WO2023071588A1 - 游戏地图的加载方法及装置、电子设备、存储介质 - Google Patents
游戏地图的加载方法及装置、电子设备、存储介质 Download PDFInfo
- Publication number
- WO2023071588A1 WO2023071588A1 PCT/CN2022/118944 CN2022118944W WO2023071588A1 WO 2023071588 A1 WO2023071588 A1 WO 2023071588A1 CN 2022118944 W CN2022118944 W CN 2022118944W WO 2023071588 A1 WO2023071588 A1 WO 2023071588A1
- Authority
- WO
- WIPO (PCT)
- Prior art keywords
- game map
- game
- map
- transfer
- virtual character
- Prior art date
Links
- 238000011068 loading method Methods 0.000 title claims abstract description 38
- 238000012546 transfer Methods 0.000 claims abstract description 129
- 238000000034 method Methods 0.000 claims abstract description 60
- 239000000463 material Substances 0.000 claims description 18
- 230000008859 change Effects 0.000 claims description 12
- 238000004590 computer program Methods 0.000 claims description 12
- 230000008569 process Effects 0.000 description 29
- 230000000875 corresponding effect Effects 0.000 description 26
- XLYOFNOQVPJJNP-UHFFFAOYSA-N water Substances O XLYOFNOQVPJJNP-UHFFFAOYSA-N 0.000 description 14
- 239000008280 blood Substances 0.000 description 9
- 210000004369 blood Anatomy 0.000 description 9
- 230000007613 environmental effect Effects 0.000 description 7
- 230000004083 survival effect Effects 0.000 description 5
- 230000007423 decrease Effects 0.000 description 4
- 230000000694 effects Effects 0.000 description 4
- 238000013461 design Methods 0.000 description 3
- 238000010586 diagram Methods 0.000 description 3
- 230000000630 rising effect Effects 0.000 description 3
- 208000027418 Wounds and injury Diseases 0.000 description 2
- 238000004364 calculation method Methods 0.000 description 2
- 239000002775 capsule Substances 0.000 description 2
- 230000006378 damage Effects 0.000 description 2
- 238000013500 data storage Methods 0.000 description 2
- 230000006870 function Effects 0.000 description 2
- 208000014674 injury Diseases 0.000 description 2
- 238000007726 management method Methods 0.000 description 2
- 230000002093 peripheral effect Effects 0.000 description 2
- 238000002360 preparation method Methods 0.000 description 2
- 239000003643 water by type Substances 0.000 description 2
- 238000013459 approach Methods 0.000 description 1
- 230000033228 biological regulation Effects 0.000 description 1
- 230000005540 biological transmission Effects 0.000 description 1
- 238000004422 calculation algorithm Methods 0.000 description 1
- 238000004891 communication Methods 0.000 description 1
- 230000002860 competitive effect Effects 0.000 description 1
- 230000003111 delayed effect Effects 0.000 description 1
- 238000005516 engineering process Methods 0.000 description 1
- 230000002452 interceptive effect Effects 0.000 description 1
- 230000009191 jumping Effects 0.000 description 1
- 238000012986 modification Methods 0.000 description 1
- 230000004048 modification Effects 0.000 description 1
- 230000003287 optical effect Effects 0.000 description 1
- 230000036961 partial effect Effects 0.000 description 1
- 238000012545 processing Methods 0.000 description 1
- 230000011218 segmentation Effects 0.000 description 1
Images
Classifications
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—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
- A63F13/533—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 for prompting the player, e.g. by displaying a game menu
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/55—Controlling game characters or game objects based on the game progress
- A63F13/58—Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/30—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device
- A63F2300/303—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device for displaying additional data, e.g. simulating a Head Up Display
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/65—Methods for processing data by generating or executing the game program for computing the condition of a game character
Definitions
- the present disclosure relates to the field of computer technology, and in particular to a method and device for loading a game map, electronic equipment, and a storage medium.
- player characters In large-scale games, player characters usually act in a pre-set map environment, for example: collecting pre-set resources in the map, fighting monsters, or interacting with NPCs (non-player characters) to complete tasks, etc.
- the game map is generally preset according to the area, and the map corresponding to the area is displayed when the player character moves to the corresponding area. For example: for a level-breaking game, set a corresponding map for each level in advance, and when the player character successfully breaks through a level and enters the next level, the map corresponding to the next level is displayed.
- the movable area is set in advance, and the movable area is divided into multiple sub-areas according to the needs of the game. Each sub-area is set with a corresponding map. When the player moves the character to the corresponding sub-area, the display A map of the subregion.
- the existing map loading method is based on the location of the user's character, or the pre-set conditions (passing the level successfully).
- the map corresponding to the character at different positions may be completely different, so that the user can experience the coherence of the game. poor.
- the embodiments of the present disclosure aim to solve at least one of the problems existing in the prior art, and provide a method and device for loading a game map, an electronic device, and a storage medium.
- One aspect of the embodiments of the present disclosure provides a method for loading a game map, which is applied to an electronic device running online games with multiple virtual characters at the same time, the virtual characters are associated with preset attribute values, and the virtual characters can receive attack instructions , attacking other virtual characters, the method includes:
- the first prompt information is used to prompt to switch the first game map to a second game map;
- the second game map is different from the first game map and does not belong to a part of the first game map;
- the first game map The plane and the second game map plane intersect at different positions of an axis perpendicular to the first game map plane;
- the current virtual character can transfer from the first game map to the second game map through the first transfer route, if the current virtual character is not under the first preset transfer condition
- the attribute value of the current virtual character changes.
- calling module used to call the first game map
- An output module configured to output first prompt information, where the first prompt information is used to prompt switching of the first game map to a second game map;
- a first switching module configured to switch the first game map to the second game map, the second game map is different from the first game map and does not belong to a part of the first game map ;
- the first game map plane and the second game map plane intersect at different positions of an axis perpendicular to the first game map plane;
- the first transfer module is configured to provide a first transfer route, so that the current virtual character can transfer from the first game map to the second game map through the first transfer route, if the current virtual character is not in the When transferring to the second game map under the first preset transfer condition, the attribute value of the current virtual character changes.
- an electronic device including:
- the memory stores instructions that can be executed by the at least one processor, and the instructions are executed by the at least one processor, so that the at least one processor can execute the game map loading method described above. .
- Another aspect of the embodiments of the present disclosure provides a computer-readable storage medium storing a computer program.
- the computer program is executed by a processor, the above-mentioned method for loading a game map is implemented.
- Another aspect of the embodiments of the present disclosure provides a computer program product.
- the computer program product When the computer program product is run on a computer, it enables the computer to implement the above-mentioned method for loading a game map.
- the embodiments of the present disclosure can dynamically load the game map according to the progress of the game, so that the resource occupied by loading the game map is less, and the game map has a stronger sense of difference during the game process, and the user experience is richer.
- the switching process of the game map can also be used as a part of the game, so that the user can continue to participate in the game and experience a new game process during the switching process of the game map, and the playability of the game is stronger.
- FIG. 1 is a flow chart of a method for loading a game map provided in an embodiment of the present disclosure
- FIG. 2 is a flow chart of a method for loading a game map provided in another embodiment of the present disclosure
- FIG. 3 is a schematic structural diagram of a game map loading device provided by another embodiment of the present disclosure.
- FIG. 4 is a schematic structural diagram of a game map loading device provided by another embodiment of the present disclosure.
- Fig. 5 is a schematic structural diagram of an electronic device provided by another embodiment of the present disclosure.
- One embodiment of the present disclosure relates to a game map loading method, which is applied to an electronic device running online games with multiple virtual characters at the same time.
- the virtual characters are associated with preset attribute values, and the virtual characters can receive attack instructions and attack other players. virtual character.
- the electronic device involved in this implementation manner may be a terminal device such as a smart phone, a tablet computer, a personal computer, or a mobile Internet device.
- a user of a terminal device may correspond to a virtual role.
- the terminal device After the terminal device receives the user's operation (such as sliding, clicking, etc.) instructions, it can convert the operation instructions into instructions that the virtual character can receive, such as movement instructions, attack instructions, etc., so that the virtual character can execute corresponding actions according to the received instructions. operate.
- the virtual character can move on each game map according to the received movement instruction, and can also attack other virtual characters according to the received attack instruction.
- the electronic device involved in this embodiment may also be a server.
- the server can communicate with the terminal device through the network, and provide data calculation, data storage and other services for the terminal device according to actual needs. For example, when the virtual character A is attacked by other virtual characters, the attribute value associated with the virtual character A will change, and the server can calculate the associated attribute value according to the attack situation of the virtual character A.
- the server can also store the game progress of each virtual character and the like.
- the terminal device can obtain the required data from the server for display.
- this embodiment does not limit the specific type of electronic equipment, as long as the electronic equipment can run online games with multiple virtual characters at the same time.
- the attribute value associated with the virtual character may include one or more of blood volume, energy, signal value, and the like.
- the blood volume can be related to the vitality of the virtual character. If the blood volume of the virtual character cannot meet the preset survival requirements, the virtual character will lose its vitality and cannot attack other virtual characters, that is, it will lose its combat ability.
- Energy can be related to the movement ability of the virtual character, including movement agility, movement speed and so on.
- the signal value can be associated with the distance between the virtual character and its destination, and the distance between the virtual character and its destination can be reflected by the magnitude of the signal value.
- the virtual character can have two life states, such as life and death, or three life states, such as life, serious injury, and death. Different life states can correspond to different blood volumes and reflect different vitality.
- life state of the virtual character When the life state of the virtual character is alive, the virtual character can receive an attack instruction to attack other virtual characters. When the life state of the virtual character is seriously injured, the virtual character cannot attack other virtual characters. If the life state of the virtual character does not turn from serious injury to life at the end of the preset countdown time, it means that the virtual character does not receive rescue from other virtual characters. , the life state of the virtual character turns to dead, and the virtual character enters the spectator mode at the same time, or directly exits the current game.
- FIG. 1 a flow chart of a method for loading a game map is shown, the method comprising:
- Step 101 call the first game map.
- the server since the server is used to provide services such as data calculation and data storage for the terminal device, the server may directly call the first game map without displaying the first game map.
- the terminal device can call the first game map and display the first game map, so that the user can control the corresponding virtual character to move, attack and other activities on the first game map through operation instructions.
- the display duration of the first game map can be set in advance, or can be dynamically set during the game according to conditions such as the number of surviving virtual characters, which is not limited in this embodiment.
- the first game map can be generated based on preset materials such as buildings, plains, mountains, canyons, waters, forests, grasslands, islands, etc., or can be generated directly according to actual needs.
- the map scenes included in a game map are restricted.
- the first game map may be a three-dimensional map, including both horizontal and vertical directions.
- the horizontal direction refers to the direction parallel to the plane on which the buildings, mountains, etc. on the first game map are located
- the vertical direction refers to the direction perpendicular to the plane on which the buildings, mountains, etc. on the first game map are located.
- the design of the first game map can be basically the same as that of the three-dimensional map in the prior art.
- the first game map in the horizontal direction, can be divided into several sub-areas, and each sub-area corresponds to a part of the first game map.
- the virtual character can move between different positions in the horizontal direction of the first game map, and can also move between different positions in the vertical direction of the first game map in a preset manner within a preset time period, thereby Push the game forward.
- the virtual character can move along the vertical direction of the first game map by using vehicles such as airplanes within a preset time period.
- the moving range of the virtual character in the horizontal direction and the vertical direction can be set according to actual game requirements, which is not limited in this embodiment.
- Step 102 outputting first prompt information, where the first prompt information is used to prompt switching of the first game map to the second game map.
- the server may directly output the first prompt information without displaying the first prompt information.
- the terminal device can output and display the first prompt information to prompt the user during the game process, so that the user can prepare for entering the second game map before the arrival of the first game map.
- Step 103 switching the first game map to the second game map, the second game map is different from the first game map and does not belong to a part of the first game map;
- a game map plane and the second game map plane intersect at different positions of an axis perpendicular to the first game map plane.
- the server may directly switch the first game map to the second game map without displaying the second game map.
- the terminal device can switch the first game map to the second game map, and display the second game map, so that the user can control the corresponding virtual character to move, attack and other activities on the second game map through operation instructions.
- the second game map is not obtained by scaling the first game map, nor does it belong to a part of the first game map. In other words, the second game map is completely different from the first game map and There is no association.
- the second game map plane may be on a plane with a different height from the first game map plane, that is, the second game map plane and the first game map plane intersect at different positions of an axis perpendicular to the first game map plane.
- the second game map can be in the sky of the first game map, or in the basin of the first game map, etc.
- first game map plane and the second game map plane in this embodiment are respectively used to describe the extension directions of the first game map and the second game map on the scale of the complete game map, and are not affected by the game map.
- the effect of materials such as mountains and buildings.
- the first game map plane and the second game map plane are not partial sections of a certain mountain, canyon, building, etc., but refer to the plane where the mountain, building, etc. are located in each game map.
- Step 104 providing a first transfer route, so that the current virtual character can transfer from the first game map to the second game map through the first transfer route, if the current virtual character is not in the first preset When transferring to the second game map under the transfer condition, the attribute value of the current virtual character changes.
- the server may directly provide the first transfer path without displaying the first transfer path.
- the terminal device may display the first transfer route while providing the first transfer route, so that the user can discover and utilize the first transfer route.
- Providing the first transfer path may include presetting a mountain road on the first game map that can communicate with the second game map, and the mountain road may appear as a part of the first game map when the first game map is called.
- Providing the first transfer route may also include setting a new water area on the first game map, the water level of which can gradually rise or fall, so as to connect the first game map and the second game map.
- the first transfer path may include at least one of environmental elements and props connecting the first game map and the second game map.
- the first transfer path may include environmental elements such as mountain roads and waters connecting the first game map and the second game map, and may also include props such as airplanes and ships connecting the first game map and the second game map.
- the first preset transfer condition may be within a preset transfer time period.
- the preset transfer time period may start when the first prompt message is output and end when the loading of the second game map is completed. If the current virtual character does not transfer to the second game map within the preset transfer time period, the attribute value of the current virtual character changes.
- the embodiments of the present disclosure can dynamically load the game map according to the progress of the game, so that the resource occupied by loading the game map is less, and the game map has a stronger sense of difference during the game process, and the user experience is richer.
- the switching process of the game map can also be used as a part of the game, so that the user can continue to participate in the game and experience a new game process during the switching process of the game map, and the playability of the game is stronger.
- step 103 may include:
- the first game map is cleared, the second game map is loaded along the vertical axis of the first game map plane, and at the beginning of the first preset time period At the end moment, the clearing of the first game map and the loading of the second game map are completed.
- the start time of the first preset time period may be the time when the output of the first prompt information is completed, or may be a certain time after the output of the first prompt information is completed.
- the duration of the first preset time period can be preset according to the actual needs of the game.
- the duration of the first preset time period can be 1 minute, 2 minutes or 3 minutes, etc., which is not limited in this embodiment .
- the first game map may be switched to the second game map by means of rising water. That is, at the beginning moment of the first preset time period, the water surface begins to rise, and the water surface gradually overflows the first game map and approaches the second game map, and at the end moment of the first preset time period, the water surface completely overflows the first game map.
- the game map reaches the second game map plane and does not overflow the second game map plane, and simultaneously completes the loading of the second game map.
- this embodiment is not a simple game map switch, but the user can still play a normal game during the game map switch process.
- the user can still control the virtual character to attack and other activities during the switching process of the game map, so as to achieve the purpose of eliminating other virtual characters in the game.
- the continuity of the game during the switching process of the game map can be ensured, and the user's game experience can be further enriched.
- the method also includes:
- the map material library can be set in advance, and each time the second game map is switched, the map material is randomly selected from the map material library according to a random algorithm to generate the second game map, so that the second game map switched each time can be in the area There are differences in location, area size, or distribution of resource areas.
- the playability of the game can be increased, and the user's game experience can be further enriched.
- step 104 may include:
- multiple first transfer paths with different attributes can be multiple different types of environmental elements or props, etc., each type corresponds to a preset acquisition condition or use condition, and the virtual character can only Or when conditions are used, the corresponding type of environmental elements or props can be used.
- environmental elements may include different types such as mountain roads and water areas
- props may include different types such as airplanes and ships.
- first transfer paths there can be one or more first transfer paths for each attribute. It is sufficient to provide multiple first transfer paths with different attributes.
- the current virtual character can transfer along the axis direction perpendicular to the first game map plane through the first transfer route To the second game map, thereby advancing the game process.
- the current virtual character can be transferred to the second game map along the axis direction perpendicular to the plane of the first game map through any one of the first transfer paths, thereby improving the continuity of the game, Further enrich the user's gaming experience.
- a plurality of the first transfer routes with different attributes are provided, so that the current virtual character can follow any one of the first transfer routes after the first game map is cleared.
- the transfer of the vertical axis direction of the first game map plane to the second game map may include:
- the current avatar can use the first props to pass through any one of the first transfer routes along the plane of the first game map after the first game map is cleared
- the direction of the vertical axis is shifted to the second game map, and the current avatar can attack the first props used by other avatars, if the attack makes the first props used by other avatars If the prop fails, the attribute values of the other virtual characters are changed according to the first preset rule.
- the first prop may be props such as a lifeboat and a flying boat.
- the virtual character can search for and use lifeboats, flying boats and other props to transfer to the second game map.
- the current virtual character can attack the first props used by other virtual characters one or more times, so that the first props used by other virtual characters will gradually become invalid, thereby preventing other virtual characters from transferring to the second game map. If the attack of the current virtual character makes the first props used by other virtual characters invalid, the attribute values of other virtual characters can be changed according to the first preset rule.
- the first preset rule may be to reduce according to a preset number according to the type of props.
- the attribute values of other virtual characters such as blood volume, energy, signal value, etc. can be reduced by a certain preset amount;
- the energy, signal value, etc. may be reduced by another preset amount, and so on.
- the playability of the game is further increased and the user's game experience is enriched.
- a plurality of the first transfer routes with different attributes are provided, so that the current virtual character can follow any one of the first transfer routes after the first game map is cleared.
- the transfer of the vertical axis direction of the first game map plane to the second game map may include:
- the current virtual character can use the multiple materials to generate second props corresponding to the multiple materials, and use the second props after the first game map is cleared , transfer to the second game map along the axis direction perpendicular to the plane of the first game map through any one of the first transfer paths, and the current avatar can control the second game map being generated by other avatars.
- the props attack and if the attack causes the other virtual characters to fail to generate the second props, then the attribute values of the other virtual characters are changed according to the first preset rule.
- the second prop may be props such as buildings and rafts.
- the virtual character can search and utilize multiple materials to generate props such as buildings and rafts corresponding to the multiple materials, and then use the generated props to transfer to the second game map.
- the current virtual character can also attack the second props being generated by other virtual characters one or more times, so as to prevent the generation of the second props and prevent other virtual characters from using the second props to transfer to the second game map. If the attack of the current virtual character prevents other virtual characters from using the materials to generate the second props, the attribute values of other virtual characters can be changed according to the first preset rule. Set the quantity to decrease.
- the attribute values of other virtual characters such as blood volume, energy, signal value, etc. can be reduced by a certain preset amount; when the second prop is a raft, the attribute values of other virtual characters such as blood volume, The energy, signal value, etc. may be reduced by another preset amount, and so on.
- the playability of the game is further increased and the user's game experience is enriched.
- step 104 it may further include:
- Step 105 switch the second game map to a third game map, the third game map is different from the second game map, and does not belong to a part of the second game map; the third game map
- the map plane and the second game map plane intersect with different positions of the vertical axis of the second game map plane respectively; the third game map, the second game map and the first game map respectively correspond to Different game levels.
- the process of switching the second game map to the third game map may be similar to the process of switching the first game map to the second game map, which will not be repeated here.
- the second prompt information can also be output, and the second prompt information is used to prompt to switch the second game map to the third game map, thereby prompting the user so that the user can Before the arrival of the third game map, prepare for entering the third game map.
- the third game map is not obtained by scaling the second game map, nor does it belong to a part of the second game map. In other words, the third game map is completely different from the second game map and There is no association.
- the third game map plane refers to a plane on which mountains, buildings, etc. in the third game map are located.
- the third game map plane may be at a different height than the second game map plane.
- the third game map may be in the sky of the second game map, or in the basin of the second game map.
- the first game map, the second game map and the third game map can correspond to different game levels respectively.
- the switching process of each game map is the switching process of each game level. If the virtual character fails to transfer from the previous game map to the next game map, it can be determined that the virtual character failed to pass the corresponding game level.
- Step 106 providing a second transfer route, so that the current virtual character can transfer from the second game map to the third game map through the second transfer route, if the current virtual character is not in the second game map
- the attribute value of the current virtual character will change.
- the second transfer route may be similar to the first transfer route, including at least one of environmental elements and props connecting the second game map and the third game map.
- Environmental elements may include mountain roads, water areas, etc., and props may include airplanes, ships, etc.
- the second preset transfer condition may be within a preset transfer time period.
- the preset transfer time period can start when the second prompt message is output and end when the loading of the third game map is completed. If the current virtual character does not transfer to the third game map within the preset transfer time period, the attribute value of the current virtual character changes.
- the game is more playable and the user's game experience is further enriched.
- the attribute value may include a first sub-attribute value and a second sub-attribute value, and when attacking other virtual characters, change the first sub-attribute value of the other virtual characters according to a second preset rule ;
- the change of the attribute value of the current virtual character includes: changing the second sub-attribute value of the current virtual character according to a third preset rule;
- the virtual character corresponding to the attribute value loses the ability to attack other virtual characters.
- the first sub-attribute value may be blood volume, energy, etc., which can reflect the attribute of the virtual character's resistance to attack
- the second sub-attribute value may be a signal value that can reflect the attribute of the virtual character's timely transfer.
- the second preset rule may be to reduce the preset number according to the attack type. For example, attacking other avatars once by shooting bullets can reduce the value of the first sub-attribute of other avatars by a certain preset amount, or attacking other avatars once by shelling can reduce the value of the first sub-attribute of other avatars Decrease by another preset amount, etc.
- the third preset rule may be to reduce the preset amount according to the transfer degree. For example, when the current virtual character does not leave the game map where it is located, the second sub-attribute value of the current virtual character can be reduced by a certain preset amount; when the current virtual character leaves the game map where it is located but fails to transfer to a new When playing a game map, the value of the second sub-attribute of the current virtual character can be reduced by another preset amount.
- the virtual character loses the ability to attack other virtual characters. For example, if the first sub-attribute value and/or the second sub-attribute value of the avatar is 0, the avatar will not be able to attack other avatars.
- connection makes the game more playable and further enriches the user's gaming experience.
- the attribute values of other virtual characters are changed according to the second preset rule
- the change of the attribute value of the current virtual character includes: changing the attribute value of the current virtual character according to a third preset rule;
- the virtual character corresponding to the attribute value loses the ability to attack other virtual characters.
- the attribute value of the virtual character can reflect the attack resistance attribute and the timely transfer attribute of the virtual character at the same time, that is, the attribute value of the virtual character can respond to the attack process and transfer process of the virtual character at the same time, and at the same time reflect the blood volume, energy, signal value, etc. .
- the virtual character When the virtual character is attacked, its attribute value can be changed according to the second preset rule, for example, the preset amount can be reduced according to the attack type.
- the virtual character fails to transfer to a new game map, its attribute value can be changed according to a third preset rule, for example, the preset amount can be reduced according to the degree of transfer.
- the virtual character loses the ability to attack other virtual characters.
- the avatar loses the ability to attack other avatars may include the following three situations.
- the first situation is that the life state of the virtual character turns to death and exits the current game at the same time.
- the second situation is that the virtual character enters the spectator mode and watches other virtual characters fight. The virtual character can regain the ability to attack other virtual characters after the current battle is over, so as to return to the battlefield to participate in a new round of battle.
- the third situation is that the life state of the virtual character becomes seriously injured and cannot attack other virtual characters, but after being rescued by other virtual characters, it can re-enter the combat mode, that is, regain the ability to attack other virtual characters.
- the game is more playable and the user's game experience is further enriched.
- Sky Island Survival Game is a large-scale multiplayer interactive battle royale game similar to PlayerUnknown's Battlegrounds. Users control the virtual character they choose to find weapons and other resources on the game map, and use the found weapons and other resources to attack other users. The chosen avatar to attack. During the game, if the virtual character selected by the user is eliminated by the virtual characters selected by other users, the user loses the game and the game ends at the same time.
- the virtual character selected by the user destroys the virtual characters selected by other users, or if the virtual character selected by the user boards an airship with a limited number of seats, etc., the user or the team that the user belongs to wins the game, and at the same time, the game ends for all users, that is, the game finally over.
- 4 layers of game maps can be set, which are the bottom layer game map, the second layer game map, the third layer game map and the top layer game map.
- the underlying game map may include a whole continent, and its corresponding actual area size may be 1500 meters by 1500 meters. It may take 300 seconds for a virtual character to run across one side of the underlying game map. There can be 15-25 large and small resource areas and several scattered wild spots on the bottom game map.
- the design style can refer to the Apex hero game (a tactical competitive game), and the area is divided according to the range and design style of different weapons, and in the area On the basis of segmentation, each region is refined. There can be 60 virtual characters on the bottom game map, several virtual characters form a team, and each team can search 2-4 resource areas. Avatars can move position on the underlying game map and contact other avatars.
- the display duration of the bottom game map can be 10 minutes, and the virtual character can be transferred to the upper layer game map, that is, the second layer game map, when the display duration is 8 minutes at the earliest.
- the overall actual area corresponding to the second layer of the game map can be 1200 meters ⁇ 1200 meters, and can include 3-5 sky islands.
- the actual side length of each sky island can float between 400 meters and 600 meters, so that On average, the actual size of each empty island can be 500 meters by 500 meters.
- Each sky island can include 2-3 resource areas and several small jungle spots, and set appropriate undulating terrain in the wild.
- Each resource area may also include a building provided with multiple floors or rooms.
- the display duration of the second layer game map can be 8 minutes, and the virtual character can be transferred to the upper layer game map, that is, the third layer game map when the display duration is 6 minutes at the earliest.
- the overall actual area corresponding to the third layer game map can be 600 meters ⁇ 600 meters, and can include 2-3 empty islands.
- the actual side length of each empty island can float between 200 meters and 300 meters, so that On average, the actual size of each empty island can be 250 meters by 250 meters.
- Each sky island can include 1-2 resource areas and several small jungle spots, and set appropriate undulating terrain in the wild.
- Each resource area may also include a building provided with multiple floors or rooms.
- the display duration of the third layer game map can be 6 minutes, and the virtual character can be transferred to the upper layer game map, that is, the top layer game map, when the display duration is 5 minutes at the earliest.
- the overall actual area corresponding to the top-level game map can be 300 meters x 300 meters, and can include a whole small sky island.
- the actual area size of the small sky island can be 150 meters x 150 meters.
- a relatively open resource competition area can be set, so that each virtual character can conduct small encounters in this area.
- the display duration of the top-level game map can be 4 minutes, and the game will be forced to end after 2 minutes of display duration.
- a single game to include 60 virtual characters, and match them in the quality square. Users can preview the route of the birth speedboat in the quality square, discuss and vote, etc. Users can also select virtual characters in the quality square and wait for the battle. After the selected virtual characters are killed and eliminated, they can be resurrected and choose other virtual characters for replacement. Quality squares can also showcase different game skins.
- users can observe the route of the birth speedboat, select the resource area that the birth speedboat and the center of the sky island pass through, and other virtual characters that take off to play games. The user can also choose the flight speed and launch the birth craft at a certain moment, so that the birth speedboat can turn in the air or follow other avatars in the team.
- the flight cabin is released at the beginning of the game preparation stage, and the aircraft trajectory and landing point are displayed at the same time, and the take-off time of the aircraft cabin is delayed to increase the competition of virtual characters for the aircraft cabin.
- the virtual character can board the sky island in the upper game map about 1 minute in advance before the end of the display time of the game map where it is located in the flight cabin, so as to develop and deploy in advance.
- Each virtual character can collect various resources on each layer of the game map and fight against other virtual characters so that he can smoothly transfer to the upper game map, until he climbs to the plane on the top game map or kills and eliminates all enemies to obtain the game victory. If the virtual character fails to obtain the props to enter the upper game map before the game map switching time is reached, the virtual character will be at a disadvantage during the map switching process, with a higher probability of game failure and exit from the game.
- the switch between the game maps of each layer can adopt the method of rising water.
- the virtual character In the switching stage of the game map, that is, the rising stage of the water surface, the virtual character can build a raft in the water, and take the raft to reach the upper game map after the raft is built.
- the raft is fast and can perform actions such as jumping, and the virtual character can use the raft to circle other rafts on the game map.
- the attribute value of the virtual character will decrease. If the attribute value of the virtual character decreases to 0 or less than 0, the life state of the virtual character will Turning to dead indicates that the avatar is eliminated.
- the avatar is killed once by other avatars and turns into a fleeing state. At this time, if the avatar is killed by other avatars again, the avatar turns into a dead state, that is, the life state becomes dead.
- the name tag of the avatar can be Picked up by other avatars in the team to revive the avatar on the upper game map.
- the distribution of sky islands and resource areas on each layer of the game map can be randomly generated to provide a rich and varied game experience.
- the plane escape point can be marked on the sky island of the top-level game map. After the virtual character climbs to the plane through the plane escape point or kills and eliminates all enemies, the team he belongs to wins the game.
- This stage is the mandatory stage of the game.
- the display duration of the top game map ends, the water surface rises and submerges the empty island. All virtual characters float on the water surface and the corresponding signal value is deducted. At this time, if the signal value of the virtual character is greater than 0, the virtual character can continue to survive for a certain period of time, such as 2 minutes; if the signal value of the virtual character is 0 or less than 0, the game of the virtual character fails.
- Another embodiment of the present disclosure relates to a game map loading device, which is applied to an electronic device running online games with multiple virtual characters at the same time.
- the virtual characters are associated with preset attribute values, and the virtual characters can receive attack instructions, attack other virtual characters.
- the device includes:
- Call module 301 for calling the first game map
- An output module 302 configured to output first prompt information, where the first prompt information is used to prompt switching of the first game map to a second game map;
- the first switching module 303 is configured to switch the first game map to the second game map, the second game map is different from the first game map and does not belong to the first game map A part; the first game map plane and the second game map plane intersect at different positions of an axis perpendicular to the first game map plane;
- the first transfer module 304 is configured to provide a first transfer route, so that the current virtual character can transfer from the first game map to the second game map through the first transfer route, if the current virtual character is not When transferring to the second game map under the first preset transfer condition, the attribute value of the current virtual character changes.
- the embodiments of the present disclosure can dynamically load the game map according to the progress of the game, so that the resources occupied by loading the game map are less, and the game map has a stronger sense of difference during the game process, and the user experience is richer;
- the switching process of the map can also be used as a part of the game, so that the user can continue to participate in the game and experience a new game process during the switching process of the game map, and the playability of the game is stronger.
- the first switching module 303 configured to switch the first game map to the second game map, includes:
- the first switching module 303 is configured to clear the first game map at the beginning of the first preset time period, load the second game map along an axis perpendicular to the plane of the first game map, and The clearing of the first game map and the loading of the second game map are completed at the end of the first preset time period.
- the presentation content of the second game map is different each time.
- the first transfer module 304 is configured to provide a first transfer path, including:
- the first transfer module 304 is configured to provide multiple first transfer paths with different attributes, so that the current virtual character can pass through any one of the first transfer paths after the first game map is cleared.
- the transfer path transfers to the second game map along an axis direction perpendicular to the plane of the first game map.
- the first transfer module 304 is configured to provide multiple first transfer paths with different attributes, so that the current avatar can pass through any one after the first game map is cleared.
- the first transfer route is transferred to the second game map along an axis perpendicular to the plane of the first game map, including:
- the first transfer module 304 is configured to provide a plurality of first props, so that the current avatar can use the first props to pass through any one of the first transfers after the first game map is cleared.
- the path is transferred to the second game map along the axis perpendicular to the plane of the first game map, and the current avatar can attack the first prop used by other avatars, if the attack makes all If the first props used by the other virtual characters fail, the attribute values of the other virtual characters are changed according to a first preset rule.
- the first transfer module 304 is configured to provide multiple first transfer paths with different attributes, so that the current avatar can pass through any one after the first game map is cleared.
- the first transfer route is transferred to the second game map along an axis perpendicular to the plane of the first game map, including:
- the first transfer module 304 is configured to provide multiple materials, so that the current virtual character can use the multiple materials to generate a second prop corresponding to the multiple materials, and use the second prop After the first game map is cleared, transfer to the second game map along the axis direction perpendicular to the plane of the first game map through any one of the first transfer paths, and the current virtual character can The second props that are being generated by other virtual characters attack, and if the attack causes the other virtual characters to fail to generate the second props, the attribute values of the other virtual characters follow the first preset rule Change.
- the device further includes:
- the second switching module 305 is configured to switch the second game map to a third game map, the third game map is different from the second game map and does not belong to a part of the second game map;
- the third game map plane and the second game map plane intersect with different positions of the axis perpendicular to the second game map plane; the third game map, the second game map and the first game map A game map corresponding to different game levels;
- the second transfer module 306 is configured to provide a second transfer route, so that the current virtual character can transfer from the second game map to the third game map through the second transfer route, if the current virtual character If the character is not transferred to the third game map under the second preset transfer condition, the attribute value of the current virtual character changes.
- the attribute value includes a first sub-attribute value and a second sub-attribute value, and when attacking other virtual characters, change the first sub-attribute value of the other virtual characters according to a second preset rule;
- the change of the attribute value of the current virtual character includes: changing the second sub-attribute value of the current virtual character according to a third preset rule;
- the virtual character corresponding to the attribute value loses the ability to attack other virtual characters.
- the attribute values of other virtual characters are changed according to a second preset rule
- the change of the attribute value of the current virtual character includes: changing the attribute value of the current virtual character according to a third preset rule;
- the virtual character corresponding to the attribute value loses the ability to attack other virtual characters.
- FIG. 5 Another embodiment of the present disclosure relates to an electronic device, as shown in FIG. 5 , including:
- a memory 502 connected in communication with the at least one processor 501; wherein,
- the memory 502 stores instructions that can be executed by the at least one processor, and the instructions are executed by the at least one processor 501, so that the at least one processor 501 can execute the game map described in the above-mentioned embodiment.
- the loading method is not limited to:
- the memory and the processor are connected by a bus
- the bus may include any number of interconnected buses and bridges, and the bus connects one or more processors and various circuits of the memory together.
- the bus may also connect together various other circuits such as peripherals, voltage regulators, and power management circuits, all of which are well known in the art and therefore will not be further described herein.
- the bus interface provides an interface between the bus and the transceivers.
- a transceiver may be a single element or multiple elements, such as multiple receivers and transmitters, providing means for communicating with various other devices over a transmission medium.
- the data processed by the processor is transmitted on the wireless medium through the antenna, further, the antenna also receives the data and transmits the data to the processor.
- the processor is responsible for managing the bus and general processing, and can also provide various functions, including timing, peripheral interface, voltage regulation, power management, and other control functions. Instead, memory can be used to store data that the processor uses when performing operations.
- Another embodiment of the present disclosure relates to a computer-readable storage medium, which stores a computer program.
- the computer program is executed by a processor, the game map loading method described in the above-mentioned embodiment is implemented.
- Another embodiment of the present disclosure relates to a computer program product.
- the computer program product When the computer program product is run on a computer, it enables the computer to implement the above-mentioned method for loading a game map.
- the aforementioned storage media include: U disk, mobile hard disk, read-only memory (Read-Only Memory, referred to as ROM), random access memory (Random Access Memory, referred to as RAM), magnetic disk or optical disc, etc., which can store program codes. medium.
Landscapes
- Engineering & Computer Science (AREA)
- Multimedia (AREA)
- Physics & Mathematics (AREA)
- Optics & Photonics (AREA)
- Theoretical Computer Science (AREA)
- Human Computer Interaction (AREA)
- Processing Or Creating Images (AREA)
Abstract
本公开提供了一种游戏地图的加载方法及装置、电子设备、存储介质。所述方法包括:调用第一游戏地图;输出提示将第一游戏地图切换为第二游戏地图的第一提示信息;将第一游戏地图切换为第二游戏地图,第二游戏地图与第一游戏地图不同,且不属于第一游戏地图中的一部分;第一游戏地图平面和第二游戏地图平面,与第一游戏地图平面垂直的轴线的不同位置相交;提供第一转移途径,以使当前虚拟角色能通过第一转移途径从第一游戏地图转移至第二游戏地图,若当前虚拟角色未在第一预设转移条件下转移至第二游戏地图,则当前虚拟角色的属性值发生改变。本公开占用资源较少,且游戏地图的差异感更强,用户体验更丰富,游戏可玩性更强。
Description
本公开要求于2021年10月26日提交中国国家知识产权局、申请号为202111247048.9、发明名称为“游戏地图的加载方法及装置、电子设备、存储介质”的中国专利申请的优先权,其全部内容通过引用结合在本公开中。
本公开涉及计算机技术领域,特别涉及一种游戏地图的加载方法及装置、电子设备、存储介质。
大型游戏中,玩家角色通常在预先设置的地图环境中活动,例如:收集地图中预先设置的资源、打怪或者与NPC(non-player character,非玩家角色)交互完成任务等。
现有技术中,游戏地图一般是根据区域预先设置好的,玩家角色移动到对应区域时显示该区域对应的地图。例如:对于闯关类游戏,预先对每个关卡设置对应的地图,当玩家角色闯关成功进入下一关时,显示该下一关对应的地图。又如:对于角色扮演类游戏,预先设置可活动区域,将可活动区域根据游戏需要分割成多个子区域,每个子区域设置对应的地图,当游戏玩家将角色移动到对应的子区域时,显示该子区域的地图。
然而,现有的地图加载方式,是根据用户角色所处的位置,或者预先设置的条件(闯关成功)加载的,角色在不同位置处对应的地图可能完全不同,使得用户对游戏的连贯度体验较差。
虽然,现有技术也提供了一种根据游戏玩家对地图的需求生成游戏地图的方法,然而,由于玩家需求多种多样,根据玩家需求生成地图会导致占用资源过多的问题。
发明内容
本公开实施方式旨在至少解决现有技术中存在的问题之一,提供一种游戏地图的加载方法及装置、电子设备、存储介质。
本公开实施方式的一个方面,提供了一种游戏地图的加载方法,应用于运行多虚拟角色同时在线游戏的电子设备,所述虚拟角色关联预设的属性值,所述虚拟角色能够接收攻击指令,攻击其他虚拟角色,所述方法包括:
调用第一游戏地图;
输出第一提示信息,所述第一提示信息用于提示将所述第一游戏地图切换为第二游戏地图;
将所述第一游戏地图切换为所述第二游戏地图,所述第二游戏地图与所述第一游戏地图不同,且不属于所述第一游戏地图中的一部分;所述第一游戏地图平面和所述第二游戏地图平面,与所述第一游戏地图平面垂直的轴线的不同位置相交;
提供第一转移途径,以使当前虚拟角色能够通过所述第一转移途径从所述第一游戏地图转移至所述第二游戏地图,若所述当前虚拟角色未在第一预设转移条件下转移至所述第二游戏地图,则所述当前虚拟角色的所述属性值发生改变。
本公开实施方式的另一个方面,提供了一种游戏地图的加载装置,应用于运行多虚拟角色同时在线游戏的电子设备,所述虚拟角色关联预设的属性值,所述虚拟角色能够接收攻击指令,攻击其他虚拟角色,所述装置包括:
调用模块,用于调用第一游戏地图;
输出模块,用于输出第一提示信息,所述第一提示信息用于提示将所述第一游戏地图切换为第二游戏地图;
第一切换模块,用于将所述第一游戏地图切换为所述第二游戏地图,所述第二游戏地图与所述第一游戏地图不同,且不属于所述第一游戏地图中的一部分;所述第一游戏地图平面和所述第二游戏地图平面,与所述第一游戏地图平面垂直的轴线的不同位置相交;
第一转移模块,用于提供第一转移途径,以使当前虚拟角色能够通过所述第一转移途径从所述第一游戏地图转移至所述第二游戏地图,若所述 当前虚拟角色未在第一预设转移条件下转移至所述第二游戏地图,则所述当前虚拟角色的所述属性值发生改变。
本公开实施方式的另一个方面,提供了一种电子设备,包括:
至少一个处理器;以及,
与所述至少一个处理器通信连接的存储器;其中,
所述存储器存储有可被所述至少一个处理器执行的指令,所述指令被所述至少一个处理器执行,以使所述至少一个处理器能够执行前文记载的所述的游戏地图的加载方法。
本公开实施方式的另一个方面,提供了一种计算机可读存储介质,存储有计算机程序,所述计算机程序被处理器执行时实现前文记载的所述的游戏地图的加载方法。
本公开实施方式的另一个方面,提供了一种计算机程序产品,当所述计算机程序产品在计算机上运行时,使得所述计算机实现前文记载的所述的游戏地图的加载方法。
本公开实施方式相对于现有技术而言,能够依据游戏进度动态加载游戏地图,使得加载游戏地图所占用的资源较少,且游戏过程中游戏地图的差异感更强,用户体验更加丰富。游戏地图的切换过程还可作为游戏的一部分,从而使用户能够在游戏地图的切换过程中继续参与游戏并体验新的游戏进程,游戏的可玩性更强。
一个或多个实施方式通过与之对应的附图中的图片进行示例性说明,这些示例性说明并不构成对实施方式的限定,附图中具有相同参考数字标号的元件表示为类似的元件,除非有特别申明,附图中的图不构成比例限制。
图1为本公开一实施方式提供的一种游戏地图的加载方法的流程图;
图2为本公开另一实施方式提供的一种游戏地图的加载方法的流程图;
图3为本公开另一实施方式提供的一种游戏地图的加载装置的结构示意图;
图4为本公开另一实施方式提供的一种游戏地图的加载装置的结构示意图;
图5为本公开另一实施方式提供的电子设备的结构示意图。
为使本公开实施方式的目的、技术方案和优点更加清楚,下面将结合附图对本公开的各实施方式进行详细的阐述。然而,本领域的普通技术人员可以理解,在本公开各实施方式中,为了使读者更好地理解本公开实施方式而提出了许多技术细节。但是,即使没有这些技术细节和基于以下各实施方式的种种变化和修改,也可以实现本公开实施方式所要求保护的技术方案。以下各个实施方式的划分是为了描述方便,不应对本公开的具体实现方式构成任何限定,各个实施方式在不矛盾的前提下可以相互结合相互引用。
本公开的一个实施方式涉及一种游戏地图的加载方法,应用于运行多虚拟角色同时在线游戏的电子设备,所述虚拟角色关联预设的属性值,所述虚拟角色能够接收攻击指令,攻击其他虚拟角色。
本实施方式涉及的电子设备可以是智能手机、平板电脑、个人计算机、移动互联网设备等终端设备。通常情况下,一个终端设备的用户可以对应一个虚拟角色。终端设备接收到用户的操作(如滑动、点击等)指令后,可以将该操作指令转换成虚拟角色能够接收的指令,如移动指令、攻击指令等,使得虚拟角色能够根据接收到的指令执行相应操作。例如,虚拟角色可以根据接收到的移动指令在各游戏地图上移动,也可以根据接收到的攻击指令攻击其他虚拟角色等。
本实施方式涉及的电子设备也可以是服务器。服务器可以通过网络与终端设备通信连接,并根据实际需要,为终端设备提供数据计算、数据存储等服务。例如,在虚拟角色A受到其他虚拟角色的攻击时,虚拟角色A关联的属性值会发生变化,服务器可以根据虚拟角色A的受攻击情况对其关联的属性值进行计算。服务器还可以存储各虚拟角色的游戏进度等。终端设备可以从服务器获取所需的数据进行展示。
需要说明的是,本实施方式不对电子设备的具体类型进行限制,只要电子 设备能够运行多虚拟角色同时在线游戏即可。
在本实施方式中,虚拟角色关联的属性值可以包括血量、能量、信号值等中的一种或者多种。血量可以关联虚拟角色的生命力,若虚拟角色的血量不能满足预设的生存条件要求,则该虚拟角色将失去生命力,无法对其他虚拟角色进行攻击,即失去战斗能力。能量可以关联虚拟角色的运动能力,包括运动敏捷性、运动速度等。信号值可以关联虚拟角色与其目的地之间的距离,通过信号值的大小来体现虚拟角色与其目的地之间的远近。
在本实施方式中,虚拟角色可以有两种生命状态,如生和死,也可以有三种生命状态,如生、重伤、死。不同的生命状态可以对应不同的血量,体现不同的生命力。当虚拟角色的生命状态为生时,该虚拟角色可以接收攻击指令,对其他虚拟角色进行攻击。当虚拟角色的生命状态为重伤时,该虚拟角色无法对其他虚拟角色进行攻击,若在预设的倒计时间结束时,虚拟角色的生命状态没有从重伤转为生如没有得到其他虚拟角色的救助,则该虚拟角色的生命状态转为死,同时该虚拟角色进入观战模式,或者直接退出本局游戏。
如图1所示,示出了一种游戏地图的加载方法的流程图,所述方法包括:
步骤101,调用第一游戏地图。
具体的,在本步骤中,由于服务器用来为终端设备提供数据计算、数据存储等服务,因此,服务器可以直接调用第一游戏地图,而并不对第一游戏地图进行展示。而终端设备可以调用第一游戏地图,并对第一游戏地图进行展示,以使用户能够通过操作指令控制相应的虚拟角色在第一游戏地图上进行移动、攻击等活动。第一游戏地图的显示时长可以预先设置,也可以在游戏过程中根据虚拟角色存活数量等条件动态设置,本实施方式对此并不限制。
第一游戏地图可以基于预设的建筑物、平原、高山、峡谷、水域、森林、草地、岛屿等素材生成,也可以根据实际需求直接生成,本实施方式对此并不限制,也并不对第一游戏地图所包括的地图场景进行限制。第一游戏地图可以是三维地图,包括水平和垂直两个方向。其中,水平方向是指与第一游戏地图上的建筑物、高山等所坐落的平面平行的方向,垂直方向是指与第一游戏地图上的建筑物、高山等所坐落的平面垂直的方向。在水平方向和垂直方向,第一游戏地图的设计可以与现有技术中三维地图的设计基本相同。例如,在水平方 向,可以将第一游戏地图划分为若干子区域,每个子区域对应第一游戏地图的一部分。游戏过程中,虚拟角色可以在第一游戏地图水平方向的不同位置之间移动,也可以在预设的时间段内以预设的方式在第一游戏地图垂直方向的不同位置之间移动,从而推动游戏进程。例如,虚拟角色可以在预设的时间段内利用飞机等交通工具沿第一游戏地图的垂直方向移动。虚拟角色在水平方向和垂直方向的移动范围可以根据实际游戏需求设置,本实施方式对此并不限制。
步骤102,输出第一提示信息,所述第一提示信息用于提示将所述第一游戏地图切换为第二游戏地图。
具体的,在本步骤中,服务器可以直接输出第一提示信息,而不对第一提示信息进行展示。终端设备可以输出并展示第一提示信息,以在游戏进程中对用户进行提示,使用户能够在第游戏地图到来之前,为进入第二游戏地图做准备。
步骤103,将所述第一游戏地图切换为所述第二游戏地图,所述第二游戏地图与所述第一游戏地图不同,且不属于所述第一游戏地图中的一部分;所述第一游戏地图平面和所述第二游戏地图平面,与所述第一游戏地图平面垂直的轴线的不同位置相交。
具体的,在本步骤中,服务器可以直接将第一游戏地图切换为第二游戏地图,而不对第二游戏地图进行展示。终端设备可以将第一游戏地图切换为第二游戏地图,并对第二游戏地图进行展示,以使用户能够通过操作指令控制相应的虚拟角色在第二游戏地图上进行移动、攻击等活动。
在本实施方式中,第二游戏地图并不是将第一游戏地图缩放后得到的,也并不属于第一游戏地图中的一部分,换句话说,第二游戏地图与第一游戏地图完全不同且没有任何关联。
第二游戏地图平面可以与第一游戏地图平面处于高度不同的平面,即第二游戏地图平面和第一游戏地图平面,与第一游戏地图平面垂直的轴线的不同位置相交。例如,第二游戏地图可以处在第一游戏地图的空中,也可以处在第一游戏地图的盆地等。
需要说明的是,本实施方式中的第一游戏地图平面和第二游戏地图平面,分别用来在完整游戏地图尺度上描述第一游戏地图和第二游戏地图的延展方 向,不受游戏地图上高山、建筑物等素材的影响。换句话说,第一游戏地图平面和第二游戏地图平面并不是某一高山、峡谷、建筑物等的局部切面,而是指各游戏地图中高山、建筑物等所坐落的平面。
步骤104,提供第一转移途径,以使当前虚拟角色能够通过所述第一转移途径从所述第一游戏地图转移至所述第二游戏地图,若所述当前虚拟角色未在第一预设转移条件下转移至所述第二游戏地图,则所述当前虚拟角色的所述属性值发生改变。
具体的,在本步骤中,服务器可以直接提供第一转移途径,而并不对第一转移途径进行展示。终端设备可以在提供第一转移途径的同时对第一转移途径进行展示,以使用户能够发现第一转移途径并对其加以利用。
提供第一转移途径可以包括在第一游戏地图上预先设置能够与第二游戏地图连通的山路,该山路可以作为第一游戏地图的一部分,在调用第一游戏地图时出现。提供第一转移途径还可以包括在第一游戏地图上设置新的水域,该水域的水面可以逐渐上涨或下降,以连通第一游戏地图与第二游戏地图。
第一转移途径可以包括连通第一游戏地图与第二游戏地图的环境要素、道具中的至少一者。例如,第一转移途径可以包括连通第一游戏地图与第二游戏地图的山路、水域等环境要素,也可以包括连通第一游戏地图与第二游戏地图的飞机、船舶等道具。
第一预设转移条件可以是在预设的转移时间段内。例如,预设的转移时间段可以从输出第一提示信息时开始,到第二游戏地图加载完成时结束。若当前虚拟角色未在预设的转移时间段内转移至第二游戏地图,则当前虚拟角色的属性值发生改变。
本公开实施方式相对于现有技术而言,能够依据游戏进度动态加载游戏地图,使得加载游戏地图所占用的资源较少,且游戏过程中游戏地图的差异感更强,用户体验更加丰富。游戏地图的切换过程还可作为游戏的一部分,从而使用户能够在游戏地图的切换过程中继续参与游戏并体验新的游戏进程,游戏的可玩性更强。
示例性的,步骤103可以包括:
在第一预设时间段的开始时刻,清除所述第一游戏地图,沿所述第一游戏 地图平面垂直的轴线方向加载所述第二游戏地图,并在所述第一预设时间段的结束时刻完成所述第一游戏地图的清除和所述第二游戏地图的加载。
具体的,第一预设时间段的开始时刻可以是第一提示信息输出完成的时刻,也可以是第一提示信息输出完成后的某个时刻。第一预设时间段的时长可以根据游戏的实际需要预先设置,例如,第一预设时间段的时长可以是1分钟,也可以是2分钟或者3分钟等,本实施方式对此并不限制。
举例而言,本步骤可以采用水面上涨的方式将第一游戏地图切换为第二游戏地图。即在第一预设时间段的开始时刻,水面开始上涨,且水面逐渐漫过第一游戏地图并向第二游戏地图靠近,在第一预设时间段的结束时刻,水面完全漫过第一游戏地图并到达第二游戏地图平面且未漫过第二游戏地图平面,同时完成第二游戏地图的加载。
需要说明的是,本实施方式并不是单纯的游戏地图切换,而是在游戏地图的切换过程中仍可使用户进行正常的游戏。例如,用户在游戏地图的切换过程中仍可以控制虚拟角色进行攻击等活动,以达到在游戏中淘汰其他虚拟角色的目的。
通过在第一预设时间段内完成第一游戏地图的清除以及第二游戏地图的加载,可以保证游戏地图切换过程中游戏的连贯性,进一步丰富用户的游戏体验。
示例性的,所述方法还包括:
多次将所述第一游戏地图切换为所述第二游戏地图时,每次切换的所述第二游戏地图呈现内容不同。
具体的,可以预先设置地图素材库,每次切换第二游戏地图时,根据随机算法从地图素材库中随机选取地图素材生成第二游戏地图,以使每次切换的第二游戏地图可以在区域位置、面积大小或者资源区分布等方面有所不同。
通过使每次切换的第二游戏地图呈现不同的内容,可以增加游戏的可玩性,进一步丰富用户的游戏体验。
示例性的,步骤104可以包括:
提供多个具有不同属性的所述第一转移途径,以使所述当前虚拟角色能够在所述第一游戏地图被清除后,通过任意一个所述第一转移途径沿与所述第一 游戏地图平面垂直的轴线方向转移至所述第二游戏地图。
具体的,多个具有不同属性的第一转移途径可以是多个不同类型的环境要素或者道具等,每个类型对应一个预设的获取条件或者使用条件,虚拟角色只有在满足预设的获取条件或者使用条件时,才能使用对应类型的环境要素或者道具等。举例而言,环境要素可以包括山路、水域等不同类型,道具可以包括飞机、船舶等不同类型。
需要说明的是,每种属性的第一转移途径均可以有一个或多个,本实施方式并不对第一转移途径的属性种类数以及每种属性的第一转移途径的具体数量进行限制,只要提供多个具有不同属性的第一转移途径即可。
由于第一游戏地图平面和第二游戏地图平面,与第一游戏地图平面垂直的轴线的不同位置相交,因此,当前虚拟角色可以通过第一转移途径沿与第一游戏地图平面垂直的轴线方向转移至第二游戏地图,从而推进游戏进程。
通过提供多个具有不同属性的第一转移途径,使当前虚拟角色可以通过任意一个第一转移途径沿与第一游戏地图平面垂直的轴线方向转移至第二游戏地图,提高了游戏的连贯性,进一步丰富了用户的游戏体验。
示例性的,所述提供多个具有不同属性的所述第一转移途径,以使所述当前虚拟角色能够在所述第一游戏地图被清除后,通过任意一个所述第一转移途径沿与所述第一游戏地图平面垂直的轴线方向转移至所述第二游戏地图,可以包括:
提供多个第一道具,以使所述当前虚拟角色能够使用所述第一道具在所述第一游戏地图被清除后,通过任意一个所述第一转移途径沿与所述第一游戏地图平面垂直的轴线方向转移至所述第二游戏地图,且所述当前虚拟角色能够对其他虚拟角色使用的所述第一道具进行攻击,若所述攻击使得所述其他虚拟角色使用的所述第一道具失效,则所述其他虚拟角色的所述属性值按第一预设规则改变。
具体的,第一道具可以是救生艇、飞行艇等道具。虚拟角色可以搜寻并使用救生艇、飞行艇等道具以转移至第二游戏地图。在游戏过程中,当前虚拟角色可以对其他虚拟角色使用的第一道具进行一次或者多次攻击,以使其他虚拟角色使用的第一道具逐渐失效,从而阻止其他虚拟角色向第二游戏地图转移。 若当前虚拟角色的攻击使得其他虚拟角色使用的第一道具失效,则其他虚拟角色的属性值可以按第一预设规则改变。第一预设规则可以是根据道具的类型按照预设数量减少。例如,第一道具为救生艇时,其他虚拟角色的属性值如血量、能量、信号值等可以减少某一预设数量,第一道具为飞行艇时,其他虚拟角色的属性值如血量、能量、信号值等可以减少另一预设数量,等等。
通过提供第一道具并将第一道具的使用与虚拟角色的属性值相关联,进一步增加了游戏的可玩性,丰富了用户的游戏体验。
示例性的,所述提供多个具有不同属性的所述第一转移途径,以使所述当前虚拟角色能够在所述第一游戏地图被清除后,通过任意一个所述第一转移途径沿与所述第一游戏地图平面垂直的轴线方向转移至所述第二游戏地图,可以包括:
提供多个素材,以使所述当前虚拟角色能够利用所述多个素材生成与所述多个素材相对应的第二道具,并使用所述第二道具在所述第一游戏地图被清除后,通过任意一个所述第一转移途径沿与所述第一游戏地图平面垂直的轴线方向转移至所述第二游戏地图,且所述当前虚拟角色能够对其他虚拟角色正在生成的所述第二道具进行攻击,若所述攻击使得所述其他虚拟角色未能生成所述第二道具,则所述其他虚拟角色的所述属性值按第一预设规则改变。
具体的,第二道具可以是建筑物、木筏等道具。虚拟角色可以搜寻并利用多个素材,生成与多个素材对应的建筑物、木筏等道具,之后使用生成的道具转移至第二游戏地图。在游戏过程中,当前虚拟角色还可以对其他虚拟角色正在生成的第二道具进行一次或者多次攻击,以阻止第二道具的生成,防止其他虚拟角色利用第二道具转移至第二游戏地图。若当前虚拟角色的攻击使得其他虚拟角色没能利用素材生成第二道具,则其他虚拟角色的属性值可以按第一预设规则改变,例如,其他虚拟角色的属性值可以根据道具的类型按照预设数量减少。比如,第二道具为建筑物时,其他虚拟角色的属性值如血量、能量、信号值等可以减少某一预设数量,第二道具为木筏时,其他虚拟角色的属性值如血量、能量、信号值等可以减少另一预设数量,等等。
通过提供能够生成第二道具的素材并将第二道具的生成过程与虚拟角色的属性值相关联,进一步增加了游戏的可玩性,丰富了用户的游戏体验。
示例性的,如图2所示,在步骤104之后,还可以包括:
步骤105,将所述第二游戏地图切换为第三游戏地图,所述第三游戏地图与所述第二游戏地图不同,且不属于所述第二游戏地图中的一部分;所述第三游戏地图平面和所述第二游戏地图平面,分别与所述第二游戏地图平面垂直的轴线的不同位置相交;所述第三游戏地图、所述第二游戏地图和所述第一游戏地图分别对应不同的游戏关卡。
具体的,将第二游戏地图切换为第三游戏地图的过程可以与将第一游戏地图切换为第二游戏地图的过程类似,此处不再赘述。
在将第二游戏地图切换为第三游戏地图之前,还可以输出第二提示信息,第二提示信息用于提示将第二游戏地图切换为第三游戏地图,从而对用户进行提示,使用户能够在第三游戏地图到来之前,为进入第三游戏地图做准备。
在本实施方式中,第三游戏地图并不是将第二游戏地图缩放后得到的,也并不属于第二游戏地图中的一部分,换句话说,第三游戏地图与第二游戏地图完全不同且没有任何关联。
第三游戏地图平面指的是第三游戏地图中的高山、建筑物等坐落的平面。第三游戏地图平面可以与第二游戏地图平面处于高度不同的平面。例如,第三游戏地图可以处于第二游戏地图的空中,也可以处于第二游戏地图的盆地等。
第一游戏地图、第二游戏地图和第三游戏地图可以分别对应不同的游戏关卡,各游戏地图切换的过程即为各游戏关卡的切换过程,若虚拟角色没能从前一个游戏地图转移至后一个游戏地图,则可以判定该虚拟角色没能通过对应的游戏关卡。
步骤106,提供第二转移途径,以使所述当前虚拟角色能够通过所述第二转移途径从所述第二游戏地图转移至所述第三游戏地图,若所述当前虚拟角色未在第二预设转移条件下转移至所述第三游戏地图,则所述当前虚拟角色的所述属性值发生改变。
具体的,第二转移途径可以与第一转移途径类似,包括连通第二游戏地图与第三游戏地图的环境要素、道具中的至少一者。环境要素可以包括山路、水域等,道具可以包括飞机、船舶等。
第二预设转移条件可以是在预设的转移时间段内。例如,预设的转移时间 段可以从输出第二提示信息时开始,到第三游戏地图加载完成时结束。若当前虚拟角色未在预设的转移时间段内转移至第三游戏地图,则当前虚拟角色的属性值发生改变。
本实施方式通过设置第三游戏地图以及能够使虚拟角色转移至第三游戏地图的第二转移途径,使得游戏的可玩性更强,进一步丰富了用户的游戏体验。
示例性的,所述属性值可以包括第一子属性值以及第二子属性值,所述攻击其他虚拟角色时,按第二预设规则改变所述其他虚拟角色的所述第一子属性值;
所述当前虚拟角色的所述属性值发生改变,包括:所述当前虚拟角色的所述第二子属性值按第三预设规则改变;
所述第一子属性值和/或第二子属性值满足退出条件时,所述属性值对应的虚拟角色丧失攻击其他虚拟角色的能力。
具体的,第一子属性值可以是能够体现虚拟角色抵抗攻击属性的血量、能量等,第二子属性值可以是能够体现虚拟角色及时转移属性的信号值。
第二预设规则可以是根据攻击类型减少预设数量。例如,采用子弹射击方式攻击一次其他虚拟角色可以将其他虚拟角色的第一子属性值减少某一预设数量,或者,采用炮击方式攻击一次其他虚拟角色可以将其他虚拟角色的第一子属性值减少另一预设数量,等等。
第三预设规则可以是根据转移程度减少预设数量。例如,在当前虚拟角色未离开其所在的游戏地图时,可以将当前虚拟角色的第二子属性值减少某一预设数量;在当前虚拟角色离开其所在的游戏地图但未能转移至新的游戏地图时,可以将当前虚拟角色的第二子属性值减少另一预设数量。
若虚拟角色的第一子属性值和/或第二子属性值满足退出条件,则该虚拟角色丧失攻击其他虚拟角色的能力。例如,若虚拟角色的第一子属性值和/或第二子属性值为0,则该虚拟角色将无法攻击其他虚拟角色。
通过设置第一子属性值和第二子属性值,并将第一子属性值与虚拟角色之间的攻击过程相关联,将第二子属性值与虚拟角色向新的游戏地图转移的过程相关联,使得游戏的可玩性更强,进一步丰富了用户的游戏体验。
示例性的,所述攻击其他虚拟角色时,按第二预设规则改变其他虚拟角色 的所述属性值;
所述当前虚拟角色的所述属性值发生改变,包括:所述当前虚拟角色的所述属性值按第三预设规则改变;
所述属性值满足退出条件时,所述属性值对应的虚拟角色丧失攻击其他虚拟角色的能力。
具体的,虚拟角色的属性值可以同时体现虚拟角色的抵抗攻击属性和及时转移属性,即虚拟角色的属性值可以同时响应虚拟角色的攻击过程和转移过程,同时体现血量、能量、信号值等。
在虚拟角色受到攻击时,其属性值可以按第二预设规则改变,例如,可以根据攻击类型减少预设数量。在虚拟角色未能转移至新的游戏地图时,其属性值可以按第三预设规则改变,例如,可以根据转移程度减少预设数量。
若虚拟角色的属性值满足退出条件,如属性值为0,则该虚拟角色丧失攻击其他虚拟角色的能力。
需要说明的是,虚拟角色丧失攻击其他虚拟角色的能力可以包括以下三种情况。第一种情况是虚拟角色的生命状态转为死,同时退出本局游戏。第二种情况是虚拟角色进入观战模式,观看其他虚拟角色进行战斗,虚拟角色可以在本局战斗结束后重新获得攻击其他虚拟角色的能力,以重返战场参加新一轮的战斗。第三种情况是虚拟角色的生命状态转为重伤,无法攻击其他虚拟角色,但在获得其他虚拟角色的施救后,可以重新进入战斗模式,即重新获得攻击其他虚拟角色的能力。
通过将属性值与虚拟角色的攻击过程相关联,并同时将属性值与虚拟角色向新的游戏地图转移的过程相关联,使得游戏的可玩性更强,进一步丰富了用户的游戏体验。
为了使本领域技术人员能够更好地理解上述实施方式,下面以一具体示例进行说明。
本示例以空岛求生游戏为例进行说明。空岛求生游戏是一种类似绝地求生游戏的大型多人互动类大逃杀游戏,用户通过控制自身选择的虚拟角色在游戏地图中寻找武器等资源,并使用寻找到的武器等资源对其他用户选择的虚拟角色进行攻击。在游戏过程中,如果用户选择的虚拟角色被其他用户选择的虚拟 角色消灭,则该用户游戏失败同时游戏结束。如果用户选择的虚拟角色将其他用户选择的虚拟角色消灭,或者用户选择的虚拟角色登上有名额限制的飞艇等,则该用户或者该用户所在的队伍游戏胜利,同时所有用户游戏结束,即游戏最终结束。
在空岛求生游戏中,可以设置4层游戏地图,分别为底层游戏地图、第二层游戏地图、第三层游戏地图和顶层游戏地图。
底层游戏地图可以包括一整块大陆,其对应的实际面积大小可以为1500米×1500米,虚拟角色跑通底层游戏地图的一条边可以需要300秒。底层游戏地图上可以设置15-25个大小资源区和若干野外零散打野点,设计风格可以参考Apex英雄游戏(一款战术竞技游戏),根据不同武器的射程和设计风格进行区域分割,并在区域分割的基础上对各区域进行细化。底层游戏地图上可以有60个虚拟角色,若干虚拟角色组成一个队伍,每个队伍可以搜索2-4个资源区。虚拟角色可以在底层游戏地图上进行位置转移并接触其他虚拟角色。底层游戏地图的显示时长可以为10分钟,虚拟角色最早可以在显示时长为8分钟时转移至上层游戏地图即第二层游戏地图。
第二层游戏地图对应的整体实际面积大小可以为1200米×1200米,可以包括3-5个空岛,每个空岛的实际边长大小可以在400米至600米之间浮动,以使平均每个空岛的实际面积大小可以为500米×500米。每个空岛可以包括2-3个资源区以及若干小的打野点,并在野外设置适当起伏地形。每个资源区还可以包括设置有多个楼层或房间的建筑物。第二层游戏地图上可以有40个虚拟角色,平均每个空岛上可以有10-15个虚拟角色并分为4-5个队伍。第二层游戏地图的显示时长可以为8分钟,虚拟角色最早可以在显示时长为6分钟时转移至上层游戏地图即第三层游戏地图。
第三层游戏地图对应的整体实际面积大小可以为600米×600米,可以包括2-3个空岛,每个空岛的实际边长大小可以在200米至300米之间浮动,以使平均每个空岛的实际面积大小可以为250米×250米。每个空岛可以包括1-2个资源区以及若干小的打野点,并在野外设置适当起伏地形。每个资源区还可以包括设置有多个楼层或房间的建筑物。第三层游戏地图上可以有25个虚拟角色,平均每个空岛上可以有8-12个虚拟角色并分为3-4个队伍。第三层游 戏地图的显示时长可以为6分钟,虚拟角色最早可以在显示时长为5分钟时转移至上层游戏地图即顶层游戏地图。
顶层游戏地图对应的整体实际面积大小可以为300米×300米,可以包括一整块小空岛,该小空岛的实际面积大小可以为150米×150米。小空岛的中间区域可以设置较为空旷的资源争夺区域,以使各虚拟角色可以在此区域进行小型遭遇战。顶层游戏地图上可以有10个虚拟角色并分为2-3个队伍。顶层游戏地图的显示时长可以为4分钟,显示时长结束2分钟后强制结束本局游戏。
基于上述游戏地图,下面对空岛求生游戏的游戏流程进行简要说明。
在游戏开局时,设定单局游戏包括60个虚拟角色,在素质广场进行匹配。用户可以在素质广场预览出生快艇的路线,进行讨论投票等。用户也可以在素质广场对虚拟角色进行选择并进行战斗等待,在选择的虚拟角色被击杀淘汰后复活并选择其他虚拟角色以进行更换。素质广场还可以展示不同的游戏皮肤。针对出生快艇,用户可以观察出生快艇的航线,选择出生快艇与空岛中心连线经过的资源区以及其他起飞的虚拟角色,以进行博弈。用户还可以选定飞行速度,并在某一时刻将出生快艇发射出去,以使出生快艇能够在空中进行转向或者跟随本队伍的其他虚拟角色。
在游戏准备阶段开始时,刷新上层空岛轮廓和飞行舱落点,同时开始释放飞行舱。用户可以控制虚拟角色收集英雄卡、技能勋章、消耗品等道具,并与其他虚拟角色争夺飞行舱或者在争夺过程中进行自保。每个用户可同时对应两个虚拟角色并随时在两个虚拟角色之间切换,还可收集技能勋章等道具以帮助虚拟角色成长。在本阶段,虚拟角色可以乘坐飞鸟坐骑或者驾驶木筏等转移至同层游戏地图的其他空岛,不同虚拟角色所在的界面有所不同,且不在同一层游戏地图的虚拟角色之间不能进行互动。飞行舱在游戏准备阶段开始时即放出,同时显示飞机轨迹和落点,延迟飞机舱起飞的时间,以增加虚拟角色对飞机舱的争夺。虚拟角色可以乘坐飞行舱在其所在的游戏地图显示时长结束之前,提前约1分钟登上上层游戏地图中的空岛,以提前进行发育和布放。
各虚拟角色可以在各层游戏地图上收集各种资源,对抗其他虚拟角色,以使自己能够顺利转移至上层游戏地图,直至攀爬至顶层游戏地图上的飞机或者击杀并淘汰全部敌人获得游戏胜利。若虚拟角色未能在游戏地图切换时间到达 之前获得进入上层游戏地图的道具,则该虚拟角色在地图切换的过程中将处于劣势,更大概率游戏失败并退出游戏。
各层游戏地图之间的切换可以采用水面上涨的方式。在游戏地图的切换阶段即水面上升阶段,虚拟角色可以在水中建造木筏,并在木筏建造完成后乘坐木筏到达上层游戏地图。木筏速度较快且可以进行跳跃等动作,虚拟角色可以利用木筏与游戏地图上的其他木筏进行周旋。当水面到达上层游戏地图时,若木筏处于该层游戏地图的空岛范围之外,则虚拟角色的属性值减少,若虚拟角色的属性值减少至0或小于0,则该虚拟角色的生命状态转为死,表明该虚拟角色被淘汰。虚拟角色被其他虚拟角色击杀一次后转为逃窜状态,此时,若虚拟角色再次被其他虚拟角色击杀,则该虚拟角色转为死亡状态即生命状态转为死,该虚拟角色的名牌可被其所在队伍的其他虚拟角色拾取,以在上层游戏地图复活该虚拟角色。各层游戏地图的空岛分布、资源区等可以随机生成,以提供丰富多变的游戏体验。
在顶层游戏地图阶段,可以在顶层游戏地图的空岛上标出飞机逃离点,虚拟角色通过飞机逃离点攀爬至飞机或者击杀淘汰全部敌人后,其所在队伍获得游戏胜利。本阶段为游戏强制阶段,顶层游戏地图的显示时长结束时,水面上升,并淹没空岛,所有虚拟角色均漂浮在水面并被扣除相应的信号值。此时,若虚拟角色的信号值大于0,则该虚拟角色可以继续存活一定时长如2分钟;若虚拟角色的信号值为0或者小于0,则该虚拟角色游戏失败。
本公开的另一个实施方式涉及一种游戏地图的加载装置,应用于运行多虚拟角色同时在线游戏的电子设备,所述虚拟角色关联预设的属性值,所述虚拟角色能够接收攻击指令,攻击其他虚拟角色。
如图3所示,所述装置包括:
调用模块301,用于调用第一游戏地图;
输出模块302,用于输出第一提示信息,所述第一提示信息用于提示将所述第一游戏地图切换为第二游戏地图;
第一切换模块303,用于将所述第一游戏地图切换为所述第二游戏地图,所述第二游戏地图与所述第一游戏地图不同,且不属于所述第一游戏地图中的 一部分;所述第一游戏地图平面和所述第二游戏地图平面,与所述第一游戏地图平面垂直的轴线的不同位置相交;
第一转移模块304,用于提供第一转移途径,以使当前虚拟角色能够通过所述第一转移途径从所述第一游戏地图转移至所述第二游戏地图,若所述当前虚拟角色未在第一预设转移条件下转移至所述第二游戏地图,则所述当前虚拟角色的所述属性值发生改变。
本公开实施方式相对于现有技术而言,能够依据游戏进度动态加载游戏地图,使得加载游戏地图所占用的资源较少,且游戏过程中游戏地图的差异感更强,用户体验更加丰富;游戏地图的切换过程还可作为游戏的一部分,从而使用户能够在游戏地图的切换过程中继续参与游戏并体验新的游戏进程,游戏的可玩性更强。
示例性的,所述第一切换模块303,用于将所述第一游戏地图切换为所述第二游戏地图,包括:
所述第一切换模块303,用于在第一预设时间段的开始时刻,清除所述第一游戏地图,沿所述第一游戏地图平面垂直的轴线方向加载所述第二游戏地图,并在所述第一预设时间段的结束时刻完成所述第一游戏地图的清除和所述第二游戏地图的加载。
示例性的,所述第一切换模块303,多次将所述第一游戏地图切换为所述第二游戏地图时,每次切换的所述第二游戏地图呈现内容不同。
示例性的,所述第一转移模块304,用于提供第一转移途径,包括:
所述第一转移模块304,用于提供多个具有不同属性的所述第一转移途径,以使所述当前虚拟角色能够在所述第一游戏地图被清除后,通过任意一个所述第一转移途径沿与所述第一游戏地图平面垂直的轴线方向转移至所述第二游戏地图。
示例性的,所述第一转移模块304,用于提供多个具有不同属性的所述第一转移途径,以使所述当前虚拟角色能够在所述第一游戏地图被清除后,通过任意一个所述第一转移途径沿与所述第一游戏地图平面垂直的轴线方向转移至所述第二游戏地图,包括:
所述第一转移模块304,用于提供多个第一道具,以使所述当前虚拟角色 能够使用所述第一道具在所述第一游戏地图被清除后,通过任意一个所述第一转移途径沿与所述第一游戏地图平面垂直的轴线方向转移至所述第二游戏地图,且所述当前虚拟角色能够对其他虚拟角色使用的所述第一道具进行攻击,若所述攻击使得所述其他虚拟角色使用的所述第一道具失效,则所述其他虚拟角色的所述属性值按第一预设规则改变。
示例性的,所述第一转移模块304,用于提供多个具有不同属性的所述第一转移途径,以使所述当前虚拟角色能够在所述第一游戏地图被清除后,通过任意一个所述第一转移途径沿与所述第一游戏地图平面垂直的轴线方向转移至所述第二游戏地图,包括:
所述第一转移模块304,用于提供多个素材,以使所述当前虚拟角色能够利用所述多个素材生成与所述多个素材相对应的第二道具,并使用所述第二道具在所述第一游戏地图被清除后,通过任意一个所述第一转移途径沿与所述第一游戏地图平面垂直的轴线方向转移至所述第二游戏地图,且所述当前虚拟角色能够对其他虚拟角色正在生成的所述第二道具进行攻击,若所述攻击使得所述其他虚拟角色未能生成所述第二道具,则所述其他虚拟角色的所述属性值按第一预设规则改变。
示例性的,如图4所示,所述装置还包括:
第二切换模块305,用于将所述第二游戏地图切换为第三游戏地图,所述第三游戏地图与所述第二游戏地图不同,且不属于所述第二游戏地图中的一部分;所述第三游戏地图平面和所述第二游戏地图平面,分别与所述第二游戏地图平面垂直的轴线的不同位置相交;所述第三游戏地图、所述第二游戏地图和所述第一游戏地图分别对应不同的游戏关卡;
第二转移模块306,用于提供第二转移途径,以使所述当前虚拟角色能够通过所述第二转移途径从所述第二游戏地图转移至所述第三游戏地图,若所述当前虚拟角色未在第二预设转移条件下转移至所述第三游戏地图,则所述当前虚拟角色的所述属性值发生改变。
示例性的,所述属性值包括第一子属性值以及第二子属性值,所述攻击其他虚拟角色时,按第二预设规则改变所述其他虚拟角色的所述第一子属性值;
所述当前虚拟角色的所述属性值发生改变,包括:所述当前虚拟角色的所 述第二子属性值按第三预设规则改变;
所述第一子属性值和/或第二子属性值满足退出条件时,所述属性值对应的虚拟角色丧失攻击其他虚拟角色的能力。
示例性的,所述攻击其他虚拟角色时,按第二预设规则改变其他虚拟角色的所述属性值;
所述当前虚拟角色的所述属性值发生改变,包括:所述当前虚拟角色的所述属性值按第三预设规则改变;
所述属性值满足退出条件时,所述属性值对应的虚拟角色丧失攻击其他虚拟角色的能力。
本公开实施方式提供的游戏地图的加载装置的具体实现方法,可以参见本公开实施方式提供的游戏地图的加载方法所述,此处不再赘述。
本公开的另一个实施方式涉及一种电子设备,如图5所示,包括:
至少一个处理器501;以及,
与所述至少一个处理器501通信连接的存储器502;其中,
所述存储器502存储有可被所述至少一个处理器执行的指令,所述指令被所述至少一个处理器501执行,以使所述至少一个处理器501能够执行上述实施方式所述的游戏地图的加载方法。
其中,存储器和处理器采用总线方式连接,总线可以包括任意数量的互联的总线和桥,总线将一个或多个处理器和存储器的各种电路连接在一起。总线还可以将诸如外围设备、稳压器和功率管理电路等之类的各种其他电路连接在一起,这些都是本领域所公知的,因此,本文不再对其进行进一步描述。总线接口在总线和收发机之间提供接口。收发机可以是一个元件,也可以是多个元件,比如多个接收器和发送器,提供用于在传输介质上与各种其他装置通信的单元。经处理器处理的数据通过天线在无线介质上进行传输,进一步,天线还接收数据并将数据传送给处理器。
处理器负责管理总线和通常的处理,还可以提供各种功能,包括定时,外围接口,电压调节、电源管理以及其他控制功能。而存储器可以被用于存储处理器在执行操作时所使用的数据。
本公开的另一个实施方式涉及一种计算机可读存储介质,存储有计算机程 序,计算机程序被处理器执行时实现上述实施方式所述的游戏地图的加载方法。
本公开的另一个实施方式涉及一种计算机程序产品,当所述计算机程序产品在计算机上运行时,使得所述计算机实现前文记载的所述的游戏地图的加载方法。
即,本领域技术人员可以理解,实现上述实施方式所述方法中的全部或部分步骤是可以通过程序来指令相关的硬件来完成,该程序存储在一个存储介质中,包括若干指令用以使得一个设备(可以是单片机,芯片等)或处理器(processor)执行本公开各个实施方式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,简称ROM)、随机存取存储器(Random Access Memory,简称RAM)、磁碟或者光盘等各种可以存储程序代码的介质。
本领域的普通技术人员可以理解,上述各实施方式是实现本公开的具体实施方式,而在实际应用中,可以在形式上和细节上对其作各种改变,而不偏离本公开的精神和范围。
Claims (13)
- 一种游戏地图的加载方法,应用于运行多虚拟角色同时在线游戏的电子设备,所述虚拟角色关联预设的属性值,所述虚拟角色能够接收攻击指令,攻击其他虚拟角色,所述方法包括:调用第一游戏地图;输出第一提示信息,所述第一提示信息用于提示将所述第一游戏地图切换为第二游戏地图;将所述第一游戏地图切换为所述第二游戏地图,所述第二游戏地图与所述第一游戏地图不同,且不属于所述第一游戏地图中的一部分;所述第一游戏地图平面和所述第二游戏地图平面,与所述第一游戏地图平面垂直的轴线的不同位置相交;提供第一转移途径,以使当前虚拟角色能够通过所述第一转移途径从所述第一游戏地图转移至所述第二游戏地图,若所述当前虚拟角色未在第一预设转移条件下转移至所述第二游戏地图,则所述当前虚拟角色的所述属性值发生改变。
- 根据权利要求1所述的方法,其中,所述将所述第一游戏地图切换为所述第二游戏地图,包括:在第一预设时间段的开始时刻,清除所述第一游戏地图,沿所述第一游戏地图平面垂直的轴线方向加载所述第二游戏地图,并在所述第一预设时间段的结束时刻完成所述第一游戏地图的清除和所述第二游戏地图的加载。
- 根据权利要求2所述的方法,其中,所述方法还包括:多次将所述第一游戏地图切换为所述第二游戏地图时,每次切换的所述第二游戏地图呈现内容不同。
- 根据权利要求2所述的方法,其中,所述提供第一转移途径,包括:提供多个具有不同属性的所述第一转移途径,以使所述当前虚拟角色能够在所述第一游戏地图被清除后,通过任意一个所述第一转移途径沿与所述第一游戏地图平面垂直的轴线方向转移至所述第二游戏地图。
- 根据权利要求4所述的方法,其中,所述提供多个具有不同属性的 所述第一转移途径,以使所述当前虚拟角色能够在所述第一游戏地图被清除后,通过任意一个所述第一转移途径沿与所述第一游戏地图平面垂直的轴线方向转移至所述第二游戏地图,包括:提供多个第一道具,以使所述当前虚拟角色能够使用所述第一道具在所述第一游戏地图被清除后,通过任意一个所述第一转移途径沿与所述第一游戏地图平面垂直的轴线方向转移至所述第二游戏地图,且所述当前虚拟角色能够对其他虚拟角色使用的所述第一道具进行攻击,若所述攻击使得所述其他虚拟角色使用的所述第一道具失效,则所述其他虚拟角色的所述属性值按第一预设规则改变。
- 根据权利要求4所述的方法,其中,所述提供多个具有不同属性的所述第一转移途径,以使所述当前虚拟角色能够在所述第一游戏地图被清除后,通过任意一个所述第一转移途径沿与所述第一游戏地图平面垂直的轴线方向转移至所述第二游戏地图,包括:提供多个素材,以使所述当前虚拟角色能够利用所述多个素材生成与所述多个素材相对应的第二道具,并使用所述第二道具在所述第一游戏地图被清除后,通过任意一个所述第一转移途径沿与所述第一游戏地图平面垂直的轴线方向转移至所述第二游戏地图,且所述当前虚拟角色能够对其他虚拟角色正在生成的所述第二道具进行攻击,若所述攻击使得所述其他虚拟角色未能生成所述第二道具,则所述其他虚拟角色的所述属性值按第一预设规则改变。
- 根据权利要求1所述的方法,其中,在所述提供第一转移途径之后,所述方法还包括:将所述第二游戏地图切换为第三游戏地图,所述第三游戏地图与所述第二游戏地图不同,且不属于所述第二游戏地图中的一部分;所述第三游戏地图平面和所述第二游戏地图平面,分别与所述第二游戏地图平面垂直的轴线的不同位置相交;所述第三游戏地图、所述第二游戏地图和所述第一游戏地图分别对应不同的游戏关卡;提供第二转移途径,以使所述当前虚拟角色能够通过所述第二转移途径从所述第二游戏地图转移至所述第三游戏地图,若所述当前虚拟角色未 在第二预设转移条件下转移至所述第三游戏地图,则所述当前虚拟角色的所述属性值发生改变。
- 根据权利要求1至7任一项所述的方法,其中,所述属性值包括第一子属性值以及第二子属性值,所述攻击其他虚拟角色时,按第二预设规则改变所述其他虚拟角色的所述第一子属性值;所述当前虚拟角色的所述属性值发生改变,包括:所述当前虚拟角色的所述第二子属性值按第三预设规则改变;所述第一子属性值和/或第二子属性值满足退出条件时,所述属性值对应的虚拟角色丧失攻击其他虚拟角色的能力。
- 根据权利要求1至7任一项所述的方法,其中,所述攻击其他虚拟角色时,按第二预设规则改变其他虚拟角色的所述属性值;所述当前虚拟角色的所述属性值发生改变,包括:所述当前虚拟角色的所述属性值按第三预设规则改变;所述属性值满足退出条件时,所述属性值对应的虚拟角色丧失攻击其他虚拟角色的能力。
- 一种游戏地图的加载装置,应用于运行多虚拟角色同时在线游戏的电子设备,所述虚拟角色关联预设的属性值,所述虚拟角色能够接收攻击指令,攻击其他虚拟角色,所述装置包括:调用模块,用于调用第一游戏地图;输出模块,用于输出第一提示信息,所述第一提示信息用于提示将所述第一游戏地图切换为第二游戏地图;第一切换模块,用于将所述第一游戏地图切换为所述第二游戏地图,所述第二游戏地图与所述第一游戏地图不同,且不属于所述第一游戏地图中的一部分;所述第一游戏地图平面和所述第二游戏地图平面,与所述第一游戏地图平面垂直的轴线的不同位置相交;第一转移模块,用于提供第一转移途径,以使当前虚拟角色能够通过所述第一转移途径从所述第一游戏地图转移至所述第二游戏地图,若所述当前虚拟角色未在第一预设转移条件下转移至所述第二游戏地图,则所述当前虚拟角色的所述属性值发生改变。
- 一种电子设备,包括:至少一个处理器;以及,与所述至少一个处理器通信连接的存储器;其中,所述存储器存储有可被所述至少一个处理器执行的指令,所述指令被所述至少一个处理器执行,以使所述至少一个处理器能够执行权利要求1至9中任一项所述的游戏地图的加载方法。
- 一种计算机可读存储介质,存储有计算机程序,所述计算机程序被处理器执行时实现权利要求1至9中任一项所述的游戏地图的加载方法。
- 一种计算机程序产品,当所述计算机程序产品在计算机上运行时,使得所述计算机实现权利要求1至9中任一项所述的游戏地图的加载方法。
Applications Claiming Priority (2)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
CN202111247048.9A CN113877207A (zh) | 2021-10-26 | 2021-10-26 | 游戏地图的加载方法及装置、电子设备、存储介质 |
CN202111247048.9 | 2021-10-26 |
Publications (1)
Publication Number | Publication Date |
---|---|
WO2023071588A1 true WO2023071588A1 (zh) | 2023-05-04 |
Family
ID=79014404
Family Applications (1)
Application Number | Title | Priority Date | Filing Date |
---|---|---|---|
PCT/CN2022/118944 WO2023071588A1 (zh) | 2021-10-26 | 2022-09-15 | 游戏地图的加载方法及装置、电子设备、存储介质 |
Country Status (2)
Country | Link |
---|---|
CN (1) | CN113877207A (zh) |
WO (1) | WO2023071588A1 (zh) |
Families Citing this family (1)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
CN113877207A (zh) * | 2021-10-26 | 2022-01-04 | 北京字跳网络技术有限公司 | 游戏地图的加载方法及装置、电子设备、存储介质 |
Citations (5)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
CN108114467A (zh) * | 2018-02-01 | 2018-06-05 | 网易(杭州)网络有限公司 | 虚拟现实游戏场景的切换方法、装置、处理器及终端 |
CN111773696A (zh) * | 2020-07-13 | 2020-10-16 | 腾讯科技(深圳)有限公司 | 一种虚拟对象的展示方法、相关装置及存储介质 |
WO2020215971A1 (zh) * | 2019-04-26 | 2020-10-29 | 腾讯科技(深圳)有限公司 | 地图切换方法和装置、存储介质及设备 |
CN113018866A (zh) * | 2021-03-31 | 2021-06-25 | 完美世界(北京)软件科技发展有限公司 | 地图资源的加载方法和装置、存储介质、电子装置 |
CN113877207A (zh) * | 2021-10-26 | 2022-01-04 | 北京字跳网络技术有限公司 | 游戏地图的加载方法及装置、电子设备、存储介质 |
-
2021
- 2021-10-26 CN CN202111247048.9A patent/CN113877207A/zh active Pending
-
2022
- 2022-09-15 WO PCT/CN2022/118944 patent/WO2023071588A1/zh unknown
Patent Citations (5)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
CN108114467A (zh) * | 2018-02-01 | 2018-06-05 | 网易(杭州)网络有限公司 | 虚拟现实游戏场景的切换方法、装置、处理器及终端 |
WO2020215971A1 (zh) * | 2019-04-26 | 2020-10-29 | 腾讯科技(深圳)有限公司 | 地图切换方法和装置、存储介质及设备 |
CN111773696A (zh) * | 2020-07-13 | 2020-10-16 | 腾讯科技(深圳)有限公司 | 一种虚拟对象的展示方法、相关装置及存储介质 |
CN113018866A (zh) * | 2021-03-31 | 2021-06-25 | 完美世界(北京)软件科技发展有限公司 | 地图资源的加载方法和装置、存储介质、电子装置 |
CN113877207A (zh) * | 2021-10-26 | 2022-01-04 | 北京字跳网络技术有限公司 | 游戏地图的加载方法及装置、电子设备、存储介质 |
Also Published As
Publication number | Publication date |
---|---|
CN113877207A (zh) | 2022-01-04 |
Similar Documents
Publication | Publication Date | Title |
---|---|---|
WO2021213021A1 (zh) | 基于虚拟场景的操作控件显示方法及装置 | |
Zagal et al. | Rounds, levels, and waves: The early evolution of gameplay segmentation | |
KR102407927B1 (ko) | 네트워크-기반 비디오 게임 애플리케이션을 위한 시스템 및 방법 | |
US10918937B2 (en) | Dynamic gameplay session management system | |
WO2022237072A1 (zh) | 控件的显示方法、装置、设备、介质及程序产品 | |
WO2023071588A1 (zh) | 游戏地图的加载方法及装置、电子设备、存储介质 | |
US20220072427A1 (en) | Virtual environment display method and apparatus, device, and storage medium | |
JP7314311B2 (ja) | 仮想環境の画面表示方法、装置、機器及びコンピュータプログラム | |
Weiss | Classic home video games, 1972-1984: A complete reference guide | |
JP4657947B2 (ja) | ゲーム装置、そのゲーム装置を含むゲームシステム、及びゲームプログラム | |
JP2024109768A (ja) | 仮想オブジェクトの制御方法、装置、端末、記憶媒体及びコンピュータプログラム | |
CN113274724B (zh) | 虚拟对象的控制方法、装置、设备及计算机可读存储介质 | |
JP2024514763A (ja) | ゲームの情報処理方法、装置、電子機器および記憶媒体 | |
Weiss | Classic home video games, 1985-1988: a complete reference guide | |
Lendino | Adventure: The Atari 2600 at the Dawn of Console Gaming | |
KR101308134B1 (ko) | 온라인 3인칭 슈팅 게임 제공 방법 및 그 시스템 | |
Scullion | The NES encyclopedia: Every game released for the Nintendo Entertainment System | |
CN112569593A (zh) | 虚拟对局的控制方法、装置、设备及介质 | |
US20240278133A1 (en) | Virtual Object Control Methods and Systems | |
US20240293744A1 (en) | Virtual world-based capture information display method and apparatus, device, and medium | |
US20240307786A1 (en) | Turn-based battle interface display method and apparatus, device, and medium | |
JP2011036712A (ja) | ゲーム装置、及びゲームプログラム | |
Zagal et al. | Gameplay Segmentation in Vintage Arcade Games | |
Carton | A Guide to Movie Based Video Games | |
Wu | Factors Affecting the Design of 3D Game Scenes |
Legal Events
Date | Code | Title | Description |
---|---|---|---|
121 | Ep: the epo has been informed by wipo that ep was designated in this application |
Ref document number: 22885475 Country of ref document: EP Kind code of ref document: A1 |
|
NENP | Non-entry into the national phase |
Ref country code: DE |