5所示,在该第一虚拟场景范围中显示有附近的两个第二虚拟对象。除此之外,图形用户界面中还显示有控制第一虚拟对象移动的移动控件,多个攻击控件,以及讨论控件,该讨论控件可以设置为控制虚拟对象进入第二虚拟场景中。
上述临时虚拟对象为具有目标身份的第一虚拟对象控制的虚拟对象,目标身份为对 局开始时分配的身份属性,目标虚拟对象为从多个存活状态下的第二虚拟对象中确定的虚拟对象,目标状态为目标虚拟对象在第二虚拟场景中配置的至少部分交互方式处于被限制使用的状态,第二虚拟场景为响应预设的触发事件,在图形用户界面中显示的虚拟场景,其中,第二虚拟场景中包括至少一个第二虚拟对象或第二虚拟对象的角色图标。
在初始状态时,上述临时虚拟对象没有被用户控制,但在某些特定条件下,具有目标身份的第一虚拟对象本身或者具有目标身份的第一虚拟对象对应的用户具有控制临时虚拟对象的权限。具体可以控制临时虚拟对象在第一虚拟场景中从初始位置移动至目标虚拟对象所在位置,并对目标虚拟对象执行指定操作。初始位置可以是临时虚拟对象在没有被控制的时候所处的位置,该指定操作可以为攻击操作,对目标虚拟对象执行指定操作之后,对目标虚拟对象产生特定的影响,即上述的使目标虚拟对象进入目标状态。
用户控制第一虚拟对象在第一虚拟场景中移动时,可以从多个存活状态下的第二虚拟对象确定目标虚拟对象,多个存活状态下的第二虚拟对象可以理解为当前对局游戏中,除第一虚拟对象以外的其他存活状态下的虚拟对象。具体的,用户可以根据各个第二虚拟对象的位置、行为等,确定目标虚拟对象,例如,选择相对孤立,攻击时不易被其他虚拟对象发现的虚拟对象作为目标虚拟对象。目标虚拟对象确定后,即可控制在第一虚拟场景中从初始位置移动至目标虚拟对象所在位置并对目标虚拟对象执行指定操作,然后该目标虚拟对象进入目标状态。
预设的触发事件被触发后,在图形用户界面中显示第二虚拟场景。例如,该触发事件可以为特定的触发操作,处于存活状态下的任意虚拟对象可以执行该触发操作,例如图5中,通过触发讨论控件,即可在图形用户界面中显示第二虚拟场景,从而实现虚拟场景从第一虚拟场景切换至第二虚拟场景,当局游戏中的所有虚拟对象均从第一虚拟场景中移动至第二虚拟场景。该第二虚拟场景中除了包括第一虚拟对象或第一虚拟对象的对象图标外,还包括至少一个第二虚拟对象或第二虚拟对象的对象图标,这里的对象图标可以为虚拟对象的头像、名称等。
在第二虚拟场景中,处于存活状态下的虚拟对象具有发言讨论和投票的权限,但上述目标虚拟对象进入了目标状态,导致目标虚拟对象在第二虚拟场景中配置的至少部分交互方式处于被限制使用的状态;其中的交互方式可以包括发言讨论交互、投票交互等;被限制使用的状态可以为不可以使用某一交互方式,或者在一定的时间段内不可以某一交互方式、或者将某一交互方式的次数限制在指定次数。
如图6所示,在第二虚拟场景中,包括多个处于存活状态下的虚拟对象,包括第一虚拟对象,第一虚拟对象通过右侧的点击输入空间和语音转译控件可以发送讨论信息,虚拟对象发送的讨论信息可以显示在讨论信息面板上,讨论信息可以包括谁发起的讨论、谁被攻击、被攻击的虚拟对象的位置、发起讨论时每个虚拟对象的位置等。
用户可以通过点击第二虚拟场景中的某个虚拟对象,在该虚拟对象的附近即可显示 针对该虚拟对象的投票按钮,从而对该虚拟对象进行投票。也可以点击弃票按钮,放弃本次的投票权限。
在上述游戏中的目标攻击方法中,在第一虚拟场景中,具有目标身份的第一虚拟对象可以控制临时虚拟对象对目标虚拟对象执行指定操作,无需控制第一虚拟对象直接对目标虚拟对象执行指定操作,该攻击方式操作简便,可以帮助第一虚拟对象降低暴露目标身份的风险,提高攻击成功率。
第六,本实施例提供一种游戏中的交互数据处理功能,响应针对移动控制区域的触控操作,控制第一虚拟对象在虚拟场景中移动,并控制图形用户界面所显示的虚拟场景范围根据第一虚拟对象的移动而进行改变;确定第一虚拟对象移动至虚拟场景中的目标虚拟物体的响应区域,其中,目标虚拟物体为设置在虚拟场景中的可与虚拟对象交互的虚拟物体;响应通过触控操作触发的控制指令,控制将第一虚拟对象的显示状态切换为隐身状态,并在目标虚拟物体的区域显示设置为指代第一虚拟对象的标记。
其中,该移动控制区域设置为控制虚拟对象在虚拟场景中移动,该移动控制区域可以为虚拟摇杆,通过该虚拟摇杆可以控制虚拟对象的移动方向,还可以控制虚拟对象的移动速度。
在图形用户界面中所显示的虚拟场景主要是通过虚拟相机拍摄虚拟对象所在的位置所对应的虚拟场景范围的图像得到,在虚拟对象的移动过程中,虚拟相机通常可以设置为跟随虚拟对象移动,此时,虚拟相机拍摄的虚拟场景范围也会跟着移动。
在虚拟场景中可以设置一些具有交互功能的虚拟对象,该虚拟对象可以与虚拟对象进行交互,虚拟对象在位于该虚拟对象的响应区域时可以触发交互。在虚拟场景中可以包括至少一个具有交互功能的虚拟对象,该目标虚拟物体为该至少一个具有交互功能的虚拟对象中的任意一个。
其中,该虚拟对象的响应区域的范围可以预先设置,例如,可以根据虚拟对象的大小来设置响应区域的范围,还可以根据虚拟对象的类型来设置响应区域的范围,具体可以根据实际的需要进行设置。例如,对于载具类的虚拟对象的响应区域的范围可以设置为大于该虚拟对象所在的区域,对于恶作剧类道具的虚拟对象的响应区域的范围可以设置为等于该虚拟对象所在的区域。
其中,该通过触控操作触发的控制指令可以为针对指定区域的特定操作,也可以为针对指定对象的特定操作,例如,可以通过针对目标虚拟物体的双击操作触发控制指令,再例如,该图形用户界面中可以提供交互控件,可以通过针对交互控件的点击操作触发控制指令。其中,该交互控件可以为在确定第一虚拟对象移动至虚拟场景中的目标虚拟物体的响应区域之后,再提供。基于此,该方法还可以包括:控制图形用户界面显示目标虚拟物体的交互控件;其中,通过触控操作触发的控制指令包括通过触控交互控件触发的控制指令。
通过本公开实施例,可以实现,在玩家触发与虚拟对象的交互后,可以控制虚拟对象的显示状态转换为隐身显示,显示状态的切换以及操作切换本身不影响游戏进程,增加与玩家的互动,提升了趣味性,提升了用户体验。
在一些实施例中,该目标虚拟物体可以为虚拟载具,该虚拟载具可以预先设置有预设阈值,该预设阈值设置为指示该虚拟载具的最大承载数量,也就是在该虚拟载具上隐身的虚拟对象的最大数量。基于此,当确定该虚拟载具已经满载时,可以指示后续进行隐身切换的玩家隐身失败。
在一些实施例中,在推理类游戏中,可以包括两个可以分为两个环节,分为是行动环节和投票环节。该环节中所有存活状态(处于游戏中的玩家)的虚拟对象都可以行动,如可以做任务,可以捣乱等。该环节中玩家可以聚集起来讨论并投票出推理结果的环节,例如,推理出各个虚拟对象的身份,其中,不同虚拟对象的身份对应的任务可以不同。在该类游戏中,还可以对在目标虚拟物体的区域释放技能,以实现任务的执行,或者捣乱等。基于此,在确定第一虚拟对象移动至虚拟场景中的目标虚拟物体的响应区域之后,该方法还可以包括:响应通过触控操作触发的技能释放指令,将在目标虚拟物体的区域隐身的至少一个虚拟对象作为备选虚拟对象;在至少一个备选虚拟对象中随机确定一个作为技能释放指令的作用对象。
其中,该通过触控操作触发的技能释放指令的虚拟对象可以为隐身状态的角色,也可以为非隐身状态的虚拟对象。
第七,本实施例提供一种游戏中的场景记录功能。图形用户界面上显示游戏界面,游戏界面包括处于第一游戏任务阶段的至少部分第一虚拟场景和位于第一虚拟场景中的第一虚拟对象;响应针对第一虚拟对象的移动操作,控制游戏界面中显示的虚拟场景范围根据移动操作而进行改变;响应于在第一游戏任务阶段触发的记录指令,获取当前游戏界面预设范围的图像;存储图像;响应于在第二游戏任务阶段触发的查看指令,显示图像,其中,第二游戏任务阶段和第一游戏任务阶段为第一虚拟对象当前所处的对局中的不同任务阶段。
在本实施例中,从具有目标身份的第一虚拟对象的角度描述。图形用户界面中首先提供了第一虚拟场景,如图7-图8所示,在该第一虚拟场景中,虚拟对象可以移动、也可以执行游戏任务或者执行其他的交互操作。用户发出针对第一虚拟对象的移动操作,控制第一虚拟对象在第一虚拟场景中移动,在大多情况下,第一虚拟对象位于图形用户界面中显示的第一虚拟场景范围的相对中心的位置。第一虚拟场景中的虚拟摄像机跟随第一虚拟对象的移动而移动,进而导致图形用户界面中所显示的第一虚拟场景范围根据第一虚拟对象的移动对应变化。
参与当局游戏的虚拟对象处在同一个第一虚拟场景中,因此,在上述第一虚拟对象的移动过程中,如果第一虚拟对象距离其他虚拟对象较近,则可能有其他虚拟对象进入 图形用户界面中显示的第一虚拟场景范围,这些虚拟对象为其他玩家控制的角色。如图7-图8所示,在该第一虚拟场景范围中显示有附近的两个第二虚拟对象。除此之外,图形用户界面中还显示有控制第一虚拟对象移动的移动控件,多个攻击控件,以及讨论控件,该讨论控件可以设置为控制虚拟对象进入第二虚拟场景中。
用户控制第一虚拟对象在第一虚拟场景中移动时,可以从多个存活状态下的第二虚拟对象确定目标虚拟对象,多个存活状态下的第二虚拟对象可以理解为当前对局游戏中,除第一虚拟对象以外的其他存活状态下的虚拟对象。具体的,用户可以根据各个第二虚拟对象的位置、行为等,确定目标虚拟对象,例如,选择相对孤立,攻击时不易被其他虚拟对象发现的虚拟对象作为目标虚拟对象。目标虚拟对象确定后,即可控制在第一虚拟场景中从初始位置移动至目标虚拟对象所在位置并对目标虚拟对象执行指定操作,然后该目标虚拟对象进入目标状态。
预设的触发事件被触发后,在图形用户界面中显示第二虚拟场景。例如,该触发事件可以为特定的触发操作,处于存活状态下的任意虚拟对象可以执行该触发操作,例如图7-图8中,通过触发讨论控件,即可在图形用户界面中显示第二虚拟场景,从而实现虚拟场景从第一虚拟场景切换至第二虚拟场景,当局游戏中的所有虚拟对象均从第一虚拟场景中移动至第二虚拟场景。该第二虚拟场景中除了包括第一虚拟对象或第一虚拟对象的对象图标外,还包括至少一个第二虚拟对象或第二虚拟对象的对象图标,这里的对象图标可以为虚拟对象的头像、名称等。
在第二虚拟场景中,处于存活状态下的虚拟对象具有发言讨论和投票的权限,但上述目标虚拟对象进入了目标状态,导致目标虚拟对象在第二虚拟场景中配置的至少部分交互方式处于被限制使用的状态;其中的交互方式可以包括发言讨论交互、投票交互等;被限制使用的状态可以为不可以使用某一交互方式,或者在一定的时间段内不可以某一交互方式、或者将某一交互方式的次数限制在指定次数。
如图9所示,在第二虚拟场景中,包括多个处于存活状态下的虚拟对象,包括第一虚拟对象,第一虚拟对象通过右侧的点击输入空间和语音转译控件可以发送讨论信息,虚拟对象发送的讨论信息可以显示在讨论信息面板上,讨论信息可以包括谁发起的讨论、谁被攻击、被攻击的虚拟对象的位置、发起讨论时每个虚拟对象的位置等。
用户可以通过点击第二虚拟场景中的某个虚拟对象,在该虚拟对象的附近即可显示针对该虚拟对象的投票按钮,从而对该虚拟对象进行投票。也可以点击弃票按钮,放弃本次的投票权限。
响应于针对功能控件的触控操作,在图形用户界面中显示位置标记界面,在位置标记界面中,根据至少一个第二虚拟对象和/或第一虚拟对象上报的位置标记信息显示至少一个第二虚拟对象和/或第一虚拟对象的角色标识。
第八,本实施例提供一种游戏操作功能。通过终端提供图形用户界面,图形用户界 面包括虚拟场景和虚拟对象,虚拟场景包括多个传送区域,多个传送区域包括第一传送区域和至少一个与第一传送区域对应的场景位置不同的第二传送区域。响应针对移动控制区域的触控操作,控制虚拟对象在虚拟场景中移动;确定虚拟对象移动至第一传送区域,并在移动控制区域显示与至少一个第二传送区域相对应的第一组方向控件;响应针对第一组方向控件中目标方向控件的触发指令,控制将图形用户界面中显示的包括第一传送区域的虚拟场景变化为包括目标方向控件所对应第二传送区域的虚拟场景。
响应针对移动控制区域的触控操作,控制虚拟对象在虚拟场景中移动;确定虚拟对象移动至第一传送区域,并在移动控制区域显示与至少一个第二传送区域相对应的第一组方向控件;响应针对第一组方向控件中目标方向控件的触发指令,控制将图形用户界面中显示的包括第一传送区域的虚拟场景范围变化为包括目标方向控件所对应第二传送区域的虚拟场景范围。
在本实施例中,图形用户界面包括至少部分虚拟场景和虚拟对象,虚拟场景包括多个传送区域,多个传送区域包括第一传送区域和至少一个与第一传送区域对应的场景位置不同的第二传送区域,其中,第一传送区域可以为隐藏区域(例如地道、隧道等,本公开以地道为例)入口区域,第二传送区域可以为隐藏区域出口区域。
图形用户界面可以包括移动控制区域,其中,移动控制区域在图形用户界面上的位置可以根据实际需求自定义设置,例如可以设置于图形用户界面的左下方、右下方等玩家拇指可触控区域。
如图10所示,用户输入针对移动控制区域的触控操作,控制虚拟对象在虚拟场景中移动,若确定虚拟对象移动至第一传送区域,则在移动控制区域显示与至少一个第二传送区域相对应的第一组方向控件(方向控件1和方向控件2),第一组方向控件设置为指示相对应的地道出口的方向。
用户输入针对第一组方向控件中目标方向控件(方向控件1)的触发指令,则可以控制将图形用户界面中显示的包括第一传送区域的虚拟场景范围变化为包括目标方向控件所对应第二传送区域的虚拟场景范围,也即,通过针对目标方向控件的触发指令,使得图形用户界面中当前显示的是方向控件1所对应第二传送区域的虚拟场景范围。该过程的具体实现方式可参见上述实施例。
基于同一发明构思,本公开实施例中还提供了与游戏进程的控制方法对应的游戏进程的控制装置,由于本公开实施例中的装置解决问题的原理与本公开实施例上述游戏进程的控制方法相似,因此装置的实施可以参见方法的实施,重复之处不再赘述。
请参阅图11、图12,图11为本公开实施例所提供的一种游戏进程的控制装置的结构示意图之一,图12为本公开实施例所提供的一种游戏进程的控制装置的结构示意图之二。如图11中所示,所述控制装置1100包括:
场景显示模块1110,设置为在所述行动阶段,在所述图形用户界面显示所述行动阶 段的至少部分第一虚拟场景和位于所述第一虚拟场景中的第一虚拟对象;
技能确定模块1120,设置为获取第一虚拟对象的技能配置参数,以确定所述第一虚拟对象在角色默认技能的基础上新增的附加技能;所述默认技能为根据所述第一虚拟对象的身份属性分配的技能;
技能解锁模块1130,设置为确定所述对局阶段中的虚拟任务完成进度达到进度阈值时,控制所述第一虚拟对象解锁附加技能,并在所述图形用户界面中提供设置为触发默认技能的默认技能控件的基础上,提供设置为触发所述附加技能的附加技能控件;
场景切换模块1140,设置为响应预设的触发事件,控制所述图形用户界面显示所述讨论阶段对应的第二虚拟场景;所述第二虚拟场景中包括以下项中的至少一项:第二虚拟对象、第二虚拟对象的角色图标、所述第一虚拟对象、所述第一虚拟对象的角色图标;所述讨论阶段被配置为根据讨论阶段结果确定所述至少一个第二虚拟对象或所述第一虚拟对象的游戏状态。
进一步的,如图12所示,所述控制装置1100还包括对赌技能释放模块1150,所述对赌技能释放模块1150设置为:
在身份对赌技能被解锁之后,响应身份对赌技能控件被触发,控制所述第一虚拟对象与第二虚拟对象进行身份对赌;以及
在显示所述讨论阶段对应的第二虚拟场景时,在所述第二虚拟场景所包括的所述第一虚拟对象或者所述第一虚拟对象的角色图标上显示身份对赌结果相关信息,或者,在所述第二虚拟场景所包括的目标第二虚拟对象上或者目标第二虚拟对象的角色图标上显示身份对赌结果相关信息。
进一步的,如图12所示,所述控制装置1100还包括验证技能释放模块1160,所述验证技能释放模块1160设置为:
在验证身份技能被解锁之后,响应验证身份技能控件被触发,向所述第一虚拟对象提供所述目标第二虚拟对象的身份信息。
进一步的,如图12所示,所述控制装置1100还包括指引技能释放模块1170,所述指引技能释放模块1170设置为:
在指引技能被解锁之后,响应指引技能控件被触发,获得距离第一虚拟对象第二距离阈值范围内的处于目标状态的虚拟对象的位置信息;
根据所述位置信息,在所述图形用户界面中显示与所述位置信息对应指标标识,以指示所述第一虚拟场景中所述处于目标状态的虚拟对象的方位;
响应移动指令,控制所述第一虚拟对象移动。
进一步的,如图12所示,所述控制装置1100还包括加倍技能释放模块1180,所述加倍技能释放模块1180设置为:
在任务加倍技能被解锁之后,响应任务加倍技能控件被触发,在所述第一虚拟对象 完成与所述第一虚拟对象相应的虚拟任务时,将该虚拟任务的奖励按照预设比例进行翻倍。
进一步的,所述虚拟任务包括所有第一角色属性的虚拟对象在所述对局阶段所完成的任务;
所述对局阶段中的虚拟任务完成进度指示所述虚拟任务在所述对局阶段被第一角色属性的虚拟对象共同完成的进度;
所述第一虚拟对象为第一角色属性的虚拟对象。
进一步的,所述附加技能包括以下项中的至少一项:身份对赌技能、验证身份技能、指引技能和任务加倍技能。
进一步的,所述验证技能释放模块1160还设置为:
在所述图形用户界面所显示的行动阶段的第一虚拟场景和/或所述讨论阶段的第二虚拟场景中,将所述第二虚拟对象的身份信息显示在所述第二虚拟对象的预设位置处。
进一步的,所述场景切换模块1140在设置为响应预设的触发事件,控制所述图形用户界面显示所述讨论阶段对应的第二虚拟场景的步骤时,所述场景切换模块1140设置为:
响应所述第一虚拟对象距离处于目标状态的虚拟对象的距离小于第一距离阈值,控制所述图形用户界面显示所述讨论阶段对应的第二虚拟场景。
进一步的,所述虚拟任务完成进度通过在所述图形用户界面中提供的第一进度提示控件显示;
所述第一进度提示控件还显示有至少一个设置为提示在预设进度下相应的附加技能可被解锁的解锁标识。
进一步的,在所述图形用户界面中还提供与所述附加技能控件相应的第二进度提示控件;所述第二进度提示控件设置为显示所述附加技能被解锁的进度。
本公开实施例提供的游戏进程的控制装置,在图形用户界面上显示在行动阶段的第一虚拟场景以及第一虚拟对象,同时根据第一虚拟对象的技能配置参数,确定第一虚拟对象在默认技能的基础上新增的附加技能,当确定对局阶段中的虚拟任务完成进度达到进度阈值时,控制第一虚拟对象解锁附加技能,同时在图形用户界面上显示触发附加技能的附加技能控件;响应于预设的触发事件,控制图形用户界面切换至讨论阶段的第二虚拟画面,同时显示第一虚拟对象以及各个第二虚拟对象的游戏状态。这样,可以加速游戏的进程,从而减少了游戏过程中终端的电量和数据流量的消耗。
请参阅图13,图13为本公开实施例所提供的一种电子设备的结构示意图。如图13中所示,所述电子设备1300包括处理器1310、存储器1320和总线1330。
所述存储器1320存储有所述处理器1310可执行的机器可读指令,当电子设备1300运行时,所述处理器1310与所述存储器1320之间通过总线1330通信,所述机器可读指 令被所述处理器1310执行时,可以执行如上述图1所示方法实施例中的游戏进程的控制方法的步骤,具体实现方式可参见方法实施例,在此不再赘述。
本公开实施例还提供一种计算机可读存储介质,该计算机可读存储介质上存储有计算机程序,该计算机程序被处理器运行时可以执行如上述图1所示方法实施例中的游戏进程的控制方法的步骤,具体实现方式可参见方法实施例,在此不再赘述。
所属领域的技术人员可以清楚地了解到,为描述的方便和简洁,上述描述的系统、装置和单元的具体工作过程,可以参考前述方法实施例中的对应过程,在此不再赘述。
在本公开所提供的几个实施例中,应该理解到,所揭露的系统、装置和方法,可以通过其它的方式实现。以上所描述的装置实施例仅仅是示意性的,例如,所述单元的划分,仅仅为一种逻辑功能划分,实际实现时可以有另外的划分方式,又例如,多个单元或组件可以结合或者可以集成到另一个系统,或一些特征可以忽略,或不执行。另一点,所显示或讨论的相互之间的耦合或直接耦合或通信连接可以是通过一些通信接口,装置或单元的间接耦合或通信连接,可以是电性,机械或其它的形式。
所述作为分离部件说明的单元可以是或者也可以不是物理上分开的,作为单元显示的部件可以是或者也可以不是物理单元,即可以位于一个地方,或者也可以分布到多个网络单元上。可以根据实际的需要选择其中的部分或者全部单元来实现本实施例方案的目的。
另外,在本公开各个实施例中的各功能单元可以集成在一个处理单元中,也可以是各个单元单独物理存在,也可以两个或两个以上单元集成在一个单元中。
所述功能如果以软件功能单元的形式实现并作为独立的产品销售或使用时,可以存储在一个处理器可执行的非易失的计算机可读取存储介质中。基于这样的理解,本公开的技术方案本质上或者说对现有技术做出贡献的部分或者该技术方案的部分可以以软件产品的形式体现出来,该计算机软件产品存储在一个存储介质中,包括若干指令用以使得一台计算机设备(可以是个人计算机,服务器,或者网络设备等)执行本公开各个实施例所述方法的全部或部分步骤。而前述的存储介质包括:U盘、移动硬盘、只读存储器(Read-Only Memory,ROM)、随机存取存储器(Random Access Memory,RAM)、磁碟或者光盘等各种可以存储程序代码的介质。
最后应说明的是:以上所述实施例,仅为本公开的具体实施方式,用以说明本公开的技术方案,而非对其限制,本公开的保护范围并不局限于此,尽管参照前述实施例对本公开进行了详细的说明,本领域的普通技术人员应当理解:任何熟悉本技术领域的技术人员在本公开揭露的技术范围内,其依然可以对前述实施例所记载的技术方案进行修改或可轻易想到变化,或者对其中部分技术特征进行等同替换;而这些修改、变化或者替换,并不使相应技术方案的本质脱离本公开实施例技术方案的精神和范围,都应涵盖在本公开的保护范围之内。因此,本公开的保护范围应以权利要求的保护范围为准。
Claims (14)
- 一种游戏进程的控制方法,通过终端设备提供一图形用户界面,所述图形用户界面中包括当前对局阶段的虚拟场景,所述对局阶段包括行动阶段和讨论阶段,所述控制方法包括:在所述行动阶段,在所述图形用户界面显示所述行动阶段的至少部分第一虚拟场景和位于所述第一虚拟场景中的第一虚拟对象;获取第一虚拟对象的技能配置参数,以确定所述第一虚拟对象在角色默认技能的基础上新增的附加技能;所述默认技能为根据所述第一虚拟对象的身份属性分配的技能;确定所述对局阶段中的虚拟任务完成进度达到进度阈值时,控制所述第一虚拟对象解锁附加技能,并在所述图形用户界面中提供设置为触发默认技能的默认技能控件的基础上,提供设置为触发所述附加技能的附加技能控件;响应预设的触发事件,控制所述图形用户界面显示所述讨论阶段对应的第二虚拟场景;所述第二虚拟场景中包括以下项中的至少一项:第二虚拟对象、第二虚拟对象的角色图标、所述第一虚拟对象、所述第一虚拟对象的角色图标;所述讨论阶段被配置为根据讨论阶段结果确定所述至少一个第二虚拟对象或所述第一虚拟对象的游戏状态。
- 如权利要求1所述的控制方法,其中,所述虚拟任务包括所有第一角色属性的虚拟对象在所述对局阶段所完成的任务;所述对局阶段中的虚拟任务完成进度指示所述虚拟任务在所述对局阶段被第一角色属性的虚拟对象共同完成的进度;所述第一虚拟对象为第一角色属性的虚拟对象。
- 如权利要求1所述的控制方法,其中,所述附加技能包括以下项中的至少一项:身份对赌技能、验证身份技能、指引技能和任务加倍技能。
- 如权利要求3所述的控制方法,其中,若附加技能包括身份对赌技能时,所述控制方法还包括:在身份对赌技能被解锁之后,响应身份对赌技能控件被触发,控制所述第一虚拟对象与第二虚拟对象进行身份对赌;以及在显示所述讨论阶段对应的第二虚拟场景时,在所述第二虚拟场景所包括的所述第一虚拟对象或者所述第一虚拟对象的角色图标上显示身份对赌结果相关信息,或者,在所述第二虚拟场景所包括的第二虚拟对象上或者第二虚拟对象的角色图标上显示身份对赌结果相关信息。
- 如权利要求3所述的控制方法,其中,若附加技能包括验证身份技能时,所述控制方法还包括:在验证身份技能被解锁之后,响应验证身份技能控件被触发,向所述第一虚拟对象提供所述第二虚拟对象的身份信息。
- 如权利要求5所述的控制方法,其中,所述第一虚拟对象提供所述第二虚拟对象的身份信息之后,所述控制方法还包括:在所述图形用户界面所显示的所述行动阶段的第一虚拟场景和/或所述讨论阶段的第二虚拟场景中,将所述第二虚拟对象的身份信息显示在所述第二虚拟对象的预设位置处。
- 如权利要求3所述的控制方法,其中,所述响应预设的触发事件,控制所述图形用户界面显示所述讨论阶段对应的第二虚拟场景的步骤,包括:响应所述第一虚拟对象距离处于目标状态的虚拟对象的距离小于第一距离阈值,控制所述图形用户界面显示所述讨论阶段对应的第二虚拟场景。
- 如权利要求7所述的控制方法,其中,若附加技能包括指引技能时,所述控制方法还包括:在指引技能被解锁之后,响应指引技能控件被触发,获得距离第一虚拟对象第二距离阈值范围内的处于目标状态的虚拟对象的位置信息;根据所述位置信息,在所述图形用户界面中显示与所述位置信息对应指标标识,以指示所述第一虚拟场景中所述处于目标状态的虚拟对象的方位;响应移动指令,控制所述第一虚拟对象移动。
- 根据权利要求3所述的控制方法,其中,若附加技能包括任务加倍技能时,所述控制方法还包括:在任务加倍技能被解锁之后,响应任务加倍技能控件被触发,在所述第一虚拟对象完成与所述第一虚拟对象相应的虚拟任务时,将该虚拟任务的奖励按照预设比例进行翻倍。
- 根据权利要求1所述的控制方法,其中,所述虚拟任务完成进度通过在所述图形用户界面中提供的第一进度提示控件显示;所述第一进度提示控件还显示有至少一个设置为提示在预设进度下相应的附加技能可被解锁的解锁标识。
- 根据权利要求1所述的控制方法,其中,在所述图形用户界面中还提供与所述附加技能控件相应的第二进度提示控件;所述第二进度提示控件设置为显示所述附加技能被解锁的进度。
- 一种游戏进程的控制装置,通过终端设备提供一图形用户界面,所述图形用户界面中包括当前对局阶段的虚拟场景,所述对局阶段包括行动阶段和讨论阶段,所述装置包括:场景显示模块,设置为在所述行动阶段,在所述图形用户界面显示所述行动阶段的至少部分第一虚拟场景和位于所述第一虚拟场景中的第一虚拟对象;技能确定模块,设置为获取第一虚拟对象的技能配置参数,以确定所述第一虚拟对 象在角色默认技能的基础上新增的附加技能;所述默认技能为根据所述第一虚拟对象的身份属性分配的技能;技能解锁模块,设置为确定所述对局阶段中的虚拟任务完成进度达到进度阈值时,控制所述第一虚拟对象解锁附加技能,并在所述图形用户界面中提供设置为触发默认技能的默认技能控件的基础上,提供设置为触发所述附加技能的附加技能控件;场景切换模块,设置为响应预设的触发事件,控制所述图形用户界面显示所述讨论阶段对应的第二虚拟场景;所述第二虚拟场景中包括以下项中的至少一项:第二虚拟对象、第二虚拟对象的角色图标、所述第一虚拟对象、所述第一虚拟对象的角色图标;所述讨论阶段被配置为根据讨论阶段结果确定所述至少一个第二虚拟对象或所述第一虚拟对象的游戏状态。
- 一种电子设备,包括:处理器、存储介质和总线,所述存储介质存储有所述处理器可执行的机器可读指令,当电子设备运行时,所述处理器与所述存储介质之间通过总线通信,所述处理器执行所述机器可读指令,以执行如权利要求1至11任一项所述的游戏进程的控制方法的步骤。
- 一种计算机可读存储介质,所述计算机可读存储介质上存储有计算机程序,所述计算机程序被处理器运行时执行如权利要求1至11任一项所述的游戏进程的控制方法的步骤。
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