WO2023103618A1 - 虚拟物品的获取方法、装置、设备、介质及程序产品 - Google Patents

虚拟物品的获取方法、装置、设备、介质及程序产品 Download PDF

Info

Publication number
WO2023103618A1
WO2023103618A1 PCT/CN2022/127113 CN2022127113W WO2023103618A1 WO 2023103618 A1 WO2023103618 A1 WO 2023103618A1 CN 2022127113 W CN2022127113 W CN 2022127113W WO 2023103618 A1 WO2023103618 A1 WO 2023103618A1
Authority
WO
WIPO (PCT)
Prior art keywords
virtual
qualifying
ranking
game
mall
Prior art date
Application number
PCT/CN2022/127113
Other languages
English (en)
French (fr)
Inventor
张伟松
裴辰星
曾沛源
Original Assignee
腾讯科技(深圳)有限公司
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by 腾讯科技(深圳)有限公司 filed Critical 腾讯科技(深圳)有限公司
Publication of WO2023103618A1 publication Critical patent/WO2023103618A1/zh
Priority to US18/343,503 priority Critical patent/US20230338860A1/en

Links

Images

Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/35Details of game servers
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/537Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • A63F13/69Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • A63F13/792Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for payment purposes, e.g. monthly subscriptions
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • A63F13/798Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for assessing skills or for ranking players, e.g. for generating a hall of fame
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/822Strategy games; Role-playing games
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/837Shooting of targets
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/30Features 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
    • A63F2300/308Details of the user interface
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/57Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of game services offered to the player
    • A63F2300/575Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of game services offered to the player for trading virtual items
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/807Role playing or strategy games
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/8076Shooting

Definitions

  • the embodiments of the present application relate to the field of virtual games, and in particular to a method, device, device, medium, and program product for acquiring virtual items.
  • the battle game is a game in which multiple user accounts compete in the same virtual world.
  • the battle game may be a multiplayer online battle arena game (Multiplayer Online Battle Arena Games, MOBA).
  • MOBA games often have multiple game competitions, such as matching competitions, qualifying competitions, peak competitions, entertainment competitions, and so on. Users get game gold coins by participating in various game competitions, and use game gold coins to buy virtual items, such as heroes, skins, props, etc.
  • the present application provides a virtual item acquisition method, device, equipment, medium and program product. Described technical scheme is as follows:
  • a method for acquiring a virtual item is provided, the method is executed by a computer device, and the method includes:
  • the qualifying mode is one of at least two game modes provided by the client, the qualifying mode is to determine the strength segment of the user account in the leaderboard competitive mode;
  • a virtual item exclusive to the qualifying mode is obtained from a ranking mall exclusive to the qualifying mode.
  • a device for acquiring virtual items comprising:
  • the display module is used to display the competitive entry of the qualifying mode, the qualifying mode is one of at least two game modes provided by the client, and the qualifying mode is to determine the user account in the ranking The competitive mode of the strength segment in the list;
  • the game module is used to control the virtual character of the user account to participate in the qualifying game in response to the trigger operation on the competition portal;
  • the reward module is used to display the virtual ranking currency obtained in the current season by participating in the qualifying game in the case of successful participation;
  • a shopping mall module configured to obtain virtual items exclusive to the ranking match mode from the ranking mall exclusive to the ranking match mode based on the virtual ranking currency.
  • a computer device includes: a processor and a memory, at least one computer instruction is stored in the memory, at least one computer instruction is loaded and executed by the processor to implement the above-mentioned How to obtain virtual items.
  • a computer storage medium is provided, at least one computer instruction is stored in the computer-readable storage medium, at least one computer instruction is loaded and executed by a processor to realize the acquisition of virtual items as described in the above aspect method.
  • a computer program product includes computer instructions, the computer instructions are stored in a computer-readable storage medium; the computer instructions are executed by a processor of a computer device from the The computer-readable storage medium is read and executed, so that the computer device executes the method for acquiring virtual items as described above.
  • users can obtain or purchase rare virtual items in the season by participating in qualifying games, increasing the chances of users obtaining rare virtual items. way, and promote users to participate in the qualifying game, which helps to improve the resource utilization of the server used to provide the qualifying game.
  • Fig. 1 is a structural block diagram of a computer system provided by an exemplary embodiment of the present application
  • FIG. 2 is a flowchart of a method for acquiring virtual items provided by an exemplary embodiment of the present application
  • Fig. 3 is a flowchart of a method for acquiring virtual items provided by an exemplary embodiment of the present application
  • Fig. 4 is a schematic diagram of a season journey interface provided by an exemplary embodiment of the present application.
  • Fig. 5 is a schematic diagram of an interface of a ranking mall provided by an exemplary embodiment of the present application.
  • Fig. 6 is a schematic diagram of a virtual skin provided by an exemplary embodiment of the present application.
  • Fig. 7 is a schematic diagram of a virtual gesture provided by an exemplary embodiment of the present application.
  • Fig. 8 is a schematic diagram of a virtual gesture provided by an exemplary embodiment of the present application.
  • Fig. 9 is a schematic diagram of a virtual city return special effect provided by an exemplary embodiment of the present application.
  • Fig. 10 is a schematic diagram of a virtual decoration special effect provided by an exemplary embodiment of the present application.
  • Fig. 11 is a schematic diagram of a virtual decoration emoticon provided by an exemplary embodiment of the present application.
  • Fig. 12 is a schematic diagram of a virtual prop provided by an exemplary embodiment of the present application.
  • Fig. 13 is a schematic diagram of a virtual prop provided by an exemplary embodiment of the present application.
  • Fig. 14 is a schematic design diagram of a ranking mall provided by an exemplary embodiment of the present application.
  • Fig. 15 is a flowchart of a method for acquiring virtual items provided by an exemplary embodiment of the present application.
  • Fig. 16 is a schematic diagram of a virtual item purchase function class library provided by an exemplary embodiment of the present application.
  • Fig. 17 is a flowchart of a method for acquiring virtual items provided by an exemplary embodiment of the present application.
  • Fig. 18 is a block diagram of a device for acquiring virtual items provided by an exemplary embodiment of the present application.
  • Fig. 19 is a schematic structural diagram of a computer device provided by an exemplary embodiment of the present application.
  • Virtual Environment is the virtual environment displayed (or provided) by the application when it is run on the terminal.
  • the virtual environment can be a simulated world of the real world, a semi-simulated and semi-fictitious three-dimensional world, or a purely fictional three-dimensional world.
  • the virtual environment may be any one of a two-dimensional virtual environment, a 2.5-dimensional virtual environment and a three-dimensional virtual environment.
  • the virtual environment is also used for a virtual environment battle between at least two virtual characters, and the virtual environment has virtual resources available to the at least two virtual characters.
  • the virtual environment includes a symmetrical lower left corner area and an upper right corner area, virtual characters belonging to two hostile camps respectively occupy one of the areas, and destroy target buildings/strongholds/bases/crystals deep in the opponent's area as a victory goal.
  • Virtual character refers to the movable object in the virtual environment.
  • the movable object may be at least one of a virtual character, a virtual animal, and an animation character.
  • the virtual character when the virtual environment is a three-dimensional virtual environment, the virtual character may be a three-dimensional virtual model, and each virtual character has its own shape and volume in the three-dimensional virtual environment and occupies a part of the space in the three-dimensional virtual environment.
  • the virtual character is a three-dimensional character constructed based on three-dimensional human skeleton technology, and the virtual character can achieve different external images by wearing different skins.
  • the virtual character may also be implemented using a 2.5-dimensional or 2-dimensional model, which is not limited in this embodiment of the present application.
  • Multiplayer online tactical competition In a virtual environment, different virtual teams belonging to at least two opposing camps occupy their respective map areas and compete with a certain victory condition as the goal.
  • the victory conditions include but are not limited to: occupying strongholds or destroying enemy faction strongholds, killing the avatars of the enemy faction, ensuring their own survival in the specified scene and time, robbing certain resources, and scoring more than the opponent within the specified time at least one of .
  • Tactical competitions can be conducted in units of rounds, and the maps for each round of tactical competitions can be the same or different.
  • Each virtual team includes one or more virtual characters, such as 1, 2, 3 or 5.
  • MOBA game It is a game that provides several strongholds in a virtual environment, and users in different camps control virtual characters to fight in the virtual environment, occupy strongholds or destroy enemy camp strongholds.
  • MOBA games can divide users into two hostile camps, disperse virtual characters controlled by users in a virtual environment and compete with each other, and destroy or occupy all the enemy's strongholds as a victory condition.
  • MOBA games are based on rounds, and the duration of a round of MOBA games is from the moment the game starts to the moment when the victory conditions are met.
  • Fig. 1 shows a structural block diagram of a computer system provided by an exemplary embodiment of the present application.
  • the computer system 100 includes: a first terminal 110 , a server 120 , and a second terminal 130 .
  • the first terminal 110 installs and runs a client 111 supporting a virtual environment, and the client 111 may be a multiplayer online battle program.
  • the user interface of the client 111 is displayed on the screen of the first terminal 110 .
  • the client 111 may be a battle royale shooting game, a virtual reality (Virtual Reality, VR) application program, an augmented reality (Augmented Reality, AR) program, a three-dimensional map program, a virtual reality game, an augmented reality game, a first-person shooting game ( Any of First-Person Shooting Game (FPS), Third-Personal Shooting Game (Third-Personal Shooting Game, TPS), Multiplayer Online Battle Arena Games (Multiplayer Online Battle Arena Games, MOBA), Strategy Game (Simulation Game, SLG) A sort of.
  • the client 111 is a MOBA game as an example.
  • the first terminal 110 is the terminal used by the first user 112.
  • the first user 112 uses the first terminal 110 to control the first virtual character located in the virtual environment to carry out activities.
  • the first virtual character can be called the master virtual character of the first user 112. Role.
  • the activities of the first virtual character include but are not limited to: at least one of moving, jumping, transmitting, releasing skills, adjusting body posture, crawling, walking, running, riding, flying, jumping, driving, picking up, shooting, attacking, and throwing kind.
  • the first virtual character is a first virtual character, such as a simulated character or an anime character.
  • the second terminal 130 is installed and runs a client 131 supporting a virtual environment, and the client 131 may be a multiplayer online battle program.
  • the user interface of the client 131 is displayed on the screen of the second terminal 130 .
  • the client can be any one of the battle royale shooting game, VR application program, AR program, three-dimensional map program, virtual reality game, augmented reality game, FPS, TPS, MOBA, SLG, in this embodiment, with The client is a MOBA game for example.
  • the second terminal 130 is the terminal used by the second user 113.
  • the second user 113 uses the second terminal 130 to control the second virtual character located in the virtual environment to carry out activities.
  • the second virtual character can be called the master virtual character of the second user 113.
  • Role Schematically, the second virtual character is a second virtual character, such as a simulated character or an anime character.
  • first virtual character and the second virtual character are in the same virtual environment.
  • first virtual character and the second virtual character may belong to the same camp, the same team, the same organization, have friendship or have temporary communication authority.
  • first virtual character and the second virtual character may belong to different camps, different teams, different organizations or have a hostile relationship.
  • the clients installed on the first terminal 110 and the second terminal 130 are the same, or the clients installed on the two terminals are clients of the same type on different operating system platforms (Android or IOS).
  • the first terminal 110 may generally refer to one of the multiple terminals, and the second terminal 130 may generally refer to the other of the multiple terminals.
  • This embodiment only uses the first terminal 110 and the second terminal 130 as an example for illustration.
  • the device types of the first terminal 110 and the second terminal 130 are the same or different, and the device types include: smart phones, tablet computers, e-book readers, MP3 players, MP4 players, laptop portable computers and desktop computers. at least one.
  • terminals 140 Only two terminals are shown in FIG. 1 , but there are multiple other terminals 140 that can access the server 120 in different embodiments.
  • terminals 140 there are also one or more terminals 140 corresponding to the developer, on which a development and editing platform supporting a virtual environment client is installed, and the developer can edit and update the client on the terminal 140 , and transmit the updated client installation package to the server 120 through a wired or wireless network, the first terminal 110 and the second terminal 130 can download the client installation package from the server 120 to update the client.
  • the first terminal 110, the second terminal 130 and other terminals 140 are connected to the server 120 through a wireless network or a wired network.
  • the server 120 includes at least one of a server, multiple servers, a cloud computing platform, and a virtualization center.
  • the server 120 is used to provide background services for clients supporting the 3D virtual environment.
  • the server 120 undertakes the main calculation work, and the terminal undertakes the secondary calculation work; or, the server 120 undertakes the secondary calculation work, and the terminal undertakes the main calculation work; or, the server 120 and the terminal adopt a distributed computing architecture for collaborative computing .
  • the server 120 includes a processor 122 , a user account database 123 , a battle service module 124 , and a user-oriented input/output interface (Input/Output Interface, I/O interface) 125 .
  • a processor 122 the server 120 includes a processor 122 , a user account database 123 , a battle service module 124 , and a user-oriented input/output interface (Input/Output Interface, I/O interface) 125 .
  • I/O interface input/output Interface
  • the processor 122 is used to load the instructions stored in the server 121, and process the data in the user account database 123 and the battle service module 124;
  • the data of the user account used such as the avatar of the user account, the nickname of the user account, the combat power index of the user account, the service area where the user account is located;
  • the battle service module 124 is used to provide multiple battle rooms for the user to fight, such as 1V1 battle , 3V3 battle, 5V5 battle, etc.;
  • the user-oriented I/O interface 125 is used to establish communication and exchange data with the first terminal 110 and/or the second terminal 130 through a wireless network or a wired network.
  • Fig. 2 shows a flow chart of a method for acquiring virtual items provided by an exemplary embodiment of the present application. This embodiment is described by taking the method applied to the terminal shown in FIG. 1 as an example. The method includes:
  • Step 202 Display the competition entry of the qualifying mode
  • the qualifying mode is one of at least two game modes provided by the client.
  • the qualifying mode is a competitive mode for determining the strength rank of the user account in the leaderboard.
  • the game mode provided by the client includes at least one of matching match, qualifying match, peak match, and entertainment match, which is not limited in this embodiment of the present application.
  • the competitive entrance of the qualifying mode is the interface entrance for participating in the qualifying match, or the entrance for participating in the qualifying match.
  • the competitive entry is a button, or a link, or a menu item on the user interface, and the present application does not limit the specific expression form of the competitive entry.
  • Step 204 In response to the trigger operation on the competition portal, the virtual character controlling the user account participates in the qualifying match;
  • the triggering operation may be at least one of a single-click operation, a double-click operation, a long-press operation, a slide operation, a pressure touch operation, a floating touch operation, a gaze operation with both eyes, a gesture operation, and a somatosensory operation.
  • the user can control the virtual character of the user account to participate in the qualifying match of the qualifying match mode.
  • the user account has one or more virtual characters, and the possession of the virtual characters is permanent or short-term experience. After the user triggers the competitive entrance of the qualifying match, the user can control one of the virtual characters of the user account to participate in the qualifying match of the qualifying match. Different virtual characters may have different skills or attributes.
  • Step 206 In the case of successful participation, display the virtual ranking currency obtained in the current season by participating in the qualifying game;
  • the virtual ranking currency is a virtual currency exclusive to the ranking mode.
  • a gold coin system is set in the client, and users can obtain common gold coins by participating in matching games, entertainment games, check-in tasks, lottery tasks, etc. in the client.
  • Regular Gold Coins are virtual currency available in general multiple modes. Different from ordinary gold coins, virtual ranking currency is a virtual currency that can only be obtained when participating in qualifying mode, and virtual ranking currency cannot be obtained in non-ranking mode.
  • the client controls the virtual character of the user account to participate in the qualifying match of the qualifying match.
  • the virtual character successfully participates in a single qualifying match of the qualifying match, the virtual ranking currency is obtained.
  • the virtual ranking currency can be obtained; in other embodiments, after the user successfully participates in the qualifying match, the user account number will be displayed The progress value of a single round obtained by participating in ranked matches in the current season.
  • the obtained journey-specific rewards corresponding to the level threshold are displayed.
  • the journey-specific rewards corresponding to the level threshold include at least one of virtual ranking coins, virtual season badges, and virtual appearance rewards.
  • the virtual ranking token is obtained when the qualifying game is successfully participated in, the qualifying game ends normally, and the virtual character of the user account does not have violations during the game. If the qualifying game ends abnormally (such as the game ends too quickly, the game crashes), or the avatar of the user account has violations during the game (such as the avatar hangs up, publishes illegal messages, and passively matches) , the virtual ranking currency cannot be obtained.
  • Step 208 Based on the virtual ranking currency, obtain the exclusive virtual item of the ranking match mode from the exclusive ranking mall of the ranking match mode.
  • the virtual items exclusive to the qualifying mode can only be obtained by using virtual ranking coins, but cannot be obtained by using other virtual currencies or virtual coupons with replacement attributes.
  • Ranked mode-exclusive virtual items are not limited to use in ranked mode.
  • virtual items exclusive to the ranked match mode can be used in various game modes provided by the client. For example, virtual character skins obtained based on virtual ranking coins can be used in matching matches, qualifying matches, summit matches, and entertainment matches.
  • the qualifying mall is a mall exclusive to the qualifying mode.
  • the virtual items in the ranking mall need to be paid and purchased with virtual ranking coins. All the virtual items in the ranking shop are virtual items exclusive to the qualifying mode, or some of the virtual items in the ranking shop are virtual items exclusive to the qualifying mode.
  • an ordinary mall is set in the client.
  • the virtual items in the ordinary mall are paid and purchased with ordinary gold coins.
  • virtual items in the ranking mall need to be paid and purchased with virtual ranking coins.
  • the method provided in this embodiment can enable users to obtain or purchase season rare Virtual items increase the way for users to obtain rare virtual items, and promote users to participate in qualifying matches, which helps to improve the resource utilization of servers used to provide qualifying matches.
  • Fig. 3 shows a flow chart of a method for acquiring virtual items provided by an exemplary embodiment of the present application. This embodiment is described by taking the method applied to the terminal shown in FIG. 1 as an example.
  • the method includes:
  • Step 302 Display the competitive entry of the qualifying match mode.
  • the qualifying match mode is one of at least two game modes provided by the client.
  • the qualifying match mode is a competitive mode for determining the strength rank of the user account in the leaderboard ;
  • the qualifying mode is one of at least two game modes provided by the client.
  • the qualifying mode is a competitive mode for determining the strength rank of the user account in the leaderboard.
  • the leaderboard can be a national leaderboard, a platform-wide leaderboard, a server-wide leaderboard, a regional leaderboard in the current service area, and the like.
  • the strength rank is a representation method used to measure the competitive combat power of a user account, and is usually represented by at least two ranks from low to high. Schematically, the qualifying competition is divided into 10 ranks from low to high: tough black iron,raum brass, unyielding silver, glory gold, luxurious platinum, streamer emerald, brilliant diamond, extraordinary master, proud master, and strongest king.
  • the game mode provided by the client includes at least one of matching match, qualifying match, peak match, and entertainment match, which is not limited in this embodiment of the present application.
  • the client may be a MOBA game client, a shooting game client, a sparring game client, etc.
  • the embodiment of the present application does not limit the program type of the client.
  • Step 304 In response to the trigger operation on the competition portal, the virtual character controlling the user account participates in the qualifying match;
  • Step 306 In the case of successful participation, display the journey value obtained by participating in the qualifying match in the current season, and the journey value is a value related to the number of times the user account participates in the qualifying match in the current season;
  • the user After the user successfully participates in a qualifying match, it will display the single-game progress value obtained by the user account for participating in a single qualifying match in the current season, or display the ranking value of the user account for participating in the qualifying match in the current season. Accumulated journey points obtained in the position match.
  • the obtained journey-specific rewards corresponding to the level threshold are displayed.
  • the journey-specific rewards corresponding to the level threshold include at least one of virtual ranking coins, virtual season badges, and virtual appearance rewards.
  • the left side of the settlement interface displays at least one qualifying game in the The cumulative journey value 41 (2500) obtained in the current season
  • the right side of the settlement interface 40 displays the journey-specific rewards 42 received in the current season and the journey-specific rewards 43 to be claimed.
  • the experience value "+11234" and the blue spar "+1234" increased by this game are also displayed at the bottom of the settlement interface.
  • the settlement interface refers to the interface presented at the end of the qualifying match in which the virtual character participates to settle the results of the qualifying match.
  • the journey value is not only related to the number of qualifying matches, but also related to the winning or losing of participating qualifying matches.
  • the first number obtained by participating in a single qualifying match in the current season is displayed. journey value; if the user account participates in a single qualifying match and fails in a single qualifying match, it will display the second number of journeys obtained in the current season by participating in a single qualifying match value; where the first quantity is greater than or equal to the second quantity.
  • the journey value obtained by the user account in the current season is 30; if the avatar fails in a single qualifying match, the user account will get a journey value of 20 in the current season.
  • the journey value is also related to the time period of the qualifying match. For example, the journey value obtained by participating in the qualifying match in the specified time period is greater than the journey value obtained by participating in the qualifying match in the regular time period.
  • the hidden points are determined based on the qualifying matches that the user account successfully participates in within a regular time period, where the regular time period is a time period other than the specified time period in the current season; The number of completed games n; if the user account successfully participates in the first n qualifying games within the specified time period, it will display the bonus journey value obtained by participating in the qualifying games within the specified time period; among them, the bonus The journey value is greater than the single-game journey value obtained by the virtual character in the normal time period.
  • the specified time period can be set as the weekend, that is, the avatar participates in the ranking match during the weekend time period of the current season.
  • the first n qualifying matches of the ranking match can get 1.5 times the journey value. After participating in the first n qualifying matches during the weekend of the current season, the progress value obtained in the qualifying games is the same as the single-game progress value obtained in the regular time period.
  • the third number of hidden points is determined; when the user account participates in the qualifying match in the regular time period , and in the case of losing in the qualifying match, determine the fourth number of hidden points; wherein, the third number is less than the fourth number.
  • the third number may also be greater than the fourth number, which is not limited in this embodiment.
  • Hidden points are points determined according to the performance of avatars participating in qualifying matches within a regular time period, and the points are not displayed on the user interface. Schematically, the setting of hidden points in the qualifying match is shown in Table 1.
  • the virtual character participates in the qualifying match of the qualifying match within the regular time period. Points; every time you lose a qualifying game, you can get 15 hidden points; every time the avatar upgrades in a qualifying game, you will lose 30 hidden points; at the same time, during the regular time period, the avatar, You can get 10 hidden points for participating in the qualifying match for the first time every day. For example, if the user account has more than 30 hidden points, you can get a qualifying game with a bonus journey value.
  • the journey value is also related to the game performance in the qualifying game.
  • the journey value is positively correlated with the game score in the qualifying game, and the higher the game score, the better the virtual character's game performance. This embodiment of the application does not limit it.
  • Step 308 When the journey value reaches the level threshold corresponding to the journey level, display the acquired virtual ranking coin corresponding to the journey level;
  • the obtained journey-specific rewards corresponding to the journey level are displayed.
  • the journey-specific rewards corresponding to the journey level include at least one of virtual ranking coins, virtual season badges and virtual appearance rewards.
  • the level threshold corresponding to the high journey level is greater than the level threshold corresponding to the low journey level.
  • the total value of journey-specific rewards of high journey levels is also greater than the total value of journey-specific rewards of low journey levels.
  • Step 310 displaying the entrance of the exclusive ranking store in the qualifying mode
  • the qualifying mall is a mall exclusive to the qualifying mode.
  • the virtual items in the ranking mall need to be paid and purchased with virtual ranking coins. All the virtual items in the ranking shop are virtual items exclusive to the qualifying mode, or some of the virtual items in the ranking shop are virtual items exclusive to the qualifying mode.
  • season journey 51 is a label for viewing the journey value and rewards of the current season
  • ranking mall 52 is a label for viewing various virtual items in the ranking mall.
  • one or more virtual items are displayed on the tab page of the ranking mall 52 .
  • the classification of these virtual items includes but is not limited to: at least one of virtual skin, virtual gesture, virtual special effect, virtual expression, and virtual prop.
  • a virtual skin is a virtual display element worn on a three-dimensional model of a virtual character, and the virtual skin can change the appearance of the virtual character.
  • the virtual skin "S1 Season Skin ⁇ Blade of Glory” is the season-exclusive skin of the virtual character “Tryndamere”, and the price is 20,000 ranking coins.
  • a virtual gesture is a virtual display element that controls a virtual character to make a certain gesture.
  • the virtual posture "Fearless” is the virtual posture of the virtual character “Tryndamere”, and the price is 6,000 ranking coins;
  • the virtual posture "Control” is the virtual posture of the virtual character “Orianna”. Stance, the price is 6000 ranking coins.
  • the virtual special effect is to control the animation special effect displayed when the virtual character moves, returns to the city, uses skills and other triggering activities.
  • the virtual city return special effect “Glory Triumph” is priced at 16,000 ranking coins; as shown in Figure 10, the virtual decoration special effect “Canyon Light” is priced at 15,000 ranking coins.
  • the virtual expression is a two-dimensional or three-dimensional expression package displayed on top of the virtual character after being triggered.
  • the virtual emoticon "Glory Gold, baby!” is a rank badge emoticon adapted according to the player's rank, and the price is 10,000 ranking coins.
  • a virtual item is an item used to change attribute values, skills and/or abilities of a virtual character.
  • the virtual item “Team Bonus Card” is limited to 15 purchases per season, with a single price of 200 ranking coins; as shown in Figure 13, the virtual item “Hero Selection Treasure Box” is limited to 1 purchase per season , each priced at 5,500 ranking coins.
  • Step 312 In response to the trigger operation on the entrance of the ranking mall, display the mall interface of the ranking mall, the mall interface of the ranking mall includes virtual items purchased with limited use of virtual ranking coins;
  • the qualifying mall is a mall exclusive to the qualifying mode.
  • the virtual items in the ranking mall need to be paid and purchased with virtual ranking coins. All the virtual items in the ranking shop are virtual items exclusive to the qualifying mode, or some of the virtual items in the ranking shop are virtual items exclusive to the qualifying mode.
  • a common mall is set in the client.
  • the virtual items in the ordinary mall are paid and purchased with ordinary gold coins.
  • virtual items in the ranking mall need to be paid and purchased with virtual ranking coins.
  • the client obtains season virtual items exclusive to the current season, and the season virtual items include at least one of virtual skins, virtual gestures, virtual special effects, virtual expressions, and virtual props for virtual characters;
  • the store interface of the ranked store is displayed for the season virtual items.
  • the season virtual items exclusive to the S4 season will be released in the current season; if the current season is the S5 season, the season virtual items exclusive to the S5 season will be released in the current season.
  • the client obtains level virtual items with purchase authority based on the journey level of the user account, and the level virtual items include at least one of virtual skins, virtual gestures, virtual special effects, virtual expressions, and virtual props for virtual characters.
  • Type display the mall interface of the ranking mall based on level virtual items.
  • different journey levels can unlock the purchase authority of different virtual items.
  • the virtual items that can be purchased at a high journey level may be better than the virtual items that can be purchased at a low journey level.
  • Step 314 In response to the purchase operation on the virtual item, use the virtual ranking currency to acquire the virtual item.
  • Fig. 15 shows a flow chart of the purchase process of ranked virtual items provided by an exemplary embodiment of the present application. This embodiment is described by taking the method applied between the client and the server as an example. The method includes:
  • S1 The client sends a purchase request for virtual items to the server;
  • the client sends the detailed information of the virtual item, and the server checks the detailed field data through the item table to determine whether the purchase is successful.
  • the item price currently displayed on the client needs to be passed in, so as to prevent the inconsistency between the client display and the server's actual item price value, resulting in a poor experience for the user.
  • the user can be given feedback to indicate that the purchase was unsuccessful (to be modified to return the correct price to the client).
  • All gift packs (drop all configured items) - need to calculate the actual price of the gift pack (according to the price percentage of each drop item configured in the item table, deduct the price of the items already owned by the player to get the actual price).
  • COWODITY_BUYWAY_TYPE_GOLD 1,//Common gold coin purchase
  • COWODITY_BUYWAY_TYPE_DIAMOND 2, //diamond purchase
  • COWODITY_BUYWAY_TYPE_MONEY 3,//Point coupons to buy
  • COWODITY_BUYWAY_TYPE_QUALIFY_COIN 4,//ranking coin purchase
  • the class RankRewardSys->GetRankRewardShopMallItemList is used to obtain all items that need to be displayed in the ranking mall, and the item representation reuses the conventional mall logic.
  • S2 The server notifies the client of the change in the number of ranking coins
  • processing flow of the server can be referred to as shown in FIG. 17 .
  • S3 The server notifies the client of the item status change of the virtual item
  • S4 The client monitors the status changes of ranking coins and items
  • S5 The client refreshes to display the item status and the number of ranking coins in the ranking mall.
  • users can choose virtual items to give to friends in the user mall, with functions such as leaving messages and feedback.
  • Fig. 18 shows a schematic structural diagram of an apparatus for obtaining virtual items provided by an exemplary embodiment of the present application.
  • the unit includes:
  • the display module 1820 is used to display the competitive entry of the qualifying mode, the qualifying mode is one of at least two game modes provided by the client, and the qualifying mode is to determine whether the user account is in the The competitive mode of the strength segment in the leaderboard;
  • the game module 1840 configured to control the virtual character of the user account to participate in the qualifying game in response to the trigger operation on the competition portal;
  • the reward module 1860 is used to display the virtual ranking currency obtained in the current season by participating in the qualifying game in the case of successful participation;
  • the shopping mall module 1880 is configured to acquire virtual items exclusive to the ranking match mode from the ranking mall dedicated to the ranking match mode based on the virtual ranking currency.
  • the reward module 1860 is configured to display the journey value obtained by participating in the qualifying game in the current season in the case of successful participation, and the journey value is related to the user account in the current season. The value related to the number of times of participating in the qualifying game in the current season; when the journey value reaches the level threshold corresponding to the journey level, the obtained virtual ranking currency corresponding to the journey level is displayed.
  • the reward module 1860 is configured to display that the user account participates in a single qualifying match and wins in the single qualifying match.
  • the first amount of the journey value obtained in the current season in the qualifying game; participating in the single qualifying game with the user account, and in the single qualifying game In case of failure, display the second number of journey points obtained in the current season by participating in the single qualifying match;
  • the first number is greater than or equal to the second number.
  • the reward module 1860 is configured to determine hidden points based on the qualifying matches successfully participated by the user account within a regular time period, the regular time period being in the current season A time period other than the specified time period; determine the number of bonus games n based on the hidden points; if the user account successfully participates in the first n games of the qualifying match within the specified time period , displaying the bonus journey value obtained by participating in the qualifying match within the specified time period;
  • the added journey value is greater than the single-game journey value acquired by the user account in the regular time period.
  • the reward module 1860 is configured to determine the A third number of hidden points; if the user account participates in the qualifying game in the regular time period and loses in the qualifying game, determine a fourth number of points said hidden points;
  • the third quantity is smaller than the fourth quantity.
  • the mall module 1880 is configured to display the entrance of the qualifying mall exclusive to the qualifying mode; in response to a trigger operation on the entrance of the qualifying mall, display the A shopping mall interface, the shopping mall interface of the ranking mall includes virtual items purchased with limited use of the virtual ranking currency; in response to a purchase operation on the virtual item, use the virtual ranking currency to acquire the virtual item.
  • the mall module 1880 is configured to acquire season virtual items exclusive to the current season, and the season virtual items include virtual skins, virtual poses, virtual special effects, virtual expressions, At least one of the virtual props; displaying the mall interface of the ranking mall based on the season virtual items exclusive to the current season.
  • the mall module 1880 is configured to obtain level virtual items with purchasing authority based on the journey level of the user account, the level virtual items include virtual skins, virtual poses, At least one of virtual special effects, virtual expressions, and virtual props; displaying a mall interface of the ranking mall based on the level virtual item.
  • Fig. 19 shows a structural block diagram of a computer device 1900 provided by an exemplary embodiment of the present application.
  • the computer device 1900 can be a portable mobile terminal, such as: smart phone, tablet computer, MP3 player (Moving Picture Experts Group Audio Layer III, moving picture expert compression standard audio layer 3), MP4 (Moving Picture Experts Group Audio Layer IV, Motion Picture Expert Compression Standard Audio Level 4) Player.
  • the computer device 1900 may also be called user equipment, portable terminal and other names.
  • a computer device 1900 includes: a processor 1901 and a memory 1902 .
  • the processor 1901 may include one or more processing cores, such as a 4-core processor, an 8-core processor, and the like.
  • Processor 1901 can be realized by at least one hardware form in DSP (Digital Signal Processing, digital signal processing), FPGA (Field Programmable Gate Array, field programmable gate array), PLA (Programmable Logic Array, programmable logic array) .
  • the processor 1901 may also include a main processor and a coprocessor, the main processor is a processor for processing data in the wake-up state, and is also called a CPU (Central Processing Unit, central processing unit); the coprocessor is Low-power processor for processing data in standby state.
  • CPU Central Processing Unit, central processing unit
  • the coprocessor is Low-power processor for processing data in standby state.
  • the processor 1901 may be integrated with a GPU (Graphics Processing Unit, image processor), and the GPU is used for rendering and drawing the content that needs to be displayed on the display screen.
  • the processor 1901 may also include an AI (Artificial Intelligence, artificial intelligence) processor, where the AI processor is used to process computing operations related to machine learning.
  • AI Artificial Intelligence, artificial intelligence
  • Memory 1902 may include one or more computer-readable storage media, which may be tangible and non-transitory.
  • the memory 1902 may also include high-speed random access memory, and non-volatile memory, such as one or more magnetic disk storage devices, flash memory storage devices.
  • non-transitory computer-readable storage medium in the memory 1902 is used to store at least one instruction, and the at least one instruction is used to be executed by the processor 1901 to realize the virtual environment screen provided in the embodiment of the present application display method.
  • the computer device 1900 may optionally further include: a peripheral device interface 1903 and at least one peripheral device.
  • the peripheral equipment includes: at least one of a radio frequency circuit, a touch screen, an audio circuit 1, and a power supply.
  • the peripheral device interface 1903 may be used to connect at least one peripheral device related to I/O (Input/Output, input/output) to the processor 1901 and the memory 1902.
  • the processor 1901, memory 1902 and peripheral device interface 1903 are integrated on the same chip or circuit board; in some other embodiments, any one of the processor 1901, memory 1902 and peripheral device interface 1903 or The two can be implemented on a separate chip or circuit board, which is not limited in this embodiment.
  • computing device 1900 also includes one or more sensors.
  • the one or more sensors include, but are not limited to: acceleration sensors, gyro sensors, pressure sensors, optical sensors, and proximity sensors.
  • FIG. 19 does not constitute a limitation to the computer device 1900, and may include more or less components than shown in the figure, or combine certain components, or adopt a different component arrangement.
  • the embodiment of the present application also provides a computer device, the computer device includes: a processor and a memory, at least one computer instruction is stored in the memory, at least one computer instruction is loaded and executed by the processor to realize the virtual How to get the item.
  • the embodiment of the present application also provides a computer storage medium, at least one computer instruction is stored in the computer-readable storage medium, at least one computer instruction is loaded and executed by a processor to implement the methods for acquiring virtual items provided by the above method embodiments .
  • the embodiment of the present application also provides a computer program product, the computer program product includes computer instructions, the computer instructions are stored in a computer-readable storage medium; the computer instructions are readable by a processor of a computer device from the computer The storage medium is read and executed, so that the computer device executes the methods for acquiring virtual items provided by the above method embodiments.

Landscapes

  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Business, Economics & Management (AREA)
  • Computer Security & Cryptography (AREA)
  • General Business, Economics & Management (AREA)
  • Theoretical Computer Science (AREA)
  • Physics & Mathematics (AREA)
  • Optics & Photonics (AREA)
  • Management, Administration, Business Operations System, And Electronic Commerce (AREA)

Abstract

本申请公开了一种虚拟物品的获取方法、装置、设备、介质及程序产品,属于虚拟游戏领域。所述方法包括:显示排位赛模式的竞技入口(202);响应于竞技入口上的触发操作,控制用户账号的虚拟角色参与排位赛对局(204);在成功参与的情况下,显示参与排位赛对局在当前赛季得到的虚拟排位币(206);基于虚拟排位币从所述排位赛模式专属的排位商城获取所述排位赛模式专属的虚拟物品(208)。本申请提供了一种稀有虚拟物品的获取方式,使得非付费的普通玩家也能够获取到稀有的虚拟物品。

Description

虚拟物品的获取方法、装置、设备、介质及程序产品
本申请要求于2021年12月10日提交,申请号为202111505067.7、发明名称为“虚拟物品的获取方法、装置、设备、介质及程序产品”的中国专利申请的优先权,其全部内容通过引用结合在本申请中。
技术领域
本申请实施例涉及虚拟游戏领域,特别涉及一种虚拟物品的获取方法、装置、设备、介质及程序产品。
背景技术
对战游戏是多个用户账号在同一虚拟世界内进行竞技的游戏。比如,对战游戏可以是多人在线战术竞技游戏(Multiplayer Online Battle Arena Games,MOBA)。
MOBA游戏中往往设置有多种游戏赛,例如,匹配赛、排位赛、巅峰赛、娱乐赛等等。用户通过参与各种游戏赛来获得游戏金币,通过游戏金币购买虚拟物品,比如英雄、皮肤、道具等。
但是在游戏商城中存在一些稀有的虚拟物品,只能通过抽奖或付费点券等方式来获取,非付费的普通玩家难以获取到这些稀有虚拟物品。
发明内容
本申请提供了一种虚拟物品的获取方法、装置、设备、介质及程序产品。所述技术方案如下:
根据本申请的一方面,提供了一种虚拟物品的获取方法,所述方法由计算机设备执行,所述方法包括:
显示排位赛模式的竞技入口,所述排位赛模式是所述客户端提供的至少两种对局模式中的一种,所述排位赛模式是确定用户账号在排行榜中的实力段位的竞技模式;
响应于所述竞技入口上的触发操作,控制所述用户账号的虚拟角色参与排位赛对局;
在成功参与的情况下,显示参与所述排位赛对局在当前赛季得到的虚拟排位币;
基于所述虚拟排位币从所述排位赛模式专属的排位商城获取所述排位赛模式专属的虚拟物品。
根据本申请的一方面,提供了一种虚拟物品的获取装置,所述装置包括:
显示模块,用于显示排位赛模式的竞技入口,所述排位赛模式是所述客户端提供的至少两种对局模式中的一种,所述排位赛模式是确定用户账号在排行榜中的实力段位的竞技模式;
对局模块,用于响应于所述竞技入口上的触发操作,控制所述用户账号的虚拟角色参与排位赛对局;
奖励模块,用于在成功参与的情况下,显示参与所述排位赛对局在当前赛季得到的虚拟排位币;
商城模块,用于基于所述虚拟排位币从所述排位赛模式专属的排位商城获取所述排位赛模式专属的虚拟物品。
根据本申请的另一方面,提供了一种计算机设备,该计算机设备包括:处理器和存储器,存储器中存储有至少一条计算机指令,至少一条计算机指令由处理器加载并执行以实现如上方面所述的虚拟物品的获取方法。
根据本申请的另一方面,提供了一种计算机存储介质,计算机可读存储介质中存储有至少一条计算机指令,至少一条计算机指令由处理器加载并执行以实现如上方面所述的虚拟物品的获取方法。
根据本申请的另一方面,提供了一种计算机程序产品,上述计算机程序产品包括计算机指令,所述计算机指令存储在计算机可读存储介质中;所述计算机指令由计算机设备的处理器从所述计算机可读存储介质读取并执行,使得所述计算机设备执行如上方面所述的虚拟物 品的获取方法。
通过提供排位赛模式专属的虚拟排位币、排位商城和虚拟物品,能够使得用户通过参加排位赛对局的方式获取或购买赛季稀有的虚拟物品,增加了用户获取稀有的虚拟物品的方式,并且促进用户参加排位赛对局,有助于提高用于提供排位赛对局的服务器的资源利用率。
附图说明
图1是本申请一个示例性实施例提供的计算机系统的结构框图;
图2是本申请一个示例性实施例提供的虚拟物品的获取方法的流程图;
图3是本申请一个示例性实施例提供的虚拟物品的获取方法的流程图;
图4是本申请一个示例性实施例提供的赛季征程界面的界面示意图;
图5是本申请一个示例性实施例提供的排位商城的界面示意图;
图6是本申请一个示例性实施例提供的虚拟皮肤的示意图;
图7是本申请一个示例性实施例提供的虚拟姿态的示意图;
图8是本申请一个示例性实施例提供的虚拟姿态的示意图;
图9是本申请一个示例性实施例提供的虚拟回城特效的示意图;
图10是本申请一个示例性实施例提供的虚拟装饰特效的示意图;
图11是本申请一个示例性实施例提供的虚拟装饰表情的示意图;
图12是本申请一个示例性实施例提供的虚拟道具的示意图;
图13是本申请一个示例性实施例提供的虚拟道具的示意图;
图14是本申请一个示例性实施例提供的排位商城的设计示意图;
图15是本申请一个示例性实施例提供的虚拟物品的获取方法的流程图;
图16是本申请一个示例性实施例提供的虚拟物品的购买函数类库的示意图;
图17是本申请一个示例性实施例提供的虚拟物品的获取方法的流程图;
图18是本申请一个示例性实施例提供的虚拟物品的获取装置的框图;
图19是本申请一个示例性实施例提供的计算机设备的装置结构示意图。
具体实施方式
为使本申请的目的、技术方案和优点更加清楚,下面将结合附图对本申请实施方式作进一步地详细描述。
首先,对本申请实施例中涉及的名词进行介绍:
虚拟环境:是应用程序在终端上运行时显示(或提供)的虚拟环境。该虚拟环境可以是对真实世界的仿真世界,也可以是半仿真半虚构的三维世界,还可以是纯虚构的三维世界。虚拟环境可以是二维虚拟环境、2.5维虚拟环境和三维虚拟环境中的任意一种。可选地,该虚拟环境还用于至少两个虚拟角色之间的虚拟环境对战,在该虚拟环境中具有可供至少两个虚拟角色使用的虚拟资源。可选地,该虚拟环境包括对称的左下角区域和右上角区域,属于两个敌对阵营的虚拟角色分别占据其中一个区域,并以摧毁对方区域深处的目标建筑/据点/基地/水晶来作为胜利目标。
虚拟角色:是指在虚拟环境中的可活动对象。该可活动对象可以是虚拟角色、虚拟动物、动漫人物中的至少一种。可选地,当虚拟环境为三维虚拟环境时,虚拟角色可以是三维虚拟模型,每个虚拟角色在三维虚拟环境中具有自身的形状和体积,占据三维虚拟环境中的一部分空间。可选地,虚拟角色是基于三维人体骨骼技术构建的三维角色,该虚拟角色通过穿戴不同的皮肤来实现不同的外在形象。在一些实现方式中,虚拟角色也可以采用2.5维或2维模型来实现,本申请实施例对此不加以限定。
多人在线战术竞技:在虚拟环境中,分属至少两个敌对阵营的不同虚拟队伍分别占据各自的地图区域,以某一种胜利条件作为目标进行竞技。该胜利条件包括但不限于:占领据点或摧毁敌对阵营据点、击杀敌对阵营的虚拟角色、在指定场景和时间内保证自身的存活、抢夺到某种资源、在指定时间内比分超过对方中的至少一种。战术竞技可以以局为单位来进行, 每局战术竞技的地图可以相同,也可以不同。每个虚拟队伍包括一个或多个虚拟角色,比如1个、2个、3个或5个。
MOBA游戏:是一种在虚拟环境中提供若干个据点,处于不同阵营的用户控制虚拟角色在虚拟环境中对战,占领据点或摧毁敌对阵营据点的游戏。例如,MOBA游戏可将用户分成两个敌对阵营,将用户控制的虚拟角色分散在虚拟环境中互相竞争,以摧毁或占领敌方的全部据点作为胜利条件。MOBA游戏以局为单位,一局MOBA游戏的持续时间是从游戏开始的时刻至达成胜利条件的时刻。
图1给出了本申请一个示例性实施例提供的计算机系统的结构框图。该计算机系统100包括:第一终端110、服务器120、第二终端130。
第一终端110安装和运行有支持虚拟环境的客户端111,该客户端111可以是多人在线对战程序。当第一终端110运行客户端111时,第一终端110的屏幕上显示客户端111的用户界面。该客户端111可以是大逃杀射击游戏、虚拟现实(Virtual Reality,VR)应用程序、增强现实(Augmented Reality,AR)程序、三维地图程序、虚拟现实游戏、增强现实游戏、第一人称射击游戏(First-Person Shooting Game,FPS)、第三人称射击游戏(Third-Personal Shooting Game,TPS)、多人在线战术竞技游戏(Multiplayer Online Battle Arena Games,MOBA)、策略游戏(Simulation Game,SLG)中的任意一种。在本实施例中,以该客户端111是MOBA游戏来举例说明。第一终端110是第一用户112使用的终端,第一用户112使用第一终端110控制位于虚拟环境中的第一虚拟角色进行活动,第一虚拟角色可以称为第一用户112的主控虚拟角色。第一虚拟角色的活动包括但不限于:移动、跳跃、传送、释放技能、调整身体姿态、爬行、步行、奔跑、骑行、飞行、跳跃、驾驶、拾取、射击、攻击、投掷中的至少一种。示意性的,第一虚拟角色是第一虚拟角色,比如仿真人物角色或动漫人物角色。
第二终端130安装和运行有支持虚拟环境的客户端131,该客户端131可以是多人在线对战程序。当第二终端130运行客户端131时,第二终端130的屏幕上显示客户端131的用户界面。该客户端可以是大逃杀射击游戏、VR应用程序、AR程序、三维地图程序、虚拟现实游戏、增强现实游戏、FPS、TPS、MOBA、SLG中的任意一种,在本实施例中,以该客户端是MOBA游戏来举例说明。第二终端130是第二用户113使用的终端,第二用户113使用第二终端130控制位于虚拟环境中的第二虚拟角色进行活动,第二虚拟角色可以称为第二用户113的主控虚拟角色。示意性的,第二虚拟角色是第二虚拟角色,比如仿真人物角色或动漫人物角色。
可选地,第一虚拟角色和第二虚拟角色处于同一虚拟环境中。可选地,第一虚拟角色和第二虚拟角色可以属于同一个阵营、同一个队伍、同一个组织、具有好友关系或具有临时性的通讯权限。可选的,第一虚拟角色和第二虚拟角色可以属于不同的阵营、不同的队伍、不同的组织或具有敌对关系。
可选地,第一终端110和第二终端130上安装的客户端是相同的,或两个终端上安装的客户端是不同操作系统平台(安卓或IOS)上的同一类型客户端。第一终端110可以泛指多个终端中的一个,第二终端130可以泛指多个终端中的另一个,本实施例仅以第一终端110和第二终端130来举例说明。第一终端110和第二终端130的设备类型相同或不同,该设备类型包括:智能手机、平板电脑、电子书阅读器、MP3播放器、MP4播放器、膝上型便携计算机和台式计算机中的至少一种。
图1中仅示出了两个终端,但在不同实施例中存在多个其它终端140可以接入服务器120。可选地,还存在一个或多个终端140是开发者对应的终端,在终端140上安装有支持虚拟环境的客户端的开发和编辑平台,开发者可在终端140上对客户端进行编辑和更新,并将更新后的客户端安装包通过有线或无线网络传输至服务器120,第一终端110和第二终端130可从服务器120下载客户端安装包实现对客户端的更新。
第一终端110、第二终端130以及其它终端140通过无线网络或有线网络与服务器120相连。
服务器120包括一台服务器、多台服务器、云计算平台和虚拟化中心中的至少一种。服务器120用于为支持三维虚拟环境的客户端提供后台服务。可选地,服务器120承担主要计算工作,终端承担次要计算工作;或者,服务器120承担次要计算工作,终端承担主要计算工作;或者,服务器120和终端之间采用分布式计算架构进行协同计算。
在一个示意性的例子中,服务器120包括处理器122、用户账号数据库123、对战服务模块124、面向用户的输入/输出接口(Input/Output Interface,I/O接口)125。其中,处理器122用于加载服务器121中存储的指令,处理用户账号数据库123和对战服务模块124中的数据;用户账号数据库123用于存储第一终端110、第二终端130以及其它终端140所使用的用户账号的数据,比如用户账号的头像、用户账号的昵称、用户账号的战斗力指数,用户账号所在的服务区;对战服务模块124用于提供多个对战房间供用户进行对战,比如1V1对战、3V3对战、5V5对战等;面向用户的I/O接口125用于通过无线网络或有线网络和第一终端110和/或第二终端130建立通信交换数据。
图2示出了本申请一个示例性实施例提供的虚拟物品的获取方法的流程图。本实施例以该方法应用于图1所示的终端中来举例说明。该方法包括:
步骤202:显示排位赛模式的竞技入口;
排位赛模式是客户端提供的至少两种对局模式中的一种,排位赛模式是确定用户账号在排行榜中的实力段位的竞技模式。
可选地,客户端提供的对局模式包括匹配赛、排位赛、巅峰赛、娱乐赛中的至少一种,本申请实施例对此不作限定。
排位赛模式的竞技入口是用于参与排位赛的界面入口,或者,用于参与排位赛匹配的入口。该竞技入口是用户界面上的一个按钮、或者一个链接、或者一个菜单项等,本申请不限定该竞技入口的具体表现形式。
步骤204:响应于竞技入口上的触发操作,控制用户账号的虚拟角色参与排位赛对局;
该触发操作可以是单击操作、双击操作、长按操作、滑动操作、压力触控操作、悬浮触控操作、双眼注视操作、手势操作、体感操作中的至少一种。
示例性地,用户通过触发排位赛的竞技入口,用户可控制用户账号的虚拟角色参与排位赛模式的排位赛对局。
可选地,用户账号拥有一个或多个虚拟角色,该虚拟角色的拥有是永久性的,或短时体验性质的。在用户触发排位赛的竞技入口后,用户可控制用户账号的其中一个虚拟角色参与排位赛的排位赛对局。不同的虚拟角色可以具有不同的技能或属性。
步骤206:在成功参与的情况下,显示参与排位赛对局在当前赛季得到的虚拟排位币;
该虚拟排位币是专属于排位赛模式的虚拟货币。可选地,客户端中设置有金币系统,用户在客户端中参与匹配赛、娱乐赛、打卡任务、抽奖任务等方式均可以获取普通金币。普通金币是适用于常规的多个模式的虚拟货币。区别于普通金币,虚拟排位币是仅能够在参与排位赛模式时获取得到的虚拟货币,无法在非排位赛模式中获取虚拟排位币。
客户端控制用户账号的虚拟角色参与排位赛的排位赛对局,在虚拟角色成功参与排位赛的单局排位赛对局的情况下,获取到该虚拟排位币。
在一些实施例中,用户只要成功参与排位赛的排位赛对局,即可获取到该虚拟排位币;在另一些实施例中,用户成功参与排位赛对局后,显示用户账号在当前赛季中因参与排位赛中的排位赛对局获得的单局征程值。在总的征程值达到等级阈值的情况下,显示获取到的与等级阈值对应的征程专属奖励。可选地,等级阈值对应的征程专属奖励包括虚拟排位币、虚拟赛季徽章和虚拟外观奖励中的至少一种。其中,等级阈值可以为多个,比如,第一等级阈值、第二等级阈值、第三等级阈值等等,第三等级阈值大于第二等级阈值,第二等级阈值大 于第一等级阈值。
在一些实施例中,该虚拟排位币在成功参与排位赛对局,且排位赛对局正常结束,且用户账号的虚拟角色在对局过程中不存在违规行为的情况下获得。若排位赛对局异常结束(比如对局结束过快、对局崩溃),或者,用户账号的虚拟角色在对局过程中存在违规行为(比如虚拟角色挂机、发布违规消息、消极对局),则无法获取虚拟排位币。
步骤208:基于虚拟排位币,从排位赛模式专属的排位商城获取排位赛模式专属的虚拟物品。
在一些实施例中,排位赛模式专属的虚拟物品仅能够通过使用虚拟排位币置换获取,而无法使用其他具有置换属性的虚拟货币或虚拟点券获取。
排位赛模式专属的虚拟物品并非仅限于在排位赛模式中使用。在一些实施例中,排位赛模式专属的虚拟物品可以在客户端提供的各种对局模式中使用。比如,基于虚拟排位币获取到的虚拟角色皮肤可以在匹配赛、排位赛、巅峰赛以及娱乐赛中使用。
其中,排位商城是排位赛模式专属的商城。排位商城中的虚拟物品需要使用虚拟排位币进行支付和购买。排位商城中的全部虚拟物品是排位赛模式专属的虚拟物品,或者,排位商城中的部分是排位赛模式专属的虚拟物品。
可选地,客户端中设置有普通商城。普通商城中的虚拟物品使用普通金币进行支付和购买。区别于普通商城,排位商城中的虚拟物品需要使用虚拟排位币进行支付和购买。
综上所述,本实施例提供的方法,通过提供排位赛模式专属的虚拟排位币、排位商城和虚拟物品,能够使得用户通过参加排位赛对局的方式获取或购买赛季稀有的虚拟物品,增加了用户获取稀有的虚拟物品的方式,并且促进用户参加排位赛对局,有助于提高用于提供排位赛对局的服务器的资源利用率。
图3示出了本申请一个示例性实施例提供的虚拟物品的获取方法的流程图。本实施例以该方法应用于图1所示的终端中来举例说明。该方法包括:
步骤302:显示排位赛模式的竞技入口,排位赛模式是客户端提供的至少两种对局模式中的一种,排位赛模式是确定用户账号在排行榜中的实力段位的竞技模式;
排位赛模式是客户端提供的至少两种对局模式中的一种,排位赛模式是确定用户账号在排行榜中的实力段位的竞技模式。该排行榜可以是全国排行榜、全平台排行榜、全服排行榜、当前服务区的区排行榜等等。实力段位是用于衡量用户账号的竞技战力的表示方式,通常采用由低到高的至少两个段位来表示。示意性的,排位赛由低到高分为10个段位:坚韧黑铁、英勇黄铜、不屈白银、荣耀黄金、华贵铂金、流光翡翠、璀璨钻石、超凡大师、傲世宗师、最强王者。
可选地,客户端提供的对局模式包括匹配赛、排位赛、巅峰赛、娱乐赛中的至少一种,本申请实施例对此不作限定。该客户端可以是MOBA游戏的客户端、射击游戏的客户端、对打游戏的客户端等等,本申请实施例对该客户端的程序类型不加以限定。
步骤304:响应于竞技入口上的触发操作,控制用户账号的虚拟角色参与排位赛对局;
本步骤的实施方式可以参考上述步骤204,本实施例在此不作赘述。
步骤306:在成功参与的情况下,显示参与排位赛对局在当前赛季得到的征程值,征程值是与用户账号在当前赛季参与排位赛对局的次数有关的数值;
用户成功参与排位赛对局后,显示用户账号在当前赛季中因参与单局排位赛对局获得的单局征程值,或者,显示用户账号在当前赛季中因参与排位赛中的排位赛对局获得的累计征程值。
在累计征程值达到等级阈值的情况下,显示获取到的与等级阈值对应的征程专属奖励。可选地,等级阈值对应的征程专属奖励包括虚拟排位币、虚拟赛季徽章和虚拟外观奖励中的至少一种。其中,等级阈值可以为多个,比如,第一等级阈值、第二等级阈值、第三等级阈值等等,第三等级阈值大于第二等级阈值,第二等级阈值大于第一等级阈值。
如图4所示,在虚拟角色成功参与排位赛模式的至少一场排位赛对局的情况下,在结算界面的左侧显示参与排位赛模式的至少一场排位赛对局在当前赛季得到的累计征程值41(2500),以及在结算界面40的右侧显示当前赛季中已领取的征程专属奖励42和待领取的征程专属奖励43。
在结算界面的下方还显示有本次对局增加的经验值“+11234”和蓝色晶石“+1234”。其中,结算界面是指在虚拟角色参与的排位赛对局结束时所呈现出的结算本次排位赛对局成绩的界面。
可选的,该征程值除了与排位赛对局的次数相关外,还与参与的排位赛对局的胜负情况相关。
在一些实施例中,在用户账号参与单局排位赛对局,且在单局排位赛对局中获胜的情况下,显示参与单局排位赛对局在当前赛季得到的第一数量的征程值;在用户账号参与单局排位赛对局,且在单局排位赛对局中失败的情况下,显示参与单局排位赛对局在当前赛季得到的第二数量的征程值;其中,第一数量大于或等于第二数量。
例如,在客户端控制用户账号的虚拟角色参与排位赛的排位赛对局的情况下,虚拟角色在单场排位赛对局中获胜的情况下,用户账号在当前赛季得到的征程值为30;在虚拟角色在单场排位赛对局中失败的情况下,用户账号在当前赛季得到的征程值为20。
可选的,该征程值还与排位赛对局的时间段相关。比如,在指定时间段参加排位赛对局所获得的的征程值大于在常规时间段参与排位赛对局所获得的征程值。
在一些实施例中,基于用户账号在常规时间段内成功参与的排位赛对局,确定隐藏积分,常规时间段是在当前赛季中除指定时间段之外的时间段;基于隐藏积分确定加成场次数目n;在用户账号在指定时间段内成功参与前n场排位赛对局的情况下,显示参与排位赛对局在指定时间段内得到的加成征程值;其中,加成征程值大于虚拟角色在常规时间段获取的单局征程值。
例如,在用户账号在当前赛季的指定时间段内成功参与排位赛的排位赛对局的情况下,指定时间段可设定为周末,即,虚拟角色在当前赛季的周末时间段参与排位赛的前n场排位赛对局可获得1.5倍的征程值。在当前赛季的周末时间段参与排位赛的前n场排位赛对局之后的排位赛对局获得征程值与常规时间段获取的单局征程值相同。
在一些实施例中,加成场次数目与隐藏积分呈正相关关系,达到鼓励用户在常规时间段内多参与排位赛,以增加隐藏积分,进而增加加成场次数目的目的。
其中,在用户账号在常规时间段参与排位赛对局,且在排位赛对局中获胜的情况下,确定第三数量的隐藏积分;在用户账号在常规时间段参与排位赛对局,且在排位赛对局中落败的情况下,确定第四数量的隐藏积分;其中,第三数量小于第四数量。
当然,在其他可能的实施方式中,第三数量也可以大于第四数量,本实施例对此不作限定。
隐藏积分是根据虚拟角色在常规时间段内参与排位赛对局中表现确定的积分,该积分不显示与用户界面上。示意性的,排位赛对局中的隐藏积分的设定如表一所示。
表一
虚拟角色的表现 积分
赢一场排位赛对局 5
输一场排位赛对局 15
晋升一级 -30
登录加成积分 10/天
示例性地,以排位赛为例,虚拟角色在常规时间段内参与排位赛的排位赛对局,在常规时间段内,每赢一场排位赛对局可获得5分的隐藏积分;每输一场排位赛对局可获得15分 的隐藏积分;虚拟角色在排位赛对局中每升一级会失去30分的隐藏积分;同时,虚拟角色在常规时间段内,每天首次参与排位赛的排位赛对局,可获得10分的隐藏积分。比如,用户账号拥有的隐藏积分超过30分即可获得一次具有加成征程值的排位赛对局。
当然,在其他一些实施例中,该征程值还与排位赛对局内的对局表现相关。比如,该征程值与排位赛对局内的对局得分呈正相关关系,该对局得分越高,表明虚拟角色的对局表现越优秀。本申请实施例并不对此进行限定。
步骤308:在征程值达到征程等级对应的等级阈值的情况下,显示获取到的与该征程等级对应的虚拟排位币;
在累计征程值达到征程等级对应的等级阈值的情况下,显示获取到的与征程等级对应的征程专属奖励。可选地,征程等级对应的征程专属奖励包括虚拟排位币、虚拟赛季徽章和虚拟外观奖励中的至少一种。其中,等级阈值可以为多个,比如,第一等级阈值、第二等级阈值、第三等级阈值等等,第三等级阈值大于第二等级阈值,第二等级阈值大于第一等级阈值。
可选地,高征程等级所对应的等级阈值大于低征程等级所对应的等级阈值。高征程等级的征程专属奖励的总价值也大于低征程等级的征程专属奖励的总价值。
步骤310:显示排位赛模式专属的排位商城的入口;
其中,排位商城是排位赛模式专属的商城。排位商城中的虚拟物品需要使用虚拟排位币进行支付和购买。排位商城中的全部虚拟物品是排位赛模式专属的虚拟物品,或者,排位商城中的部分是排位赛模式专属的虚拟物品。
如图5所示,在客户端的赛季征程页面上显示有两个标签页:赛季征程51和排位商城52。赛季征程51是用于查看当前赛季的征程值以及奖励的标签;排位商城52是用于查看排位商场内的各个虚拟物品的标签。
响应于用户点击排位商城52的触发操作,在排位商城52的标签页上显示一个或多个虚拟物品。这些虚拟物品的分类包括但不限于:虚拟皮肤、虚拟姿态、虚拟特效、虚拟表情、虚拟道具中的至少一种。
虚拟皮肤是穿戴在虚拟角色的三维模型上的虚拟显示元素,虚拟皮肤可以改变虚拟角色的外观。如图6所示,虚拟皮肤“S1赛季皮肤·光耀之刃”是虚拟角色“泰达米尔”的赛季专属皮肤,售价20000排位币。
虚拟姿态是控制虚拟角色做出某种姿态的虚拟显示元素。如图7所示,虚拟姿态“无畏”是虚拟角色“泰达米尔”的虚拟姿态,售价6000排位币;如图8所示,虚拟姿态“操控”是虚拟角色“奥利安娜”的虚拟姿态,售价6000排位币。
虚拟特效是控制虚拟角色在移动、回城、使用技能等触发活动时显示的动画特效。如图9所示,虚拟回城特效“荣耀凯旋”,售价16000排位币;如图10所示,虚拟装饰特效“峡谷之光”,售价15000排位币。
虚拟表情是在触发后,显示在虚拟角色头顶上的二维或三维表情包。如图11所示,虚拟表情“荣耀黄金咯,宝贝!”是根据玩家段位进行适配的段位徽章表情,售价10000排位币。
虚拟道具是用于改变虚拟角色的属性值、技能和/或能力的道具。如图12所示,虚拟道具“队伍加成卡”在每个赛季限购15个,单个售价200排位币;如图13所示,虚拟道具“英雄自选宝箱”在每个赛季限购1个,单个售价5500排位币。
示意性的,不同类型的虚拟物品在购买后的显示位置和使用途径,如下表二所示。
表二
物品类型 显示位置 使用途径
虚拟皮肤 藏品系统 选人界面、游戏战场内
虚拟姿态 藏品系统 选人界面高模展示区域
虚拟特效 藏品系统 游戏战场内
虚拟表情 藏品系统 游戏战场内
虚拟道具 背包 背包
步骤312:响应于排位商城的入口上的触发操作,显示排位商城的商城界面,排位商城的商城界面包括受限使用虚拟排位币购买的虚拟物品;
其中,排位商城是排位赛模式专属的商城。排位商城中的虚拟物品需要使用虚拟排位币进行支付和购买。排位商城中的全部虚拟物品是排位赛模式专属的虚拟物品,或者,排位商城中的部分是排位赛模式专属的虚拟物品。
可选地,客户端中设置有普通商城。普通商城中的虚拟物品使用普通金币进行支付和购买。区别于普通商城,排位商城中的虚拟物品需要使用虚拟排位币进行支付和购买。
在一些实施例中,客户端获取当前赛季专属的赛季虚拟物品,赛季虚拟物品包括供虚拟角色使用的虚拟皮肤、虚拟姿态、虚拟特效、虚拟表情、虚拟道具中的至少一种;基于当前赛季专属的赛季虚拟物品显示排位商城的商城界面。
如图14所示,假设当前赛季为S4赛季,则会在当前赛季投放专属于S4赛季的赛季虚拟物品;假设当前赛季为S5赛季,则会在当前赛季投放专属于S5赛季的赛季虚拟物品。
在一些实施例中,客户端基于用户账号的征程等级获取具有购买权限的等级虚拟物品,等级虚拟物品包括供虚拟角色使用的虚拟皮肤、虚拟姿态、虚拟特效、虚拟表情、虚拟道具中的至少一种;基于等级虚拟物品显示排位商城的商城界面。
示意性的,不同的征程等级能够解锁不同的虚拟物品的购买权限。高征程等级能够购买的虚拟物品可以优于低征程等级能够购买的虚拟物品。
步骤314:响应于虚拟物品上的购买操作,使用虚拟排位币获取虚拟物品。
本实施例中,通过为指定时间段内的排位赛对局设置征程值加成,鼓励用户在指定时间段内参与排位赛对局,有助于提高指定时间段内排位赛对局服务器的资源利用率;并且,通过设置在常规时间段内参与排位赛对局以获取隐藏积分,从而基于隐藏积分获取加成对局数量,鼓励用户在常规时间段内参加对局,有助于提高常规时间段内排位赛对局服务器的资源利用率。
图15示出了本申请一个示例性实施例提供的排位虚拟物品的购买过程的流程图。本实施例以该方法应用于客户端和服务器之间来举例说明。该方法包括:
S1:客户端向服务器发送虚拟物品的购买请求;
客户端发送虚拟物品的详细信息,服务器通过物品表校验详细字段数据,判断是否购买成功。
可选地,用户购买虚拟物品时,需要传入客户端当前显示的物品价格,防止客户端显示与服务器实际的物品价格数值不一致,导致用户较差的体验。
当两者数值不一致时,可给用户反馈提示购买不成功(待修改为返回客户端正确价格)。
可选地,用户购买礼包物品时:
·全掉礼包(配置物品全部掉落)——需要计算出该礼包的实际价格(按照物品表中配置的每个掉落项价格百分比,扣除玩家已经拥有的物品价格,得出实际价格)。
·随机礼包(配置物品随机掉落)——按照礼包价格扣除货币。开礼包物品时,若随机出玩家已拥有的物品,则执行替换方案。
示意性的,在客户端所显示的前端网页中,添加排位币的购买类型。代码示意如下:
PublicenumENUM_COMMODITY_BUYWAY_TYPE
{
COWODITY_BUYWAY_TYPE_GOLD=1,//普通金币购买
COWODITY_BUYWAY_TYPE_DIAMOND=2,//钻石购买
COWODITY_BUYWAY_TYPE_MONEY=3,//点券购买
COWODITY_BUYWAY_TYPE_QUALIFY_COIN=4,//排位币购买
购买复用商城协议CS_CMD_BUY_COMMODITY,来发送购买请求。
<struct name=“CSBuyCommodity”version=“1”desc=“购买物品”>
<entry id=“2”name=“BuyCommodityList”type=“commodityItem”refer=“Num”count=“MACBUYCOMMODITYNUM”desc=“购买物品列表”>
请求购买时CommodityItem中的BuyWay字段填上述定义的排位赛币购买。
<struct name=“CommodityItem”version=“1”desc=“购买一个物品”>
<entry id=“1”name=“ID”type=“int32”desc=“物品ID”>
<entry id=“2”name=“Price”type=“int32”desc=“物品价格”>
<entry id=“3”name=“Mum”type=“int32”desc=“数量”>
<entry id=“4”name=“BuyWay”type=“char”desc=“购买途径”>
</struct>
示意性的如图16所示,采用类RankRewardSys->GetRankRewardShopMallItemList用于获取所有需要在排位商城显示的物品,物品表现复用常规的商城逻辑。
S2:服务器向客户端通知排位币的数量变化;
其中,服务器的处理流程可以参考图17所示。
S3:服务器向客户端通知虚拟物品的物品状态变化;
S4:客户端监测排位币和物品状态的变化;
S5:客户端刷新显示排位商城中的物品状态和排位币数量。
其中,用户可在用户商城中,选择虚拟物品赠送给好友,并附带留言、反馈等功能。
·注1:赠送虚拟物品时,当前支持虚拟皮肤和虚拟英雄,需要判断对方用户是否拥有该虚拟皮肤或虚拟英雄(时间点以赠送时间为准),若好友拥有,则向用户提示对方用户已拥有,赠送失败;反之,提示成功,并扣除相应货币。
·注2:若在赠送成功后,对方用户领取时仍已拥有该皮肤或英雄,则执行替换方案。
图18示出了本申请一个示例性实施例提供的虚拟物品的获取装置的结构示意图。该装置包括:
显示模块1820,用于显示排位赛模式的竞技入口,所述排位赛模式是所述客户端提供的至少两种对局模式中的一种,所述排位赛模式是确定用户账号在排行榜中的实力段位的竞技模式;
对局模块1840,用于响应于所述竞技入口上的触发操作,控制所述用户账号的虚拟角色参与排位赛对局;
奖励模块1860,用于在成功参与的情况下,显示参与所述排位赛对局在当前赛季得到的虚拟排位币;
商城模块1880,用于基于所述虚拟排位币从所述排位赛模式专属的排位商城获取所述排位赛模式专属的虚拟物品。
在一些实施例中,所述奖励模块1860,用于在成功参与的情况下,显示参与所述排位赛对局在当前赛季得到的征程值,所述征程值是与所述用户账号在所述当前赛季参与所述排位赛对局的次数有关的数值;在所述征程值达到征程等级对应的等级阈值的情况下,显示获取到的与所述征程等级对应的虚拟排位币。
在一些实施例中,所述奖励模块1860,用于在所述用户账号参与单局排位赛对局,且在所述单局排位赛对局中获胜的情况下,显示参与所述单局排位赛对局在所述当前赛季得到的第一数量的所述征程值;在所述用户账号参与所述单局排位赛对局,且在所述单局排位赛对局中失败的情况下,显示参与所述单局排位赛对局在所述当前赛季得到的第二数量的所述征程值;
其中,所述第一数量大于或等于所述第二数量。
在一些实施例中,所述奖励模块1860,用于基于所述用户账号在常规时间段内成功参 与的所述排位赛对局,确定隐藏积分,所述常规时间段是在所述当前赛季中除指定时间段之外的时间段;基于所述隐藏积分确定加成场次数目n;在所述用户账号在所述指定时间段内成功参与前n场所述排位赛对局的情况下,显示参与所述排位赛对局在所述指定时间段内得到的加成征程值;
其中,所述加成征程值大于所述用户账号在所述常规时间段获取的单局征程值。
在一些实施例中,所述奖励模块1860,用于在所述用户账号在所述常规时间段参与所述排位赛对局,且在所述排位赛对局中获胜的情况下,确定第三数量的所述隐藏积分;在所述用户账号在所述常规时间段参与所述排位赛对局,且在所述排位赛对局中落败的情况下,确定第四数量的所述隐藏积分;
其中,所述第三数量小于所述第四数量。
在一些实施例中,所述商城模块1880,用于显示所述排位赛模式专属的排位商城的入口;响应于所述排位商城的入口上的触发操作,显示所述排位商城的商城界面,所述排位商城的商城界面包括受限使用所述虚拟排位币购买的虚拟物品;响应于所述虚拟物品上的购买操作,使用所述虚拟排位币获取所述虚拟物品。
在一些实施例中,所述商城模块1880,用于获取所述当前赛季专属的赛季虚拟物品,所述赛季虚拟物品包括供所述虚拟角色使用的虚拟皮肤、虚拟姿态、虚拟特效、虚拟表情、虚拟道具中的至少一种;基于所述当前赛季专属的赛季虚拟物品显示所述排位商城的商城界面。
在一些实施例中,所述商城模块1880,用于基于所述用户账号的征程等级获取具有购买权限的等级虚拟物品,所述等级虚拟物品包括供所述虚拟角色使用的虚拟皮肤、虚拟姿态、虚拟特效、虚拟表情、虚拟道具中的至少一种;基于所述等级虚拟物品显示所述排位商城的商城界面。
图19示出了本申请一个示例性实施例提供的计算机设备1900的结构框图。该计算机设备1900可以是便携式移动终端,比如:智能手机、平板电脑、MP3播放器(Moving Picture Experts Group Audio Layer III,动态影像专家压缩标准音频层面3)、MP4(Moving Picture Experts Group Audio Layer IV,动态影像专家压缩标准音频层面4)播放器。计算机设备1900还可能被称为用户设备、便携式终端等其他名称。
通常,计算机设备1900包括有:处理器1901和存储器1902。
处理器1901可以包括一个或多个处理核心,比如4核心处理器、8核心处理器等。处理器1901可以采用DSP(Digital Signal Processing,数字信号处理)、FPGA(Field Programmable Gate Array,现场可编程门阵列)、PLA(Programmable Logic Array,可编程逻辑阵列)中的至少一种硬件形式来实现。处理器1901也可以包括主处理器和协处理器,主处理器是用于对在唤醒状态下的数据进行处理的处理器,也称CPU(Central Processing Unit,中央处理器);协处理器是用于对在待机状态下的数据进行处理的低功耗处理器。在一些实施例中,处理器1901可以在集成有GPU(Graphics Processing Unit,图像处理器),GPU用于负责显示屏所需要显示的内容的渲染和绘制。一些实施例中,处理器1901还可以包括AI(Artificial Intelligence,人工智能)处理器,该AI处理器用于处理有关机器学习的计算操作。
存储器1902可以包括一个或多个计算机可读存储介质,该计算机可读存储介质可以是有形的和非暂态的。存储器1902还可包括高速随机存取存储器,以及非易失性存储器,比如一个或多个磁盘存储设备、闪存存储设备。在一些实施例中,存储器1902中的非暂态的计算机可读存储介质用于存储至少一个指令,该至少一个指令用于被处理器1901所执行以实现本申请实施例中提供的虚拟环境画面的显示方法。
在一些实施例中,计算机设备1900还可选包括有:外围设备接口1903和至少一个外围设备。具体地,外围设备包括:射频电路、触摸显示屏、音频电路1、和电源中的至少一种。
外围设备接口1903可被用于将I/O(Input/Output,输入/输出)相关的至少一个外围设 备连接到处理器1901和存储器1902。在一些实施例中,处理器1901、存储器1902和外围设备接口1903被集成在同一芯片或电路板上;在一些其他实施例中,处理器1901、存储器1902和外围设备接口1903中的任意一个或两个可以在单独的芯片或电路板上实现,本实施例对此不加以限定。
在一些实施例中,计算机设备1900还包括有一个或多个传感器。该一个或多个传感器包括但不限于:加速度传感器、陀螺仪传感器、压力传感器、光学传感器以及接近传感器。
本领域技术人员可以理解,图19中示出的结构并不构成对计算机设备1900的限定,可以包括比图示更多或更少的组件,或者组合某些组件,或者采用不同的组件布置。
本申请实施例还提供一种计算机设备,该计算机设备包括:处理器和存储器,存储器中存储有至少一条计算机指令,至少一条计算机指令由处理器加载并执行以实现上述各方法实施例提供的虚拟物品的获取方法。
本申请实施例还提供了一种计算机存储介质,计算机可读存储介质中存储有至少一条计算机指令,至少一条计算机指令由处理器加载并执行以实现上述各方法实施例提供的虚拟物品的获取方法。
本申请实施例还提供了一种计算机程序产品,上述计算机程序产品包括计算机指令,所述计算机指令存储在计算机可读存储介质中;所述计算机指令由计算机设备的处理器从所述计算机可读存储介质读取并执行,使得所述计算机设备执行上述各方法实施例提供的虚拟物品的获取方法。
以上所述仅为本申请的可选实施例,并不用以限制本申请,凡在本申请的精神和原则之内,所作的任何修改、等同切换、改进等,均应包含在本申请的保护范围之内。

Claims (15)

  1. 一种虚拟物品的获取方法,所述方法由计算机设备执行,所述方法包括:
    显示排位赛模式的竞技入口,所述排位赛模式是所述客户端提供的至少两种对局模式中的一种,所述排位赛模式是确定用户账号在排行榜中的实力段位的竞技模式;
    响应于所述竞技入口上的触发操作,控制所述用户账号的虚拟角色参与排位赛对局;
    在成功参与的情况下,显示参与所述排位赛对局在当前赛季得到的虚拟排位币;
    基于所述虚拟排位币从所述排位赛模式专属的排位商城获取所述排位赛模式专属的虚拟物品。
  2. 根据权利要求1所述的方法,其中,所述在成功参与的情况下,显示参与所述排位赛对局在当前赛季得到的虚拟排位币,包括:
    在成功参与的情况下,显示参与所述排位赛对局在所述当前赛季得到的征程值,所述征程值是与所述用户账号在所述当前赛季参与所述排位赛对局的次数有关的数值;
    在所述征程值达到征程等级对应的等级阈值的情况下,显示获取到的与所述征程等级对应的虚拟排位币;
    其中,所述当前赛季中不同的征程等级对应不同的等级阈值。
  3. 根据权利要求2所述的方法,其中,所述在成功参与的情况下,显示参与所述排位赛对局在所述当前赛季得到的征程值,包括:
    在所述用户账号参与单局排位赛对局,且在所述单局排位赛对局中获胜的情况下,显示参与所述单局排位赛对局在所述当前赛季得到的第一数量的所述征程值;
    在所述用户账号参与所述单局排位赛对局,且在所述单局排位赛对局中失败的情况下,显示参与所述单局排位赛对局在所述当前赛季得到的第二数量的所述征程值;
    其中,所述第一数量大于或等于所述第二数量。
  4. 根据权利要求2所述的方法,其中,所述在成功参与的情况下,显示参与所述排位赛对局在当前赛季得到的征程值,包括:
    基于所述用户账号在常规时间段内成功参与的所述排位赛对局,确定隐藏积分,所述常规时间段是在所述当前赛季中除指定时间段之外的时间段;
    基于所述隐藏积分确定加成场次数目n;
    在所述用户账号在所述指定时间段内成功参与前n场所述排位赛对局的情况下,显示参与所述排位赛对局在所述指定时间段内得到的加成征程值;
    其中,所述加成征程值大于所述用户账号在所述常规时间段获取的单局征程值。
  5. 根据权利要求4所述的方法,其中,所述基于所述用户账号在所述常规时间段内成功参与所述排位赛对局,确定隐藏积分,包括:
    在所述用户账号在所述常规时间段参与所述排位赛对局,且在所述排位赛对局中获胜的情况下,确定第三数量的所述隐藏积分;
    在所述用户账号在所述常规时间段参与所述排位赛对局,且在所述排位赛对局中落败的情况下,确定第四数量的所述隐藏积分;
    其中,所述第三数量小于所述第四数量。
  6. 根据权利要求1至5任一所述的方法,其中,所述基于所述虚拟排位币从所述排位赛模式专属的排位商城获取所述排位赛模式专属的虚拟物品,包括:
    显示所述排位赛模式专属的排位商城的入口;
    响应于所述排位商城的入口上的触发操作,显示所述排位商城的商城界面,所述排位商城的商城界面包括受限使用所述虚拟排位币购买的虚拟物品;
    响应于所述虚拟物品上的购买操作,基于所述虚拟排位币获取所述虚拟物品。
  7. 根据权利要求6所述的方法,其中,所述显示所述排位商城的商城界面,包括:
    获取所述当前赛季专属的赛季虚拟物品,所述赛季虚拟物品包括供所述虚拟角色使用的 虚拟皮肤、虚拟姿态、虚拟特效、虚拟表情、虚拟道具中的至少一种;
    基于所述当前赛季专属的赛季虚拟物品显示所述排位商城的商城界面。
  8. 根据权利要求6所述的方法,其中,所述显示所述排位商城的商城界面,包括:
    基于所述用户账号的征程等级获取具有购买权限的等级虚拟物品,所述等级虚拟物品包括供所述虚拟角色使用的虚拟皮肤、虚拟姿态、虚拟特效、虚拟表情、虚拟道具中的至少一种;
    基于所述等级虚拟物品显示所述排位商城的商城界面。
  9. 一种虚拟物品的获取装置,所述装置包括:
    显示模块,用于显示排位赛模式的竞技入口,所述排位赛模式是所述客户端提供的至少两种对局模式中的一种,所述排位赛模式是确定用户账号在排行榜中的实力段位的竞技模式;
    对局模块,用于响应于所述竞技入口上的触发操作,控制所述用户账号的虚拟角色参与排位赛对局;
    奖励模块,用于在成功参与的情况下,显示参与所述排位赛对局在当前赛季得到的虚拟排位币;
    商城模块,用于使用所述虚拟排位币,在所述排位赛模式专属的排位商城购买所述排位赛模式专属的虚拟物品。
  10. 根据权利要求9所述的装置,其特征在于,
    所述奖励模块,用于在成功参与的情况下,显示参与所述排位赛对局在所述当前赛季得到的征程值,所述征程值是与所述用户账号在所述当前赛季参与所述排位赛对局的次数有关的数值;在所述征程值达到等级阈值的情况下,显示获取到的与所述等级阈值对应的虚拟排位币;
    其中,所述当前赛季中的不同的征程等级对应不同的等级阈值。
  11. 根据权利要求10所述的装置,其特征在于,
    所述奖励模块,用于基于所述用户账号在常规时间段内成功参与所述排位赛对局,确定隐藏积分,所述常规时间段是在所述当前赛季中除指定时间段之外的时间段;
    基于所述隐藏积分确定场次数目n;
    在所述用户账号在所述指定时间段内成功参与前n场所述排位赛对局的情况下,显示参与所述排位赛对局在所述指定时间段内得到的加成征程值;
    其中,所述加成征程值大于所述用户账号在所述常规时间段获取的单局征程值。
  12. 根据权利要求9所述的装置,其特征在于,
    所述显示模块,用于获取所述当前赛季专属的赛季虚拟物品,所述赛季虚拟物品包括供所述虚拟角色使用的虚拟皮肤、虚拟姿态、虚拟特效、虚拟表情、虚拟道具中的至少一种;基于所述当前赛季专属的赛季虚拟物品显示所述排位商城的商城界面。
  13. 一种计算机设备,其特征在于,所述计算机设备包括:处理器和存储器,所述存储器中存储有至少一条计算机指令,至少一条所述计算机指令由所述处理器加载并执行以实现如权利要求1至8中任一项所述的虚拟物品的获取方法。
  14. 一种计算机存储介质,其特征在于,所述计算机可读存储介质中存储有至少一条计算机指令,至少一条计算机指令由处理器加载并执行以实现如权利要求1至8中任一项所述的虚拟物品的获取方法。
  15. 一种计算机程序产品,其特征在于,所述计算机程序产品包括计算机指令,所述计算机指令存储在计算机可读存储介质中;所述计算机指令由计算机设备的处理器从所述计算机可读存储介质读取并执行,使得所述计算机设备执行如权利要求1至8中任一项所述的虚拟物品的获取方法。
PCT/CN2022/127113 2021-12-10 2022-10-24 虚拟物品的获取方法、装置、设备、介质及程序产品 WO2023103618A1 (zh)

Priority Applications (1)

Application Number Priority Date Filing Date Title
US18/343,503 US20230338860A1 (en) 2021-12-10 2023-06-28 Method, computer device, and storage medium for obtaining a virtual item

Applications Claiming Priority (2)

Application Number Priority Date Filing Date Title
CN202111505067.7 2021-12-10
CN202111505067.7A CN114130018B (zh) 2021-12-10 2021-12-10 虚拟物品的获取方法、装置、设备、介质及程序产品

Related Child Applications (1)

Application Number Title Priority Date Filing Date
US18/343,503 Continuation US20230338860A1 (en) 2021-12-10 2023-06-28 Method, computer device, and storage medium for obtaining a virtual item

Publications (1)

Publication Number Publication Date
WO2023103618A1 true WO2023103618A1 (zh) 2023-06-15

Family

ID=80385545

Family Applications (1)

Application Number Title Priority Date Filing Date
PCT/CN2022/127113 WO2023103618A1 (zh) 2021-12-10 2022-10-24 虚拟物品的获取方法、装置、设备、介质及程序产品

Country Status (3)

Country Link
US (1) US20230338860A1 (zh)
CN (1) CN114130018B (zh)
WO (1) WO2023103618A1 (zh)

Families Citing this family (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN114130012A (zh) * 2021-12-10 2022-03-04 腾讯科技(深圳)有限公司 用户界面的显示方法、装置、设备、介质及程序产品
CN114130018B (zh) * 2021-12-10 2023-07-25 腾讯科技(深圳)有限公司 虚拟物品的获取方法、装置、设备、介质及程序产品

Citations (8)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN107886362A (zh) * 2017-11-15 2018-04-06 金光浩 一种产品与用户端相连接的系统
CN110111149A (zh) * 2019-05-08 2019-08-09 腾讯科技(上海)有限公司 赛季任务的结算方法、装置及服务器
CN110570287A (zh) * 2019-09-27 2019-12-13 网易(杭州)网络有限公司 虚拟商品的推荐方法、装置、系统及服务器
CN111659126A (zh) * 2020-07-08 2020-09-15 腾讯科技(深圳)有限公司 匹配进程的分配方法、装置、服务器、终端及存储介质
US20200364981A1 (en) * 2014-01-07 2020-11-19 Bryan C. Mileski System and method for monetizing winnings from virtual gaming
CN113546414A (zh) * 2021-07-30 2021-10-26 网易(杭州)网络有限公司 游戏对局的装备购买方法、装置、存储介质及计算机设备
CN114130012A (zh) * 2021-12-10 2022-03-04 腾讯科技(深圳)有限公司 用户界面的显示方法、装置、设备、介质及程序产品
CN114130018A (zh) * 2021-12-10 2022-03-04 腾讯科技(深圳)有限公司 虚拟物品的获取方法、装置、设备、介质及程序产品

Family Cites Families (5)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP6890899B2 (ja) * 2017-07-24 2021-06-18 株式会社コロプラ 方法、サーバ、端末、およびゲームプログラム
CN109771953A (zh) * 2019-01-04 2019-05-21 东莞理工学院 一种基于即时信息显示技术的3d格斗游戏系统
CN111589163B (zh) * 2020-05-20 2023-09-12 网易(杭州)网络有限公司 排行榜的处理方法、终端设备、服务器及存储介质
CN112138379B (zh) * 2020-09-25 2022-07-29 腾讯科技(深圳)有限公司 不同应用模式之间的交互方法和装置及存储介质
CN113134237B (zh) * 2021-05-20 2023-06-20 腾讯科技(深圳)有限公司 虚拟奖励资源的分配方法、装置、电子设备及存储介质

Patent Citations (8)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US20200364981A1 (en) * 2014-01-07 2020-11-19 Bryan C. Mileski System and method for monetizing winnings from virtual gaming
CN107886362A (zh) * 2017-11-15 2018-04-06 金光浩 一种产品与用户端相连接的系统
CN110111149A (zh) * 2019-05-08 2019-08-09 腾讯科技(上海)有限公司 赛季任务的结算方法、装置及服务器
CN110570287A (zh) * 2019-09-27 2019-12-13 网易(杭州)网络有限公司 虚拟商品的推荐方法、装置、系统及服务器
CN111659126A (zh) * 2020-07-08 2020-09-15 腾讯科技(深圳)有限公司 匹配进程的分配方法、装置、服务器、终端及存储介质
CN113546414A (zh) * 2021-07-30 2021-10-26 网易(杭州)网络有限公司 游戏对局的装备购买方法、装置、存储介质及计算机设备
CN114130012A (zh) * 2021-12-10 2022-03-04 腾讯科技(深圳)有限公司 用户界面的显示方法、装置、设备、介质及程序产品
CN114130018A (zh) * 2021-12-10 2022-03-04 腾讯科技(深圳)有限公司 虚拟物品的获取方法、装置、设备、介质及程序产品

Also Published As

Publication number Publication date
CN114130018A (zh) 2022-03-04
CN114130018B (zh) 2023-07-25
US20230338860A1 (en) 2023-10-26

Similar Documents

Publication Publication Date Title
US11779848B2 (en) Facilitating event implementation in an online game
WO2023103618A1 (zh) 虚拟物品的获取方法、装置、设备、介质及程序产品
US11724195B2 (en) Seasonal reward distribution system
US20230065576A1 (en) Battle settlement interface display method, apparatus, device, and storage medium
US20230347242A1 (en) User interface display method, apparatus, device, and medium
US10894214B2 (en) Facilitating multigame currencies in multiple online games
JP6235669B1 (ja) コンピュータシステム及びプログラム
US10035068B1 (en) Systems and methods for making progress of a user character obtained in an online game via a non-virtual reality interface available in a virtual reality interface
US10096204B1 (en) Systems and methods for determining and implementing platform specific online game customizations
US10300379B1 (en) Facilitating contextual game notifications and smart action options
CN107609895B (zh) 一种合并业务区域的处理方法及其设备
Kim et al. Gamification framework
JP2018043018A (ja) コンピュータシステム及びプログラム
CN113797535A (zh) 基于虚拟组织的页面显示方法、装置、设备和存储介质
KR20210048473A (ko) 오브젝트의 특성을 변경하기 위한 컴퓨터-구현 방법, 장치, 및 컴퓨터 프로그램
KR101385089B1 (ko) 특정 게임을 통해 경품을 제공하는 게임 방법
US20230219009A1 (en) Competitive event based reward distribution system
JP7320648B1 (ja) プログラム及びゲーム装置
JP7486750B2 (ja) 情報処理システム、情報処理方法、及びプログラム
Berg The computer game industry
KR101911887B1 (ko) 게임 시스템, 게임 제공 방법 및 이를 실행하기 위한 컴퓨터 프로그램
KR20220061765A (ko) 온라인 게임에서 광고를 제공하기 위한 방법, 장치, 및 컴퓨터 프로그램
CN116966596A (zh) 游戏交互方法、装置、电子设备及存储介质
KR20220061767A (ko) 온라인 게임에서 오브젝트 보관 서비스를 제공하기 위한 방법, 장치, 및 컴퓨터 프로그램

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: 22903042

Country of ref document: EP

Kind code of ref document: A1