WO2023273447A1 - 游戏中虚拟对象控制方法、装置、电子设备及存储介质 - Google Patents

游戏中虚拟对象控制方法、装置、电子设备及存储介质 Download PDF

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Publication number
WO2023273447A1
WO2023273447A1 PCT/CN2022/083495 CN2022083495W WO2023273447A1 WO 2023273447 A1 WO2023273447 A1 WO 2023273447A1 CN 2022083495 W CN2022083495 W CN 2022083495W WO 2023273447 A1 WO2023273447 A1 WO 2023273447A1
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Prior art keywords
virtual object
virtual
task
demand
virtual objects
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PCT/CN2022/083495
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English (en)
French (fr)
Inventor
罗超
侯媛媛
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网易(杭州)网络有限公司
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Priority to US18/266,165 priority Critical patent/US20240091643A1/en
Publication of WO2023273447A1 publication Critical patent/WO2023273447A1/zh

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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/56Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding
    • 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
    • A63F13/40Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
    • A63F13/42Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
    • A63F13/428Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle involving motion or position input signals, e.g. signals representing the rotation of an input controller or a player's arm motions sensed by accelerometers or gyroscopes
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/533Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game for prompting the player, e.g. by displaying a game menu
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/537Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/537Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
    • A63F13/5375Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for graphically or textually suggesting an action, e.g. by displaying an arrow indicating a turn in a driving game
    • 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

Definitions

  • the present disclosure relates to the technical field of games, and in particular, to a method, device, electronic device, and storage medium for controlling virtual objects in a game.
  • Simulation business game is a type of electronic game.
  • Players play the role of managers to manage the virtual real world in the game, so as to satisfy the fun of free creation of players in the virtual world, and obtain satisfaction.
  • the diversity of the population control of the virtual city is insufficient, and it is impossible to realize the control operation of the virtual city on the graphical user interface of the terminal to simulate and restore the urban population control in the real world, resulting in The user experience is poor.
  • the purpose of this disclosure is to provide a method, device, electronic device and storage medium for controlling virtual objects in the game, in order to solve the lack of diversity in virtual city population control existing in related technologies. Realize the control operation of the virtual city on the graphical user interface of the terminal to simulate and restore the urban population control in the real world, resulting in poor user experience.
  • an embodiment of the present disclosure provides a method for controlling a virtual object in a game.
  • a graphical user interface is provided through a first terminal device, and the method includes:
  • a virtual object resident area is provided on the graphical user interface, and the virtual object resident area displays a plurality of virtual objects to be selected according to a trigger instruction, and the plurality of virtual objects to be selected are set to leave after a preset period of time the virtual object residence area;
  • the selecting a target number of target virtual objects from the plurality of virtual objects to be selected in response to the selection instruction for the plurality of virtual objects to be selected includes:
  • a target number of target virtual objects is selected from the plurality of virtual objects to be selected according to the pre-configured threshold of the accommodating virtual population of the virtual city.
  • the selecting a target number of target virtual objects from the plurality of virtual objects to be selected in response to the selection instruction for the plurality of virtual objects to be selected includes:
  • the attribute information includes: type of work, leaving the virtual object residence area The preset duration, character description, and portrait of the character.
  • the generating at least one requirement task associated with at least one virtual object to be selected includes:
  • the displaying task information corresponding to the required task on the graphical user interface includes:
  • the demand information corresponding to the demand task to be completed and the residence time information are displayed on the graphical user interface, and the demand information includes: demand items and quantity, residency
  • the duration information includes: the remaining duration of the virtual object leaving the virtual object residence area.
  • the generating at least one demand task according to the pre-configured demand list and demand task generation interval includes:
  • the demand list is traversed, and at least one demand order is sequentially generated according to the demand task generation interval time.
  • the allocating at least one of the required tasks to the at least one unselected virtual object to be selected includes:
  • the determining the virtual object to be allocated according to the configured maximum value of required tasks allowed by each candidate virtual object and the number of required tasks currently allocated to each candidate virtual object includes:
  • the target virtual object is any virtual object in the at least one candidate virtual object that has not been selected;
  • the method also includes:
  • the currently generated demand tasks are discarded.
  • the method further includes:
  • increasing the preset time period for the virtual object corresponding to the required task to leave the virtual object residence area includes:
  • the gain coefficient is based on the virtual object to be selected corresponding to the required task leaving the virtual object to reside
  • the preset duration of the zone is determined
  • a new preset time period for the virtual object to be selected corresponding to the required task to leave the virtual object residence area is determined.
  • the method also includes:
  • a task reward is generated, and the task reward includes: virtual props and game experience.
  • the multiple virtual objects to be selected are set to leave the virtual object residence area after a preset period of time, including:
  • the virtual object to be selected is not selected within a preset time period, the virtual object to be selected is deleted from the virtual object residence area.
  • the method also includes:
  • the method also includes:
  • the embodiment of the present disclosure also provides a virtual object control device in a game, which provides a graphical user interface through the first terminal device, and the device includes: a display module, a selection module, a generation module, and an addition module;
  • the display module is configured to provide a virtual object resident area on the graphical user interface, and the virtual object resident area displays a plurality of virtual objects to be selected according to a trigger instruction, and the plurality of virtual objects to be selected are The object is set to leave the virtual object residence area after a preset period of time;
  • the selection module is configured to select a target number of target virtual objects from a plurality of candidate virtual objects in response to a selection instruction for the plurality of virtual objects to be selected, and select the target number of target virtual objects join the virtual city;
  • the generating module is configured to generate at least one required task associated with at least one unselected virtual object to be selected, and display task information corresponding to the required task on the graphical user interface;
  • the adding module is configured to, in response to a completion event of the required task, increase a preset time period for the virtual object to be selected corresponding to the required task to leave the virtual object residence area.
  • the selection module is specifically configured to, in response to the selection instruction for the plurality of virtual objects to be selected, select from among the plurality of virtual objects to be selected according to the pre-configured threshold of the accommodating virtual population of the virtual city Target number of target dummy objects.
  • the selection module is specifically configured to select a target number of target virtual objects from multiple virtual objects to be selected in response to a target virtual object selection instruction input according to attribute information of each virtual object to be selected; Attribute information includes: type of work, preset time for leaving the virtual object residence area, character description, and portrait.
  • the generation module is specifically configured to generate at least one demand task according to a pre-configured demand list and demand task generation interval; assign at least one demand task to the at least one unselected candidate dummy object.
  • the generating module is specifically configured to display preset bubbles in the graphical user interface, where the preset bubbles are used to indicate current required tasks to be completed; in response to a confirmation operation on the preset bubbles , displaying demand information and residence time information corresponding to the demand tasks to be completed on the graphical user interface, the demand information includes: required items and quantities, and the residence time information includes: the virtual object leaves the virtual object to reside The remaining duration of the zone.
  • the generation module is specifically configured to determine the demand task generation interval time according to the level of the virtual city; traverse the demand list, and generate at least one demand order in sequence according to the demand task generation interval time .
  • the generating module is specifically configured to determine the virtual object to be allocated according to the configured maximum value of required tasks allowed for each candidate virtual object and the number of required tasks currently allocated to each candidate virtual object; At least one of the required tasks is assigned to the virtual object to be assigned.
  • the generation module is specifically configured to judge whether the number of required tasks assigned by the target virtual object is less than the maximum required assigned task, and the target virtual object is the at least one candidate virtual object that has not been selected. Any virtual object in the object; if yes, determine that the target virtual object is the virtual object to be allocated.
  • the device further includes: a discarding module
  • the discarding module is configured to discard the currently generated demand tasks if the number of demand tasks currently assigned to the at least one virtual object that is not selected reaches the maximum allowable allocation of demand tasks.
  • the device further includes: a termination module;
  • the termination module is configured to stop generating demand tasks until a new virtual object to be selected is generated in the virtual object resident area.
  • the adding module is specifically configured to display on the graphical user interface a gain coefficient corresponding to the demand task in response to a completion event of the demand task, the gain coefficient corresponding to the demand task according to Determine the preset duration for the virtual object to be selected to leave the virtual object residence area; determine the new preset duration for the virtual object to be selected corresponding to the demand task to leave the virtual object residence area according to the gain coefficient .
  • the generating module is further configured to generate task rewards in response to completion events of the required tasks, and the task rewards include: virtual props and game experience.
  • the device further includes: a deletion module
  • the deletion module is configured to delete the virtual object to be selected from the virtual object residence area if the virtual object to be selected is not selected within a preset time period.
  • the device further includes: an expansion module;
  • the expansion module is configured to increase the accommodating virtual population threshold of the virtual city in response to the received virtual city expansion instruction.
  • the display module is specifically configured to add the rescued virtual object to the virtual object residence area in response to receiving a rescue operation on the virtual object in the game scene.
  • an embodiment of the present disclosure provides an electronic device, including: a processor, a storage medium, and a bus.
  • the storage medium stores machine-readable instructions executable by the processor.
  • the processor executes machine-readable instructions to perform the steps of the method provided in the first aspect when executed.
  • an embodiment of the present disclosure provides a computer-readable storage medium, on which a computer program is stored, and when the computer program is executed by a processor, the steps of the method provided in the first aspect are executed.
  • the present disclosure provides a method, device, electronic device, and storage medium for controlling virtual objects in a game.
  • the method includes: providing a virtual object resident area on a graphical user interface, and the virtual object resident area displays a plurality of options to be selected according to a trigger instruction.
  • multiple virtual objects to be selected are set to leave the virtual object residence area after a preset period of time; in response to selection instructions for multiple virtual objects to be selected, a target number of targets is selected from the multiple virtual objects to be selected virtual objects, adding a target number of target virtual objects into the virtual city; generating at least one required task associated with at least one candidate virtual object that has not been selected, and displaying task information corresponding to the required task on the graphical user interface; responding to For the completion event of the required task, the preset time period for the virtual object to be selected corresponding to the required task to leave the virtual object residence area is increased.
  • This solution solves the problem of lack of diversity in virtual city population control, and it is impossible to realize the control operation on the virtual city on the terminal GUI to simulate and restore the urban population control in the real world, resulting in poor user experience.
  • players can obtain rewards by completing required tasks, increase the preset time for the virtual objects to be selected to leave the virtual object residence area, and delay waiting time. Select the time when the virtual object leaves to gain more opportunities for adding more virtual objects to be selected into the virtual city to expand the scale of the virtual city.
  • This method can provide players with a steady stream of task execution motivation and stimulate gamers’ enthusiasm for the game , thereby improving the gaming experience.
  • the player can more reasonably select the virtual object to be selected to join the virtual city according to the attribute information, so as to improve the game experience of the player.
  • FIG. 1 is a first schematic flowchart of a method for controlling a virtual object in a game provided by an embodiment of the present disclosure
  • FIG. 2 is a schematic diagram of a graphical user interface provided by an embodiment of the present disclosure
  • FIG. 3 is a second schematic flow diagram of a method for controlling a virtual object in a game provided by an embodiment of the present disclosure
  • FIG. 4 is a third schematic flowchart of a method for controlling a virtual object in a game provided by an embodiment of the present disclosure
  • FIG. 5 is a schematic diagram of another graphical user interface provided by an embodiment of the present disclosure.
  • FIG. 6 is a fourth schematic flowchart of a method for controlling a virtual object in a game provided by an embodiment of the present disclosure
  • FIG. 7 is a schematic flowchart of a method for controlling a virtual object in a game according to an embodiment of the present disclosure
  • FIG. 8 is a sixth schematic flow diagram of a method for controlling a virtual object in a game provided by an embodiment of the present disclosure.
  • FIG. 9 is a schematic flow diagram VII of a method for controlling a virtual object in a game provided by an embodiment of the present disclosure.
  • FIG. 10 is a schematic diagram of another graphical user interface provided by an embodiment of the present disclosure.
  • FIG. 11 is a schematic diagram of another graphical user interface provided by an embodiment of the present disclosure.
  • FIG. 12 is a schematic diagram of a virtual object control device in a game provided by an embodiment of the present disclosure.
  • FIG. 13 is a schematic structural diagram of an electronic device provided by an embodiment of the present disclosure.
  • the method for controlling a virtual object in a game in one of the embodiments of the present disclosure can run on a terminal device or a server.
  • the terminal device may be a local terminal device.
  • the method for controlling a virtual object in a game runs on a server, the method can be realized and executed based on a cloud interactive system, wherein the cloud interactive system includes a server and a client device.
  • cloud games refer to game methods based on cloud computing.
  • the main body of running the game program and the main body of the game screen are separated.
  • the storage and operation of the virtual object control method in the game is completed on the cloud game server, and the role of the client device is used for data storage.
  • Receiving, sending, and presentation of game screens, for example, the client device can be a display device with data transmission function near the user side, such as a mobile terminal, TV, computer, palmtop computer, etc.; but the terminal for information processing
  • the device is a cloud game server in the cloud.
  • the player When playing a game, the player operates the client device to send an operation command to the cloud game server, and the cloud game server runs the game according to the operation command, encodes and compresses the game screen and other data, and returns it to the client device through the network. Decode and output the game screen.
  • the terminal device may be a local terminal device.
  • the local terminal device stores game programs and is used to present game screens.
  • the local terminal device is used to interact with the player through the graphical user interface, that is, the conventional electronic device downloads and installs the game program and runs it.
  • the local terminal device may provide the graphical user interface to the player in various manners, for example, rendering and displaying it on the display screen of the terminal, or providing it to the player through holographic projection.
  • the local terminal device may include a display screen and a processor, the display screen is used to present a graphical user interface, the graphical user interface includes a game screen, and the processor is used to run the game, generate a graphical user interface, and control the graphical user interface displayed on the display.
  • an embodiment of the present disclosure provides a method for controlling a virtual object in a game, providing a graphical user interface through a first terminal device, wherein the first terminal device may be the aforementioned local terminal device , may also be the client device in the aforementioned cloud interaction system.
  • FIG. 1 is a first schematic flow diagram of a method for controlling virtual objects in a game provided by an embodiment of the present disclosure; as described above, a graphical user interface is provided through the first terminal device, and a game scene corresponding to the game can be displayed in the graphical user interface. As shown in Figure 1, the method may include:
  • the virtual object resident area displays a plurality of virtual objects to be selected according to trigger instructions, and the plurality of virtual objects to be selected are set to leave the virtual object resident after a preset period of time. Area.
  • the game that this method is applied to can be a simulation business game.
  • the virtual object residence area mentioned here is the refugee camp in the game, and the virtual objects to be selected can refer to the player Managed virtual refugees.
  • Players can choose virtual refugees to enter the virtual city they manage.
  • Virtual refugees can also ask players for tasks to help players increase game experience.
  • the player's virtual reality can be continuously expanded. The scale of the city allows players to gain a certain sense of accomplishment in the game.
  • the virtual object resident area can be a specific building in the virtual city, or it can be an area in the virtual city.
  • the virtual object resident area is used to display multiple virtual objects to be selected.
  • Players can
  • the control input triggers instructions to display multiple virtual objects to be selected, or the system may automatically trigger the display of multiple virtual objects to be selected after the player logs in to the game.
  • the virtual object to be selected can be displayed in the form of an avatar logo, or in the form of a name logo to distinguish different virtual objects. Due to the limitation of the display range of the graphical user interface, multiple virtual objects to be selected are displayed in pages. Only some virtual objects to be selected are displayed, and all virtual objects to be selected can be viewed through a sliding operation.
  • the system can randomly generate some virtual objects according to trigger instructions and put them in the virtual object resident area; , may be a virtual object rescued by the player during the game exploration, and the rescued virtual object may be displayed in the virtual object residence area under a trigger instruction.
  • trigger instructions may be a virtual object rescued by the player during the game exploration
  • the rescued virtual object may be displayed in the virtual object residence area under a trigger instruction.
  • only two examples are listed here, and in actual game design, it can also be generated by other methods.
  • each virtual object to be selected corresponds to a residence time
  • the residence time may represent a preset duration for the virtual object to leave the virtual object residence area. Selected by the player within the set duration.
  • the residence time of each virtual object to be selected can be automatically configured by the system.
  • the player can input a click operation on the identification of the virtual object to be selected displayed in the virtual object residence area to select the target virtual object; or, it can also be realized through a circle selection operation, etc.
  • the player can select a target number of target virtual objects from multiple virtual objects to be selected. If the number of currently selected target virtual objects exceeds the target number, subsequent selections will be considered invalid.
  • the selected target number of target virtual objects is considered to be added to the virtual city managed by the player, that is, to belong to a member of the virtual city managed by the player, and the virtual objects existing in the virtual city of a player Objects will not simultaneously exist in other players' virtual cities.
  • At least one demand task can be assigned to the virtual object to be selected that is not selected by the player, that is, still in the virtual object residence area, and the demand task is used for the virtual object to be selected to ask the player, thereby increasing
  • the residence time of the virtual object to be selected is to prolong the time for the virtual object to be selected to stay in the virtual object residence area, and at the same time provide more opportunities for the player to select the virtual object to be selected.
  • the required task of the virtual object to be selected can be displayed on the graphical user interface to inform the player that there is currently a required task to be completed, wherein detailed task information corresponding to the required task can be displayed specifically to instruct the player to complete the required task according to the task information Task.
  • the player can complete the required task according to the task information corresponding to the required task. Similar to other combat games, after completing the required task, the player can also obtain the corresponding game rewards, so as to stimulate the enthusiasm of the player to complete the task and increase the game experience. .
  • the game reward may be to increase the residence time of the virtual object to be selected corresponding to the required task, that is, to increase the preset time period for the virtual object to be selected corresponding to the required task to leave the virtual object residence area.
  • each virtual object to be selected has a corresponding associated demand task. It is worth noting that what is added here is the residence time of the virtual object to be selected corresponding to the completed demand task.
  • the residence time of the virtual object that is, delaying the time for the virtual object to be selected to leave the virtual object residence area, can buy more time for the player to select the virtual object to be selected to enter the virtual city, and stimulate the player's enthusiasm for the game.
  • the method for controlling a virtual object in a game includes: providing a virtual object resident area on a graphical user interface, and the virtual object resident area displays a plurality of virtual objects to be selected according to a trigger instruction, and a plurality of virtual objects to be selected
  • the virtual object is set to leave the virtual object residence area after a preset period of time; in response to a selection instruction for a plurality of virtual objects to be selected, a target number of target virtual objects is selected from the plurality of virtual objects to be selected, and the target number of virtual objects is selected.
  • the target virtual object is added to the virtual city; at least one required task associated with at least one unselected virtual object to be selected is generated, and the task information corresponding to the required task is displayed on the graphical user interface; in response to the completion event of the required task, Increase the preset time period for the virtual object to be selected corresponding to the demand task to leave the virtual object residence area.
  • players can obtain rewards by completing required tasks, increase the preset time for the virtual objects to be selected to leave the virtual object residence area, and delay waiting time. Select the time when the virtual object leaves to gain more opportunities for adding more virtual objects to be selected into the virtual city to expand the scale of the virtual city.
  • This method can provide players with a steady stream of task execution motivation and stimulate gamers’ enthusiasm for the game , thereby improving the gaming experience.
  • selecting a target number of target virtual objects from the multiple virtual objects to be selected may include: in response to selecting The instruction is to select a target number of target virtual objects from a plurality of virtual objects to be selected according to a pre-configured threshold of accommodating virtual population of the virtual city.
  • the accommodating virtual population of the player's virtual city is fixed within a certain period of time, and there is an upper limit. With the continuous addition of virtual objects to be selected, the accommodating virtual population of the virtual city will gradually reach the threshold.
  • the selection may be made according to the accommodating virtual population threshold of a pre-configured virtual city, so that the target of the selected target virtual objects The number does not exceed the threshold to prevent the population capacity of the virtual city from exceeding the limit.
  • selecting a target number of target virtual objects from among the plurality of virtual objects to be selected may include: responding to The target virtual object selection instruction of the information input selects a target number of target virtual objects from multiple virtual objects to be selected; the attribute information includes: type of work, preset time to leave the virtual object residence area, character description, and portrait.
  • each virtual object to be selected also corresponds to its own attribute information, which may include: the job type of the virtual object to be selected, the above-mentioned Said the preset time for the virtual object to be selected to leave the virtual object residence area, character description and portrait, among them, the type of work can be for example: worker, engineer, old man, child, etc., and the character description can treat the selected virtual object with a concise sentence A description is made to represent the character of the object, and the character picture can be a half-length portrait, that is, a virtual portrait, to show the player the general appearance of the virtual object to be selected.
  • the selected target virtual object it can be allowed to enter the virtual city in the interactive form of customs clearance and stamping.
  • the specific implementation method can be: set the stamp button, and the player can click Stamp button to play stamp animation.
  • Other forms of expression can also be used.
  • Fig. 2 is a schematic diagram of a graphical user interface provided by an embodiment of the present disclosure.
  • the attribute information of each virtual object to be selected can be hidden, and when the mouse cursor or the touch medium is moved to any virtual object to be selected, the virtual object to be selected can be displayed correspondingly as shown in FIG. 2 attribute information.
  • the player can select a target virtual object from multiple virtual objects to be selected according to the attribute information of each virtual object to be selected.
  • the attribute information can help the player make a more accurate choice, for example: according to the type of work Information, since the contribution of the elderly and children to the virtual city is relatively small, and may increase the burden of the virtual city to a certain extent, when the player chooses, most of them may prefer to choose the virtual objects whose jobs are workers or engineers ; and for the attribute information of the preset duration of the virtual object to be selected to leave the virtual object residence area, in order to avoid a large loss of the virtual object to be selected, relatively speaking, the virtual object to be selected with a shorter preset duration can be selected first, so as to Incorporate it into the virtual city in time.
  • Vividly, specifically, and more graphically displaying the attribute information of each virtual object to be selected to the player can help the player make a more reasonable choice, improve the level of the player's virtual city, and enhance the player's game experience.
  • FIG. 3 is a second schematic flow diagram of a method for controlling a virtual object in a game provided by an embodiment of the present disclosure; optionally, in step S103, generating at least one required task associated with at least one unselected virtual object to be selected may include:
  • the requirement list may include information about multiple required tasks to be created.
  • the requirement list may be created by the developer during game development and stored locally on the server or terminal, and may be invoked at any time during use.
  • the multiple demand tasks to be created in the demand list may be arranged in order according to the priority of the task, wherein, for some specialized requirements, the priority is higher and may be arranged at the front end of the demand list, or It is also possible to mark the specialized requirements in the requirements list to distinguish them from common requirements.
  • the generation interval time of the demand task can also be preset, that is, after a demand task is generated, how long is the interval for generating the next demand task.
  • the generation interval of the required task can be configured according to the level of the player's virtual city. In one case, the higher the level of the virtual city, the shorter the corresponding required task generation interval. In this way, within the same time, you can Generate more demand tasks.
  • the relevant information of the requirement task to be created can be sequentially read from the requirement list, so as to generate at least one requirement task sequentially, wherein all specialized requirements can be traversed first, And after the special demand task is generated, the relevant information of each common demand task is read in sequence.
  • it can be directly assigned to at least one candidate virtual object that has not been selected while generating a demand task, that is, every time a demand task is generated, it is immediately assigned to a virtual object to be selected .
  • it may be uniformly assigned to at least one unselected virtual object to be selected, which is not limited in the present disclosure.
  • FIG. 4 is a third schematic flow diagram of a method for controlling virtual objects in a game provided by an embodiment of the present disclosure
  • FIG. 5 is a schematic diagram of another graphical user interface provided by an embodiment of the present disclosure; optionally, in step S103, in the graphical user interface
  • the task information corresponding to the required task is displayed on the screen, which can include:
  • S401 Display preset bubbles in the graphical user interface, where the preset bubbles are used to indicate current required tasks to be completed.
  • a preset bubble pop-up window can also be displayed in the graphical user interface, as shown in a in Figure 5, a prompt message can be displayed in the preset bubble, and the It is used to remind the player of the current required tasks to be completed.
  • displaying in the form of preset bubbles is only one of the achievable ways. In practical applications, you can also set up a special message prompt bar, or highlight the virtual objects to be selected corresponding to the required tasks. as a reminder.
  • the demand information includes: demand items and quantities
  • the dwell time information includes: The remaining time for the virtual object to leave the virtual object residence area.
  • the player can view the required task by inputting a confirmation operation on the preset bubble, and in response to the confirmation operation on the preset bubble, such as a click operation, a press operation, etc., can jump from the interface shown in a in Figure 5 Go to the interface shown in b to display relevant information corresponding to the required task to be completed, including: required information and residence time information.
  • the requirement information includes, but is not limited to: the name and quantity of items required by the virtual object to be selected.
  • the residence time information includes: the remaining time for the virtual object to be selected to leave the virtual object residence area.
  • FIG. 6 is a fourth schematic flow diagram of a method for controlling virtual objects in a game provided by an embodiment of the present disclosure; optionally, in step S301, generating at least one demand task according to the pre-configured demand list and demand task generation interval may include:
  • the required task generation interval time since the level of the virtual city is constantly increasing, it can be determined according to the player's current real-time virtual city level, so as to ensure the accuracy of the determined required task generation interval time sex.
  • S602. Traverse the demand list, and sequentially generate at least one demand order according to the demand task generation interval.
  • special demand tasks can be traversed first to generate special demand tasks first, and for the remaining common demand tasks, they can be traversed and read sequentially according to the arrangement in the list, and generated sequentially.
  • FIG. 7 is a schematic flowchart of a method for controlling a virtual object in a game provided by an embodiment of the present disclosure.
  • assigning at least one required task to at least one unselected virtual object to be selected may include:
  • S701. Determine the virtual object to be allocated according to the configured maximum value of required tasks allowed to be allocated to each candidate virtual object and the number of required tasks currently allocated to each candidate virtual object.
  • the maximum value of the required task is to assign the required task to the virtual object to be assigned from among the unselected virtual objects to be allocated.
  • the maximum value of required tasks allowed to be allocated by each virtual object to be selected may be set to be the same to ensure fairness.
  • At least one demand task generated above may be assigned to the determined virtual object to be assigned.
  • every time a demand task is generated it can be randomly allocated to any virtual object to be allocated, or a batch of demand tasks can be generated, and a batch of demand tasks can be randomly allocated to the corresponding number of virtual objects to be allocated dummy object.
  • Fig. 8 is a schematic flowchart of a method for controlling virtual objects in a game provided by an embodiment of the present disclosure.
  • step S701 according to the configured maximum value of required tasks allowed for each virtual object to be selected, and each virtual object to be selected
  • the number of required tasks currently assigned to determine the virtual objects to be assigned may include:
  • S801. Determine whether the number of required tasks allocated by the target virtual object is less than the maximum required task allowed to be allocated, and the target virtual object is any virtual object in at least one unselected virtual object to be selected.
  • any unselected virtual object to be selected it can be judged whether the number of required tasks currently allocated is less than the maximum number of required tasks allowed to be allocated, that is, it is judged whether the number of currently allocated required tasks reaches upper limit.
  • the virtual object to be selected can be used as the virtual object to be assigned, and the virtual object to be selected that has reached the upper limit will no longer be assigned Assign new requirements tasks.
  • the method of the present disclosure may further include: discarding currently generated demand tasks if the number of demand tasks currently assigned to at least one virtual object that has not been selected reaches the maximum allowable distribution of demand tasks.
  • the newly generated demand task will not be able to be assigned to the virtual object to be selected, and the demand task that cannot be allocated can be discarded, that is, it will be regarded as invalid.
  • the method of the present disclosure may further include: stopping generating the requirement task until a new virtual object to be selected is generated in the virtual object residence area.
  • the system When the demand tasks generated above are discarded, the system will no longer generate demand tasks to avoid invalid data processing, until it detects that there is a new virtual object to be selected in the virtual object resident area, then it can restore the Generation of required tasks.
  • FIG. 9 is a seventh schematic flowchart of a method for controlling a virtual object in a game provided by an embodiment of the present disclosure
  • FIG. 10 is a schematic diagram of another graphical user interface provided by an embodiment of the present disclosure.
  • step S104 in response to the completion event of the required task, increasing the preset time period for the virtual object to be selected corresponding to the required task to leave the virtual object residence area may include:
  • the gain coefficient is determined according to the preset time period for the virtual object to be selected corresponding to the required task to leave the virtual object residence area.
  • a confirmation control is also displayed, which can respond to the confirmation operation of the input confirmation control to complete demand tasks.
  • the interface shown in a in FIG. 10 may jump to the task reward interface shown in b in FIG. 10 , where the gain coefficient corresponding to the required task may be displayed.
  • the gain coefficient may refer to the gain coefficient of the preset time length for the virtual object to be selected to leave the virtual object residence area, and the gain coefficient may be equal to the percentage of the preset time length for leaving the virtual object residence area initially configured for the virtual object to be selected plus become.
  • the displayed gain coefficient refers to the gain coefficient of the virtual object to be selected corresponding to the currently completed required task, and different virtual objects to be selected have different gain coefficients.
  • a new preset duration for the virtual object to be selected corresponding to the required task to leave the virtual object residence area can be calculated, so that the new preset duration can be used as the virtual object to be selected to leave the virtual object residence area
  • the judgment condition of the area Assume that the default time for the virtual object to be selected to leave the virtual object residence area initially configured is 60 minutes, and the current remaining time for the virtual object to be selected to leave the virtual object residence area is 20 minutes, and the calculated gain If the coefficient is 0.4, then the new preset time period for the virtual object to be selected to leave the virtual object residence area can be: 20+60*0.4, that is, add the increased time length on the basis of the current remaining time length.
  • the method of the present disclosure may further include: generating task rewards in response to completion events of required tasks, where the task rewards include: virtual props and game experience.
  • Fig. 11 is a schematic diagram of another graphical user interface provided by an embodiment of the present disclosure.
  • other task rewards can also be displayed in the task reward interface, for example: adding virtual props or increasing game experience,
  • there may also be other types of rewards such as: upgrading the player level, rewarding skins, etc.
  • the player's enthusiasm for the game can be improved to a certain extent.
  • the multiple virtual objects to be selected are set to leave the virtual object residence area after a preset time period, which may include: if the virtual object to be selected is not selected within the preset time period, from the virtual object Delete the virtual object to be selected in the resident area.
  • the candidate virtual object is deleted from the virtual object residence area.
  • the virtual object that is, the virtual object to be selected is lost, and the deleted virtual object to be selected can continue to be a member of the virtual object residence area of other players.
  • the method of the present disclosure may further include: responding to the received virtual city expansion instruction, increasing the virtual city's accommodating virtual population threshold.
  • the expansion of the virtual city is not optional, and can be expanded according to a preset interval, which can be configured during game development.
  • the expansion of the virtual city can also be triggered according to the resources and construction capabilities owned by the player.
  • the expansion instructions of the virtual city may include, but are not limited to, an increase in the level of the virtual city, an increase in the number of virtual houses, the amount of virtual food exceeding a threshold, and the city's technology index exceeding a threshold.
  • the method of the present disclosure may further include: in response to receiving a rescue operation on the virtual object in the game scene, adding the rescued virtual object to the virtual object residence area.
  • the virtual objects to be selected generated in the virtual object residence area can not only be generated automatically by the system, but also can be virtual objects rescued by players during the exploration process.
  • the rescued virtual object may be displayed in the virtual object residence area.
  • the method for controlling a virtual object in a game includes: providing a virtual object resident area on a graphical user interface, and the virtual object resident area displays a plurality of virtual objects to be selected according to a trigger instruction, and a plurality of virtual objects to be selected
  • the virtual object is set to leave the virtual object residence area after a preset period of time; in response to a selection instruction for a plurality of virtual objects to be selected, a target number of target virtual objects is selected from the plurality of virtual objects to be selected, and the target number of virtual objects is selected.
  • the target virtual object is added to the virtual city; at least one required task associated with at least one unselected virtual object to be selected is generated, and the task information corresponding to the required task is displayed on the graphical user interface; in response to the completion event of the required task, Increase the preset time period for the virtual object to be selected corresponding to the demand task to leave the virtual object residence area.
  • players can obtain rewards by completing required tasks, increase the preset time for the virtual objects to be selected to leave the virtual object residence area, and delay waiting time. Select the time when the virtual object leaves to gain more opportunities for adding more virtual objects to be selected into the virtual city to expand the scale of the virtual city.
  • This method can provide players with a steady stream of task execution motivation and stimulate gamers’ enthusiasm for the game , thereby improving the gaming experience.
  • the player can more reasonably select the virtual object to be selected to join the virtual city according to the attribute information, so as to improve the game experience of the player.
  • FIG. 12 is a schematic diagram of a device for controlling a virtual object in a game provided by an embodiment of the present disclosure.
  • the functions implemented by the device for controlling a virtual object in a game correspond to the steps performed by the above method.
  • This device can be understood as the above-mentioned first terminal.
  • the device may include: a display module 120, a selection module 121, a generation module 122, and an addition module 123;
  • the display module 120 is configured to provide a virtual object resident area on the graphical user interface, and the virtual object resident area displays a plurality of virtual objects to be selected according to a trigger instruction, and the plurality of virtual objects to be selected are set as preset Leave the virtual object residence area after a long time;
  • the selection module 121 is configured to select a target number of target virtual objects from the multiple candidate virtual objects in response to a selection instruction for multiple candidate virtual objects, and add the target number of target virtual objects to the virtual city;
  • the generating module 122 is configured to generate at least one required task associated with at least one virtual object to be selected that has not been selected, and display task information corresponding to the required task on the graphical user interface;
  • the increasing module 123 is configured to increase the preset time period for the virtual object corresponding to the required task to leave the virtual object residence area in response to the completion event of the required task.
  • the selection module 121 is specifically configured to select a target number of target virtual objects from the multiple virtual objects to be selected according to the pre-configured threshold value of the accommodating virtual population of the virtual city in response to a selection instruction for multiple virtual objects to be selected. object.
  • the selection module 121 is specifically configured to select a target number of target virtual objects from multiple virtual objects to be selected in response to a selection instruction of a target virtual object input according to the attribute information of each virtual object to be selected; the attribute information includes : Type of work, preset time for leaving the virtual object residence area, character description, and portrait.
  • the generation module 122 is specifically configured to generate at least one demand task according to a pre-configured demand list and a demand task generation interval; assign the at least one demand task to the virtual object to be allocated.
  • the generating module 122 is specifically configured to display preset bubbles in the graphical user interface, and the preset bubbles are used to indicate current demand tasks to be completed; in response to a confirmation operation on the preset bubbles, display on the graphical user interface
  • the demand information corresponding to the demand task to be completed and the residence time information includes: required items and quantities
  • the residence time information includes: the remaining time for the virtual object to leave the virtual object residence area.
  • the generation module 122 is specifically configured to determine the demand task generation interval according to the level of the virtual city; traverse the demand list, and sequentially generate at least one demand order according to the demand task generation interval.
  • the generation module 122 is specifically configured to determine the virtual object to be allocated according to the configured maximum value of required tasks allowed for each virtual object to be selected and the number of required tasks currently allocated to each virtual object; Tasks are assigned to virtual objects to be assigned.
  • the generation module 122 is specifically configured to determine whether the number of required tasks assigned by the target virtual object is less than the maximum required assigned task, and the target virtual object is any virtual object in at least one candidate virtual object that has not been selected. object; if yes, determine that the target virtual object is the virtual object to be allocated.
  • the device also includes: a discarding module
  • a discarding module configured to discard the currently generated demand tasks if the number of demand tasks currently assigned to at least one virtual object that has not been selected reaches the maximum allowable allocation of demand tasks.
  • the device also includes: a termination module;
  • the termination module is used to stop generating demand tasks until a new virtual object to be selected is generated in the virtual object resident area.
  • the module 123 is added, which is specifically configured to display the gain coefficient corresponding to the demand task on the graphical user interface in response to the completion event of the demand task, and the gain coefficient leaves the virtual object residence area according to the virtual object to be selected corresponding to the demand task
  • the preset duration is determined; according to the gain coefficient, a new preset duration for the virtual object to be selected corresponding to the required task to leave the virtual object residence area is determined.
  • the generating module 122 is further configured to generate task rewards in response to completion events of required tasks, and the task rewards include: virtual props and game experience.
  • the device also includes: a deletion module
  • the deletion module is used for deleting the virtual object to be selected from the virtual object residence area if the virtual object to be selected is not selected within a preset time period.
  • the device also includes: an expansion module;
  • the expansion module is used for responding to the virtual city expansion instruction received, and increasing the accommodating virtual population threshold of the virtual city.
  • the display module 120 is specifically configured to add the rescued virtual object to the virtual object residence area in response to receiving a rescue operation on the virtual object in the game scene.
  • the above modules may be one or more integrated circuits configured to implement the above method, for example: one or more specific integrated circuits (Application Specific Integrated Circuit, referred to as ASIC), or, one or more microprocessors (digital singnal processor, DSP for short), or, one or more Field Programmable Gate Arrays (Field Programmable Gate Array, FPGA for short), etc.
  • ASIC Application Specific Integrated Circuit
  • DSP digital singnal processor
  • FPGA Field Programmable Gate Array
  • the processing element may be a general-purpose processor, such as a central processing unit (Central Processing Unit, referred to as CPU) or other processors that can call program codes.
  • CPU central processing unit
  • these modules can be integrated together and implemented in the form of a system-on-a-chip (SOC for short).
  • the above-mentioned modules may be connected or communicate with each other via a wired connection or a wireless connection.
  • Wired connections may include metal cables, fiber optic cables, hybrid cables, etc., or any combination thereof.
  • Wireless connections may include connections via LAN, WAN, Bluetooth, ZigBee, or NFC, etc., or any combination thereof.
  • Two or more modules can be combined into a single module, and any one module can be divided into two or more units.
  • the above modules may be one or more integrated circuits configured to implement the above method, for example: one or more specific integrated circuits (Application Specific Integrated Circuit, referred to as ASIC), or one or more micro Processor (Digital Singnal Processor, DSP for short), or one or more Field Programmable Gate Arrays (Field Programmable Gate Array, FPGA for short), etc.
  • ASIC Application Specific Integrated Circuit
  • DSP Digital Singnal Processor
  • FPGA Field Programmable Gate Array
  • the processing element may be a general-purpose processor, such as a central processing unit (Central Processing Unit, referred to as CPU) or other processors that can call program codes.
  • CPU Central Processing Unit
  • these modules can be integrated together and implemented in the form of a System-on-a-chip (SOC for short).
  • SOC System-on-a-chip
  • FIG. 13 is a schematic structural diagram of an electronic device provided by an embodiment of the present disclosure.
  • the device may be the above-mentioned first terminal, and the first terminal device may be a local terminal device or a client device in a cloud interaction system.
  • the device may include: a processor 801 and a memory 802 .
  • the memory 802 is used to store programs, and the processor 801 invokes the programs stored in the memory 802 to execute the steps of the above method embodiments:
  • a virtual object resident area is provided on the graphical user interface, and the virtual object resident area displays a plurality of virtual objects to be selected according to a trigger instruction, and the plurality of virtual objects to be selected are set to leave after a preset period of time the virtual object residence area;
  • the selecting a target number of target virtual objects from the plurality of virtual objects to be selected in response to the selection instruction for the plurality of virtual objects to be selected includes:
  • a target number of target virtual objects is selected from the plurality of virtual objects to be selected according to the pre-configured threshold of the accommodating virtual population of the virtual city.
  • the selecting a target number of target virtual objects from the plurality of virtual objects to be selected in response to the selection instruction for the plurality of virtual objects to be selected includes:
  • the attribute information includes: type of work, leaving the virtual object residence area The preset duration, character description, and portrait of the character.
  • the generating at least one requirement task associated with at least one virtual object to be selected includes:
  • the displaying task information corresponding to the required task on the graphical user interface includes:
  • the demand information corresponding to the demand task to be completed and the residence time information are displayed on the graphical user interface, and the demand information includes: demand items and quantity, residency
  • the duration information includes: the remaining duration of the virtual object leaving the virtual object residence area.
  • the generating at least one demand task according to the pre-configured demand list and demand task generation interval includes:
  • the demand list is traversed, and at least one demand order is sequentially generated according to the demand task generation interval time.
  • the allocating at least one of the required tasks to the at least one unselected virtual object to be selected includes:
  • the determining the virtual object to be allocated according to the configured maximum value of required tasks allowed by each candidate virtual object and the number of required tasks currently allocated to each candidate virtual object includes:
  • the target virtual object is any virtual object in the at least one candidate virtual object that has not been selected;
  • the method also includes:
  • the currently generated required tasks are discarded.
  • the method further includes:
  • increasing the preset time period for the virtual object corresponding to the required task to leave the virtual object residence area includes:
  • the gain coefficient is based on the virtual object to be selected corresponding to the required task leaving the virtual object to reside
  • the preset duration of the zone is determined
  • a new preset time period for the virtual object to be selected corresponding to the required task to leave the virtual object residence area is determined.
  • the method also includes:
  • a task reward is generated, and the task reward includes: virtual props and game experience.
  • the multiple virtual objects to be selected are set to leave the virtual object residence area after a preset period of time, including:
  • the virtual object to be selected is not selected within a preset time period, the virtual object to be selected is deleted from the virtual object residence area.
  • the method also includes:
  • the method also includes:
  • players can obtain rewards by completing required tasks, increase the preset time for the virtual objects to be selected to leave the virtual object residence area, and delay waiting time. Choose the time when the virtual object leaves, and strive for more opportunities for adding more virtual objects to be selected into the virtual city to expand the scale of the virtual city.
  • the above method can provide players with a steady stream of task execution motivation and stimulate gamers’ enthusiasm for the game , thereby improving the gaming experience.
  • the player can more reasonably select the virtual object to be selected to join the virtual city according to the attribute information, so as to improve the game experience of the player.
  • the memory 802 stores program codes, and when the program codes are executed by the processor 801, the processor 801 executes each of the methods described in the above-mentioned "Exemplary Methods" section of this specification according to various exemplary embodiments of the present disclosure. kind of steps.
  • the processor 801 can be a general-purpose processor, such as a central processing unit (CPU), a digital signal processor (Digital Signal Processor, DSP), an application specific integrated circuit (Application Specific Integrated Circuit, ASIC), a field programmable gate array (Field Programmable Gate Array, FPGA) or other programmable logic devices, discrete gate or transistor logic devices, and discrete hardware components can implement or execute the methods, steps, and logic block diagrams disclosed in the embodiments of the present disclosure.
  • a general purpose processor may be a microprocessor or any conventional processor or the like. The steps of the methods disclosed in the embodiments of the present disclosure may be directly implemented by a hardware processor, or implemented by a combination of hardware and software modules in the processor.
  • the memory 802 as a non-volatile computer-readable storage medium, can be used to store non-volatile software programs, non-volatile computer-executable programs and modules.
  • the memory may include at least one type of storage medium, such as flash memory, hard disk, multimedia card, card memory, random access memory (Random Access Memory, RAM), static random access memory (Static Random Access Memory, SRAM), Programmable Read Only Memory (PROM), Read Only Memory (ROM), Electrically Erasable Programmable Read-Only Memory (EEPROM), Magnetic Memory, Disk, discs and more.
  • a memory is, but is not limited to, any other medium that can be used to carry or store desired program code in the form of instructions or data structures and that can be accessed by a computer.
  • the memory 802 in the embodiment of the present disclosure may also be a circuit or any other device capable of implementing a storage function, and is used for storing program instructions and/or data.
  • the present disclosure further provides a program product, such as a computer-readable storage medium, including a program, which is used to execute the steps of the above method embodiments when executed by a processor:
  • a virtual object resident area is provided on the graphical user interface, and the virtual object resident area displays a plurality of virtual objects to be selected according to a trigger instruction, and the plurality of virtual objects to be selected are set to leave after a preset period of time the virtual object residence area;
  • the selecting a target number of target virtual objects from the plurality of virtual objects to be selected in response to the selection instruction for the plurality of virtual objects to be selected includes:
  • a target number of target virtual objects is selected from the plurality of virtual objects to be selected according to the pre-configured threshold of the accommodating virtual population of the virtual city.
  • the selecting a target number of target virtual objects from the plurality of virtual objects to be selected in response to the selection instruction for the plurality of virtual objects to be selected includes:
  • the attribute information includes: type of work, leaving the virtual object residence area The preset duration, character description, and portrait of the character.
  • the generating at least one requirement task associated with at least one virtual object to be selected includes:
  • the displaying task information corresponding to the required task on the graphical user interface includes:
  • the demand information corresponding to the demand task to be completed and the residence time information are displayed on the graphical user interface, and the demand information includes: demand items and quantity, residency
  • the duration information includes: the remaining duration of the virtual object leaving the virtual object residence area.
  • the generating at least one demand task according to the pre-configured demand list and demand task generation interval includes:
  • the demand list is traversed, and at least one demand order is sequentially generated according to the demand task generation interval time.
  • the allocating at least one of the required tasks to the at least one unselected virtual object to be selected includes:
  • the determining the virtual object to be allocated according to the configured maximum value of required tasks allowed by each candidate virtual object and the number of required tasks currently allocated to each candidate virtual object includes:
  • the target virtual object is any virtual object in the at least one candidate virtual object that has not been selected;
  • the method also includes:
  • the currently generated required tasks are discarded.
  • the method further includes:
  • increasing the preset time period for the virtual object corresponding to the required task to leave the virtual object residence area includes:
  • the gain coefficient is based on the virtual object to be selected corresponding to the required task leaving the virtual object to reside
  • the preset duration of the zone is determined
  • a new preset time period for the virtual object to be selected corresponding to the required task to leave the virtual object residence area is determined.
  • the method also includes:
  • a task reward is generated, and the task reward includes: virtual props and game experience.
  • the multiple virtual objects to be selected are set to leave the virtual object residence area after a preset period of time, including:
  • the virtual object to be selected is not selected within a preset time period, the virtual object to be selected is deleted from the virtual object residence area.
  • the method also includes:
  • the method also includes:
  • players can obtain rewards by completing required tasks, increase the preset time for the virtual objects to be selected to leave the virtual object residence area, and delay waiting time. Choose the time when the virtual object leaves, and strive for more opportunities for adding more virtual objects to be selected into the virtual city to expand the scale of the virtual city.
  • the above method can provide players with a steady stream of task execution motivation and stimulate gamers’ enthusiasm for the game , thereby improving the gaming experience.
  • the player can more reasonably select the virtual object to be selected to join the virtual city according to the attribute information, so as to improve the game experience of the player.
  • the disclosed devices and methods may be implemented in other ways.
  • the device embodiments described above are only illustrative.
  • the division of the units is only a logical function division. In actual implementation, there may be other division methods.
  • multiple units or components can be combined or May be integrated into another system, or some features may be ignored, or not implemented.
  • the mutual coupling or direct coupling or communication connection shown or discussed may be through some interfaces, and the indirect coupling or communication connection of devices or units may be in electrical, mechanical or other forms.
  • the units described as separate components may or may not be physically separated, and the components shown as units may or may not be physical units, that is, they may be located in one place, or may be distributed to multiple network units. Part or all of the units can be selected according to actual needs to achieve the purpose of the solution of this embodiment.
  • each functional unit in each embodiment of the present disclosure may be integrated into one processing unit, each unit may exist separately physically, or two or more units may be integrated into one unit.
  • the above-mentioned integrated units can be implemented in the form of hardware, or in the form of hardware plus software functional units.
  • the above-mentioned integrated units implemented in the form of software functional units may be stored in a computer-readable storage medium.
  • the above-mentioned software functional units are stored in a storage medium, and include several instructions to enable a computer device (which may be a personal computer, a server, or a network device, etc.) or a processor (English: processor) to execute the functions described in various embodiments of the present disclosure. part of the method.
  • the aforementioned storage media include: U disk, mobile hard disk, read-only memory (English: Read-Only Memory, abbreviated: ROM), random access memory (English: Random Access Memory, abbreviated: RAM), magnetic disk or optical disc, etc.

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Abstract

本公开提供一种游戏中虚拟对象控制方法、装置、电子设备及存储介质,涉及游戏技术领域。该方法包括:在图形用户界面上提供一虚拟对象驻留区,虚拟对象驻留区根据触发指令显示多个待选虚拟对象;响应于针对多个待选虚拟对象的选择指令,从多个待选虚拟对象中选择目标数量的目标虚拟对象,将目标数量的目标虚拟对象加入虚拟城市中;生成与未被选择的至少一个待选虚拟对象关联的至少一个需求任务,并在图形用户界面上显示需求任务对应的任务信息;响应于对需求任务的完成事件,增加需求任务对应的待选虚拟对象离开虚拟对象驻留区的预设时长。通过本方法可实现在终端的图形用户界面上针对虚拟城市的控制操作从而模拟还原现实世界中的城市人口控制。

Description

游戏中虚拟对象控制方法、装置、电子设备及存储介质
相关申请的交叉引用
本公开要求于2021年6月29日提交中国国家知识产权局的申请号为202110726801.6、名称为“游戏中虚拟对象控制方法、装置、电子设备及存储介质”的中国专利申请的优先权,其全部内容通过引用结合在本公开中。
技术领域
本公开涉及游戏技术领域,具体而言,涉及一种游戏中虚拟对象控制方法、装置、电子设备及存储介质。
背景技术
模拟经营游戏,是电子游戏类型的一种,由玩家扮演管理者的角色,对游戏中虚拟的现实世界进行经营管理,以在虚拟世界中满足玩家自由创造的乐趣,通过不断的执行任务升级获得满足感。
相关技术中,对于城市人口管理类的游戏来说,通常,在游戏场景内进行建筑物的建造及维护,来实现城市的发展与扩张。那么虚拟城市中的虚拟角色根据自身属性,进行不同的工作分工。另外,由于城市规模的限制,虚拟角色的数量存在瓶颈,这一瓶颈对虚拟城市运行产生不预期的影响。
上述方法中,在对虚拟城市进行控制的过程中,虚拟城市人口控制的多样性不足,无法实现在终端的图形用户界面上针对虚拟城市的控制操作从而模拟还原现实世界中的城市人口控制,导致用户体验较差。
发明内容
本公开的目的在于,针对上述相关技术中的不足,提供一种游戏中虚拟对象控制方法、装置、电子设备及存储介质,以便于解决相关技术中存在的虚拟城市人口控制的多样性不足,无法实现在终端的图形用户界面上针对虚拟城市的控制操作从而模拟还原现实世界中的城市人口控制,导致用户体验较差的问题。
为实现上述目的,本公开实施例采用的技术方案如下:
第一方面,本公开实施例提供了一种游戏中虚拟对象控制方法,通过第一终端设备提供一图形用户界面,所述方法包括:
在所述图形用户界面上提供一虚拟对象驻留区,所述虚拟对象驻留区根据触发指令显示多个待选虚拟对象,所述多个待选虚拟对象被设置为经预设时长后离开所述虚拟对象驻留区;
响应于针对所述多个待选虚拟对象的选择指令,从多个待选虚拟对象中选择目标数量的目标虚拟对象,将所述目标数量的目标虚拟对象加入虚拟城市中;
生成与未被选择的至少一个待选虚拟对象关联的至少一个需求任务,并在所述图形用户界面上显示所述需求任务对应的任务信息;
响应于对所述需求任务的完成事件,增加所述需求任务对应的待选虚拟对象离开所述虚拟对象驻留 区的预设时长。
可选地,所述响应于针对所述多个待选虚拟对象的选择指令,从多个待选虚拟对象中选择目标数量的目标虚拟对象,包括:
响应于针对所述多个待选虚拟对象选择指令,根据预先配置的所述虚拟城市的可容纳虚拟人口阈值,从多个待选虚拟对象中选择目标数量的目标虚拟对象。
可选地,所述响应于针对所述多个待选虚拟对象的选择指令,从多个待选虚拟对象中选择目标数量的目标虚拟对象,包括:
响应于根据各待选虚拟对象的属性信息输入的目标虚拟对象的选择指令,从多个待选虚拟对象中选择目标数量的目标虚拟对象;所述属性信息包括:工种、离开虚拟对象驻留区的预设时长、性格描述、人物画像。
可选地,所述生成与未被选择的至少一个待选虚拟对象关联的至少一个需求任务,包括:
根据预先配置的需求列表以及需求任务生成间隔时间,生成至少一个需求任务;
将至少一个所述需求任务分配至所述未被选择的至少一个待选虚拟对象。
可选地,所述在所述图形用户界面上显示所述需求任务对应的任务信息,包括:
在所述图形用户界面中展示预设气泡,所述预设气泡用于指示当前有待完成的需求任务;
响应于针对所述预设气泡的确认操作,在所述图形用户界面上显示待完成的需求任务所对应的需求信息及驻留时长信息,所述需求信息包括:需求物品及数量,所驻留时长信息包括:虚拟对象离开虚拟对象驻留区的剩余时长。
可选地,所述根据预先配置的需求列表以及需求任务生成间隔时间,生成至少一个需求任务,包括:
根据所述虚拟城市的等级,确定所述需求任务生成间隔时间;
遍历所述需求列表,按照所述需求任务生成间隔时间,依次生成至少一个需求订单。
可选地,所述将至少一个所述需求任务分配至所述未被选择的至少一个待选虚拟对象,包括:
根据配置的各待选虚拟对象允许分配的需求任务最大值、以及各待选虚拟对象当前所分配的需求任务数量,确定待分配的虚拟对象;
将至少一个所述需求任务分配至所述待分配的虚拟对象。
可选地,所述根据配置的各待选虚拟对象允许分配的需求任务最大值、以及各待选虚拟对象当前所分配的需求任务数量,确定待分配的虚拟对象,包括:
判断目标虚拟对象所分配的需求任务数量是否小于所允许分配的需求任务最大值,所述目标虚拟对象为未被选择的所述至少一个待选虚拟对象中的任意虚拟对象;
若是,则确定所述目标虚拟对象为所述待分配的虚拟对象。
可选地,所述方法还包括:
若未被选择的所述至少一个待选虚拟对象当前所分配的需求任务数量均达到所允许分配的需求任 务最大值,则丢弃当前生成的需求任务。
可选地,所述丢弃当前生成的需求任务之后,所述方法还包括:
停止生成需求任务,直到所述虚拟对象驻留区产生新的待选虚拟对象。
可选地,所述响应于对所述需求任务的完成事件,增加所述需求任务对应的待选虚拟对象离开所述虚拟对象驻留区的预设时长,包括:
响应于对所述需求任务的完成事件,在所述图形用户界面上显示所述需求任务对应的增益系数,所述增益系数根据所述需求任务对应的待选虚拟对象离开所述虚拟对象驻留区的预设时长确定;
根据所述增益系数,确定所述需求任务对应的待选虚拟对象离开所述虚拟对象驻留区的新的预设时长。
可选地,所述方法还包括:
响应于对所述需求任务的完成事件,生成任务奖励,所述任务奖励包括:虚拟道具、游戏经验。
可选地,所述多个待选虚拟对象被设置为经预设时长后离开所述虚拟对象驻留区,包括:
若所述待选虚拟对象在预设时长内未被选择,则从所述虚拟对象驻留区中删除所述待选虚拟对象。
可选地,所述方法还包括:
响应接收到的虚拟城市扩建指令,增加所述虚拟城市的可容纳虚拟人口阈值。
可选地,所述方法还包括:
响应接收到在游戏场景中对虚拟对象的救助操作,将被救助的虚拟对象添加至所述虚拟对象驻留区。
第二方面,本公开实施例还提供了一种游戏中虚拟对象控制装置,通过第一终端设备提供一图形用户界面,所述装置包括:显示模块、选择模块、生成模块、增加模块;
所述显示模块,被配置为用于在所述图形用户界面上提供一虚拟对象驻留区,所述虚拟对象驻留区根据触发指令显示多个待选虚拟对象,所述多个待选虚拟对象被设置为经预设时长后离开所述虚拟对象驻留区;
所述选择模块,被配置为用于响应于针对所述多个待选虚拟对象的选择指令,从多个待选虚拟对象中选择目标数量的目标虚拟对象,将所述目标数量的目标虚拟对象加入虚拟城市中;
所述生成模块,被配置为用于生成与未被选择的至少一个待选虚拟对象关联的至少一个需求任务,并在所述图形用户界面上显示所述需求任务对应的任务信息;
所述增加模块,被配置为用于响应于对所述需求任务的完成事件,增加所述需求任务对应的待选虚拟对象离开所述虚拟对象驻留区的预设时长。
可选地,所述选择模块,具体用于响应于针对所述多个待选虚拟对象选择指令,根据预先配置的所述虚拟城市的可容纳虚拟人口阈值,从多个待选虚拟对象中选择目标数量的目标虚拟对象。
可选地,所述选择模块,具体用于响应于根据各待选虚拟对象的属性信息输入的目标虚拟对象的选 择指令,从多个待选虚拟对象中选择目标数量的目标虚拟对象;所述属性信息包括:工种、离开虚拟对象驻留区的预设时长、性格描述、人物画像。
可选地,所述生成模块,具体用于根据预先配置的需求列表以及需求任务生成间隔时间,生成至少一个需求任务;将至少一个所述需求任务分配至所述未被选择的至少一个待选虚拟对象。
可选地,所述生成模块,具体用于在所述图形用户界面中展示预设气泡,所述预设气泡用于指示当前有待完成的需求任务;响应于针对所述预设气泡的确认操作,在所述图形用户界面上显示待完成的需求任务所对应的需求信息及驻留时长信息,所述需求信息包括:需求物品及数量,所驻留时长信息包括:虚拟对象离开虚拟对象驻留区的剩余时长。
可选地,所述生成模块,具体用于根据所述虚拟城市的等级,确定所述需求任务生成间隔时间;遍历所述需求列表,按照所述需求任务生成间隔时间,依次生成至少一个需求订单。
可选地,所述生成模块,具体用于根据配置的各待选虚拟对象允许分配的需求任务最大值、以及各待选虚拟对象当前所分配的需求任务数量,确定待分配的虚拟对象;将至少一个所述需求任务分配至所述待分配的虚拟对象。
可选地,所述生成模块,具体用于判断目标虚拟对象所分配的需求任务数量是否小于所允许分配的需求任务最大值,所述目标虚拟对象为未被选择的所述至少一个待选虚拟对象中的任意虚拟对象;若是,则确定所述目标虚拟对象为所述待分配的虚拟对象。
可选地,所述装置还包括:丢弃模块;
所述丢弃模块,被配置为用于若未被选择的所述至少一个待选虚拟对象当前所分配的需求任务数量均达到所允许分配的需求任务最大值,则丢弃当前生成的需求任务。
可选地,所述装置还包括:终止模块;
所述终止模块,被配置为用于停止生成需求任务,直到所述虚拟对象驻留区产生新的待选虚拟对象。
可选地,所述增加模块,具体用于响应于对所述需求任务的完成事件,在所述图形用户界面上显示所述需求任务对应的增益系数,所述增益系数根据所述需求任务对应的待选虚拟对象离开所述虚拟对象驻留区的预设时长确定;根据所述增益系数,确定所述需求任务对应的待选虚拟对象离开所述虚拟对象驻留区的新的预设时长。
可选地,所述生成模块,还用于响应于对所述需求任务的完成事件,生成任务奖励,所述任务奖励包括:虚拟道具、游戏经验。
可选地,所述装置还包括:删除模块;
所述删除模块,被配置为用于若所述待选虚拟对象在预设时长内未被选择,则从所述虚拟对象驻留区中删除所述待选虚拟对象。
可选地,所述装置还包括:扩建模块;
所述扩建模块,被配置为用于响应接收到的虚拟城市扩建指令,增加所述虚拟城市的可容纳虚拟人 口阈值。
可选地,所述显示模块,具体用于响应接收到在游戏场景中对虚拟对象的救助操作,将被救助的虚拟对象添加至所述虚拟对象驻留区。
第三方面,本公开实施例提供了一种电子设备,包括:处理器、存储介质和总线,存储介质存储有处理器可执行的机器可读指令,当电子设备运行时,处理器与存储介质之间通过总线通信,处理器执行机器可读指令,以执行时执行如第一方面中提供的方法的步骤。
第四方面,本公开实施例提供了一种计算机可读存储介质,该存储介质上存储有计算机程序,该计算机程序被处理器运行时执行如第一方面提供的方法的步骤。
本公开的有益效果是:
本公开提供一种游戏中虚拟对象控制方法、装置、电子设备及存储介质,该方法包括:在图形用户界面上提供一虚拟对象驻留区,虚拟对象驻留区根据触发指令显示多个待选虚拟对象,多个待选虚拟对象被设置为经预设时长后离开虚拟对象驻留区;响应于针对多个待选虚拟对象的选择指令,从多个待选虚拟对象中选择目标数量的目标虚拟对象,将目标数量的目标虚拟对象加入虚拟城市中;生成与未被选择的至少一个待选虚拟对象关联的至少一个需求任务,并在图形用户界面上显示需求任务对应的任务信息;响应于对需求任务的完成事件,增加需求任务对应的待选虚拟对象离开虚拟对象驻留区的预设时长。本方案解决了虚拟城市人口控制的多样性不足,无法实现在终端的图形用户界面上针对虚拟城市的控制操作从而模拟还原现实世界中的城市人口控制,导致用户体验较差的问题。通过为虚拟对象驻留区中未被选择的待选虚拟对象关联需求任务,可以使得玩家通过完成需求任务的方式获取奖励,增加待选虚拟对象离开虚拟对象驻留区的预设时长,延缓待选虚拟对象离开的时间,为将更多的待选虚拟对象加入虚拟城市以扩建虚拟城市规模争取更多的机会,通过本方法可为玩家提供源源不断的任务执行动机,激发游戏玩家的游戏积极性,从而提高了游戏体验。
另外,通过图形化的向玩家展示待选虚拟对象的属性信息,可以使得玩家根据属性信息更加合理的选择待选虚拟对象加入虚拟城市,以提升玩家的游戏体验。
附图说明
为了更清楚地说明本公开实施例的技术方案,下面将对实施例中所需要使用的附图作简单地介绍,应当理解,以下附图仅示出了本公开的某些实施例,因此不应被看作是对范围的限定,对于本领域普通技术人员来讲,在不付出创造性劳动的前提下,还可以根据这些附图获得其他相关的附图。
图1为本公开实施例提供的游戏中虚拟对象控制方法的流程示意图一;
图2为本公开实施例提供的一种图形用户界面的示意图;
图3为本公开实施例提供的游戏中虚拟对象控制方法的流程示意图二;
图4为本公开实施例提供的游戏中虚拟对象控制方法的流程示意图三;
图5为本公开实施例提供的另一种图形用户界面的示意图;
图6为本公开实施例提供的游戏中虚拟对象控制方法的流程示意图四;
图7为本公开实施例提供的游戏中虚拟对象控制方法的流程示意图五;
图8为本公开实施例提供的游戏中虚拟对象控制方法的流程示意图六;
图9为本公开实施例提供的游戏中虚拟对象控制方法的流程示意图七;
图10为本公开实施例提供的又一种图形用户界面的示意图;
图11为本公开实施例提供的另一种图形用户界面的示意图;
图12为本公开实施例提供的一种游戏中虚拟对象控制装置的示意图;
图13为本公开实施例提供的一种电子设备的结构示意图。
具体实施方式
为使本公开实施例的目的、技术方案和优点更加清楚,下面将结合本公开实施例中的附图,对本公开实施例中的技术方案进行清楚、完整地描述,应当理解,本公开中附图仅起到说明和描述的目的,并不用于限定本公开的保护范围。另外,应当理解,示意性的附图并未按实物比例绘制。本公开中使用的流程图示出了根据本公开的一些实施例实现的操作。应该理解,流程图的操作可以不按顺序实现,没有逻辑的上下文关系的步骤可以反转顺序或者同时实施。此外,本领域技术人员在本公开内容的指引下,可以向流程图添加一个或多个其他操作,也可以从流程图中移除一个或多个操作。
另外,所描述的实施例仅仅是本公开一部分实施例,而不是全部的实施例。通常在此处附图中描述和示出的本公开实施例的组件可以以各种不同的配置来布置和设计。因此,以下对在附图中提供的本公开的实施例的详细描述并非旨在限制要求保护的本公开的范围,而是仅仅表示本公开的选定实施例。基于本公开的实施例,本领域技术人员在没有做出创造性劳动的前提下所获得的所有其他实施例,都属于本公开保护的范围。
需要说明的是,本公开实施例中将会用到术语“包括”,用于指出其后所声明的特征的存在,但并不排除增加其它的特征。
在本公开其中一种实施例中的游戏中虚拟对象控制方法可以运行于终端设备或者是服务器。其中,终端设备可以为本地终端设备。当游戏中虚拟对象控制方法运行于服务器时,该方法则可以基于云交互系统来实现与执行,其中,云交互系统包括服务器和客户端设备。
在一可选的实施方式中,云交互系统下可以运行各种云应用,例如:云游戏。以云游戏为例,云游戏是指以云计算为基础的游戏方式。在云游戏的运行模式下,游戏程序的运行主体和游戏画面呈现主体是分离的,游戏中虚拟对象控制方法的储存与运行是在云游戏服务器上完成的,客户端设备的作用用于数据的接收、发送以及游戏画面的呈现,举例而言,客户端设备可以是靠近用户侧的具有数据传输功能的显示设备,如,移动终端、电视机、计算机、掌上电脑等;但是进行信息处理的终端设备为云端的云游戏服务器。在进行游戏时,玩家操作客户端设备向云游戏服务器发送操作指令,云游戏服务器根据操作指令运行游戏,将游戏画面等数据进行编码压缩,通过网络返回客户端设备,最后,通过客户端设备 进行解码并输出游戏画面。
在一可选的实施方式中,终端设备可以为本地终端设备。以游戏为例,本地终端设备存储有游戏程序并用于呈现游戏画面。本地终端设备用于通过图形用户界面与玩家进行交互,即,常规的通过电子设备下载安装游戏程序并运行。该本地终端设备将图形用户界面提供给玩家的方式可以包括多种,例如,可以渲染显示在终端的显示屏上,或者,通过全息投影提供给玩家。举例而言,本地终端设备可以包括显示屏和处理器,该显示屏用于呈现图形用户界面,该图形用户界面包括游戏画面,该处理器用于运行该游戏、生成图形用户界面以及控制图形用户界面在显示屏上的显示。
在一种可能的实施方式中,本公开的实施例提供了一种游戏中虚拟对象控制方法,通过第一终端设备提供图形用户界面,其中,第一终端设备可以是前述提到的本地终端设备,也可以是前述提到的云交互系统中的客户端设备。
如下将通过多个实施例对本公开的游戏中虚拟对象控制方法的具体实现进行详细说明。
图1为本公开实施例提供的游戏中虚拟对象控制方法的流程示意图一;如上述所说明的,通过第一终端设备提供有图形用户界面,图形用户界面中可展示对应游戏的游戏场景。如图1所示,该方法可包括:
S101、在图形用户界面上提供一虚拟对象驻留区,虚拟对象驻留区根据触发指令显示多个待选虚拟对象,多个待选虚拟对象被设置为经预设时长后离开虚拟对象驻留区。
本方法所应用于的游戏可以为模拟经营类游戏,以游戏内难民营中难民的管理为例,这里所说的虚拟对象驻留区即游戏内的难民营,待选虚拟对象可以指待玩家管理的虚拟难民,玩家可挑选虚拟难民进入自己所管理的虚拟城市,虚拟难民也可向玩家提出需求任务,以帮助玩家增长游戏经验等,通过对虚拟难民的管理,可不断的扩大玩家的虚拟城市的规模,使得玩家在游戏中获取一定的成就感。
虚拟对象驻留区可以是虚拟城市内的一个具体建筑,也可以是虚拟城市内的一片区域,虚拟对象驻留区用于展示多个待选虚拟对象,玩家可通过图形用户界面上的预设控件输入触发指令以显示多个待选虚拟对象,或者也可以是在玩家登录游戏后,系统自动触发显示多个待选虚拟对象。其中,待选虚拟对象可以以头像标识的形式显示,也可以是以名称标识的形式显示,以区分不同的虚拟对象,受图形用户界面显示范围的限制,多个待选虚拟对象分页显示,一次仅展示部分待选虚拟对象,可通过滑动操作查看所有的待选虚拟对象。
需要说明的是,虚拟对象驻留区中所显示的待选虚拟对象的产生方式可以有两种,其一,可以是系统根据触发指令随机生成一些虚拟对象投放至虚拟对象驻留区;其二,可以是玩家在游戏探险的过程中所救助过的虚拟对象,在触发指令下,可将被救助过的虚拟对象显示在虚拟对象驻留区中。当然此处仅示例性的列举两种,实际游戏设计中,也可以是通过其他方式所产生。
可选地,各待选虚拟对象均对应一滞留时间,滞留时间可以表征虚拟对象离开虚拟对象驻留区的预设时长,该预设时长可以是动态不断衰减的,待选虚拟对象可在预设时长内被玩家所选择。各待选虚拟 对象的滞留时间可以是系统自动配置的。
S102、响应于针对多个待选虚拟对象的选择指令,从多个待选虚拟对象中选择目标数量的目标虚拟对象,将目标数量的目标虚拟对象加入虚拟城市中。
在一种可实现的方式中,玩家可针对虚拟对象驻留区所显示的待选虚拟对象的标识,输入点击操作,以选择目标虚拟对象;或者,也可以是通过圈选操作实现等。
其中,玩家可以从多个待选虚拟对象中选择目标数量的目标虚拟对象,若当前已选择的目标虚拟对象的数量已超过目标数量,则之后的选择将视为无效。
可选地,所选择的目标数量的目标虚拟对象被视为加入玩家所管理的虚拟城市中,也即,属于玩家所管理的虚拟城市中的一员,存在于一个玩家的虚拟城市中的虚拟对象将不会同时存在于其他玩家的虚拟城市中。
S103、生成与未被选择的至少一个待选虚拟对象关联的至少一个需求任务,并在图形用户界面上显示需求任务对应的任务信息。
在一些实施例中,针对未被玩家选择,也即仍然处于虚拟对象驻留区的待选虚拟对象,可被分配至少一个需求任务,需求任务用于待选虚拟对象向玩家提出需求,从而增加待选虚拟对象的滞留时间,以延长待选虚拟对象留在虚拟对象驻留区的时间,同时也为玩家能够选择到待选虚拟对象提供更多的机会。
可选地,待选虚拟对象的需求任务可显示在图形用户界面上以告知玩家当前有需求任务需要被完成,其中,可具体展示需求任务对应的详细任务信息,以指示玩家按照任务信息完成需求任务。
S104、响应于对需求任务的完成事件,增加需求任务对应的待选虚拟对象离开虚拟对象驻留区的预设时长。
可选地,玩家可通过按照需求任务对应的任务信息完成需求任务,与其他战斗类游戏类似,在完成需求任务后,同样可以获取相应的游戏奖励,以激发玩家完成任务的积极性,增加游戏体验。
在一种可选的方式中,游戏奖励可以是增加该需求任务对应的待选虚拟对象的滞留时间,也即增加需求任务对应的待选虚拟对象离开虚拟对象驻留区的预设时长。如前面所说的,每个待选虚拟对象均有对应关联的需求任务,值得注意的是,此处增加的为与所完成的需求任务对应的待选虚拟对象的滞留时间,通过增加待选虚拟对象的滞留时间,也即延缓待选虚拟对象离开虚拟对象驻留区的时间,可以为玩家选择待选虚拟对象进入虚拟城市争取更多的时间,激发玩家的游戏积极性。
综上,本实施例提供的游戏中虚拟对象控制方法,包括:在图形用户界面上提供一虚拟对象驻留区,虚拟对象驻留区根据触发指令显示多个待选虚拟对象,多个待选虚拟对象被设置为经预设时长后离开虚拟对象驻留区;响应于针对多个待选虚拟对象的选择指令,从多个待选虚拟对象中选择目标数量的目标虚拟对象,将目标数量的目标虚拟对象加入虚拟城市中;生成与未被选择的至少一个待选虚拟对象关联的至少一个需求任务,并在图形用户界面上显示需求任务对应的任务信息;响应于对需求任务的完成事 件,增加需求任务对应的待选虚拟对象离开虚拟对象驻留区的预设时长。本方案解决了虚拟城市人口控制的多样性不足,无法实现在终端的图形用户界面上针对虚拟城市的控制操作从而模拟还原现实世界中的城市人口控制,导致用户体验较差的问题。通过为虚拟对象驻留区中未被选择的待选虚拟对象关联需求任务,可以使得玩家通过完成需求任务的方式获取奖励,增加待选虚拟对象离开虚拟对象驻留区的预设时长,延缓待选虚拟对象离开的时间,为将更多的待选虚拟对象加入虚拟城市以扩建虚拟城市规模争取更多的机会,通过本方法可为玩家提供源源不断的任务执行动机,激发游戏玩家的游戏积极性,从而提高了游戏体验。
可选地,步骤S102中,响应于针对多个待选虚拟对象的选择指令,从多个待选虚拟对象中选择目标数量的目标虚拟对象,可以包括:响应于针对多个待选虚拟对象选择指令,根据预先配置的虚拟城市的可容纳虚拟人口阈值,从多个待选虚拟对象中选择目标数量的目标虚拟对象。
在一些实施例中,玩家的虚拟城市的可容纳虚拟人口在一定时间内是固定的,存在上限,随着待选虚拟对象的不断加入,虚拟城市的可容纳虚拟人口数量的将逐渐达到阈值。可选地,上述在从多个待选虚拟对象中选择目标数量的目标虚拟对象时,可以是根据预先配置的虚拟城市的可容纳虚拟人口阈值进行选择,以使得所选的目标虚拟对象的目标数量不超过阈值,避免虚拟城市的人口容纳量超出限度。
可选地,步骤S102中,响应于针对多个待选虚拟对象的选择指令,从多个待选虚拟对象中选择目标数量的目标虚拟对象,可以包括:响应于根据各待选虚拟对象的属性信息输入的目标虚拟对象的选择指令,从多个待选虚拟对象中选择目标数量的目标虚拟对象;属性信息包括:工种、离开虚拟对象驻留区的预设时长、性格描述、人物画像。
在一些实施例中,对于虚拟对象驻留区中所显示的多个待选虚拟对象,每个待选虚拟对象还对应有各自的属性信息,其中可包括:待选虚拟对象的工种、上述所说的待选虚拟对象离开虚拟对象驻留区的预设时长、性格描述以及人物画像,其中,工种可以例如:工人、工程师、老人、小孩等,性格描述可以通过一句简洁的话语对待选虚拟对象进行描述,以表征对象性格,人物画面可以是半身立绘,也即虚拟画像,以向玩家展示待选虚拟对象的大致样貌。
可选地,对于所选择出的目标虚拟对象,可以以通关盖章的交互形式允许其进入虚拟城市,具体实现方式可以为:设置盖章按钮,玩家可在选择目标虚拟对象的标识后,点击盖章按钮以播放盖章动画。当然还可以采用其他的表现形式。
图2为本公开实施例提供的一种图形用户界面的示意图。可选地,各待选虚拟对象的属性信息可以是隐藏式的,当将鼠标光标或触控介质移动至任一待选虚拟对象上时,可如图2所示对应显示该待选虚拟对象的属性信息。
在一种可实现的方式中,玩家可根据各待选虚拟对象的属性信息,从多个待选虚拟对象中选择目标虚拟对象,属性信息可以帮助玩家做出更准确的选择,例如:根据工种信息,由于老人和小孩对于虚拟城市的贡献相对来说较小,一定程度上还可能增加虚拟城市的负担,则玩家在选择的时候,可能多数偏 向于选择工种为工人或工程师的待选虚拟对象;而对于待选虚拟对象离开虚拟对象驻留区的预设时长这一属性信息,为了避免待选虚拟对象的大量流失,相对来说可先选择预设时长较少的待选虚拟对象,以及时的将其纳入虚拟城市。
上述通过生动的、具体的、更加图形化的向玩家展示各待选虚拟对象的属性信息,可以帮助玩家做出更合理的选择,提升玩家虚拟城市的等级,提升玩家的游戏体验。
图3为本公开实施例提供的游戏中虚拟对象控制方法的流程示意图二;可选地,步骤S103中,生成与未被选择的至少一个待选虚拟对象关联的至少一个需求任务,可以包括:
S301、根据预先配置的需求列表以及需求任务生成间隔时间,生成至少一个需求任务。
可选地,需求列表中可包括多个待创建的需求任务的相关信息,需求列表可以是在游戏开发时开发人员自行创建并存储于服务器或终端本地的,在使用时可随时调用。
在一些实施例中,需求列表中的多个待创建的需求任务可以是按照任务的优先级依次排列的,其中,对于部分特殊化需求,优先级较高,可以排列在需求列表的前端,或者也可以是对在需求列表中对特殊化需求进行特殊标记,以区分于普通需求。
另外,还可预先设定需求任务的生成间隔时间,也即,在一个需求任务生成之后,间隔多长时间生成下一个需求任务。其中,需求任务生成间隔时间可以根据玩家的虚拟城市的等级进行配置,在一种情况下,虚拟城市的等级越高,对应的需求任务生成间隔时间越短,这样,在同样的时间内,可以生成更多的需求任务。
可选地,可根据上述所确定的需求任务生成间隔时间,依次从需求列表中读取待创建的需求任务的相关信息,从而依次生成至少一个需求任务,其中,可以先遍历所有特殊化需求,并在特殊化需求任务生成完成后,再依次按顺序读取各普通需求任务的相关信息。
S302、将至少一个需求任务分配至未被选择的至少一个待选虚拟对象。
可选地,一种情况下,可在生成需求任务的同时直接将其分配给未被选则的至少一个待选虚拟对象,也即,每生成一个需求任务则立刻分配给一个待选虚拟对象。一种情况下,也可在生成一批需求任务后,统一将其分配至未被选择的至少一个待选虚拟对象,本公开对此不作限制。
图4为本公开实施例提供的游戏中虚拟对象控制方法的流程示意图三;图5为本公开实施例提供的另一种图形用户界面的示意图;可选地,步骤S103中,在图形用户界面上显示需求任务对应的任务信息,可以包括:
S401、在图形用户界面中展示预设气泡,预设气泡用于指示当前有待完成的需求任务。
在一些实施例中,在将需求任务分配至待选虚拟对象后,还可在图形用户界面中展示预设气泡弹窗,如图5中a所示,预设气泡中可显示提示信息,用于向玩家提示当前有待完成的需求任务。当然,以预设气泡的形式进行展示也仅仅为可实现的方式之一,实际应用中,也可以是通过设置专门的消息提示栏,或者是高亮凸出显示需求任务对应的待选虚拟对象的标识等方式以进行提示。
S402、响应于针对预设气泡的确认操作,在图形用户界面上显示待完成的需求任务所对应的需求信息及驻留时长信息,需求信息包括:需求物品及数量,所驻留时长信息包括:虚拟对象离开虚拟对象驻留区的剩余时长。
可选地,玩家可通过输入对预设气泡的确认操作以查看需求任务,响应于针对预设气泡的确认操作,例如是点击操作、按压操作等,可由图5中a所示的界面跳转至b所示的界面,以显示待完成的需求任务对应的相关信息,其中包括:需求信息和驻留时长信息。需求信息包括但不限于:待选虚拟对象所需求物品的名称、数量等。驻留时长信息则包括:该待选虚拟对象离开虚拟对象驻留区的剩余时长。
值得说明的是,在实际执行中,预设气泡中可提示当前待完成的所有需求任务,各待完成的需求任务可根据生成时间依次排列,玩家可依次查看各需求任务并一一完成。
图6为本公开实施例提供的游戏中虚拟对象控制方法的流程示意图四;可选地,步骤S301中,根据预先配置的需求列表以及需求任务生成间隔时间,生成至少一个需求任务,可以包括:
S601、根据虚拟城市的等级,确定需求任务生成间隔时间。
可选地,上述在确定需求任务生成间隔时间时,由于虚拟城市的等级是不断提高的,故可以是根据玩家当前实时的虚拟城市的等级进行确定,以确保确定的需求任务生成间隔时间的准确性。
S602、遍历需求列表,按照需求任务生成间隔时间,依次生成至少一个需求订单。
如上述所说的,可先遍历特殊化需求任务,以先生成特殊需求任务,而对于剩余的普通需求任务,则可以按照列表中的排列方式依次遍历读取,并依次生成。
图7为本公开实施例提供的游戏中虚拟对象控制方法的流程示意图五;可选地,步骤S302中,将至少一个需求任务分配至未被选择的至少一个待选虚拟对象,可以包括:
S701、根据配置的各待选虚拟对象允许分配的需求任务最大值、以及各待选虚拟对象当前所分配的需求任务数量,确定待分配的虚拟对象。
在一些实施例中,各待选虚拟对象所允许分配的需求任务存在上限控制,以保证游戏的合理性,可根据各待选虚拟对象当前已分配的需求任务的数量、以及其所允许分配的需求任务最大值,从未被选择的多个待选虚拟对象中确定待分配的虚拟对象进行需求任务的分配。其中,各待选虚拟对象所允许分配的需求任务的最大值可以设置为相同,以保证公平性。
S702、将至少一个需求任务分配至待分配的虚拟对象。
可选地,可将上述所生成的至少一个需求任务分配至所确定出的待分配的虚拟对象。在一种方式中,每生成一个需求任务,可随机的分配至任一待分配的虚拟对象,或者也可以是生成一批需求任务,统一将一批需求任务随机分配至对应数量的待分配的虚拟对象。
图8为本公开实施例提供的游戏中虚拟对象控制方法的流程示意图六;可选地,步骤S701中,根据配置的各待选虚拟对象允许分配的需求任务最大值、以及各待选虚拟对象当前所分配的需求任务数量,确定待分配的虚拟对象,可以包括:
S801、判断目标虚拟对象所分配的需求任务数量是否小于所允许分配的需求任务最大值,目标虚拟对象为未被选择的至少一个待选虚拟对象中的任意虚拟对象。
可选地,对于任一未被选择的待选虚拟对象,可判断其当前所分配的需求任务数量是否小于所允许分配的需求任务最大值,也即,判断当前所分配的需求任务数量是否达到上限。
S802、若是,则确定目标虚拟对象为待分配的虚拟对象。
当且仅当待选虚拟对象当前已分配的需求任务数量未达到上限时,则可将待选虚拟对象作为待分配的虚拟对象,而对于已达上限的待选虚拟对象,将不再为其分配新的需求任务。
可选地,本公开的方法还可包括:若未被选择的至少一个待选虚拟对象当前所分配的需求任务数量均达到所允许分配的需求任务最大值,则丢弃当前生成的需求任务。
在一些实施例中,当虚拟对象驻留区中的所有未被选择的待选虚拟对象当前已分配的需求任务数量均达到所允许分配的需求任务最大值,也即均达到上限时,此时,新生成的需求任务将无法分配至待选虚拟对象,对于无法分配出去的需求任务,则可将其丢弃,也即视为作废。
可选地,上述步骤,丢弃当前生成的需求任务之后,本公开的方法还可包括:停止生成需求任务,直到虚拟对象驻留区产生新的待选虚拟对象。
当上述生成的需求任务被丢弃时,此时系统将不再生成需求任务,以避免无效的数据处理,直到检测到虚拟对象驻留区中有新的待选虚拟对象加入时,则可恢复对需求任务的生成。
图9为本公开实施例提供的游戏中虚拟对象控制方法的流程示意图七;图10为本公开实施例提供的又一种图形用户界面的示意图。可选地,步骤S104中,响应于对需求任务的完成事件,增加需求任务对应的待选虚拟对象离开虚拟对象驻留区的预设时长,可以包括:
S901、响应于对需求任务的完成事件,在图形用户界面上显示需求任务对应的增益系数,增益系数根据需求任务对应的待选虚拟对象离开虚拟对象驻留区的预设时长确定。
在图5中b所示的界面的基础上,如图10中a所示,在显示需求任务对应的任务信息的同时,还显示有确认控件,可响应输入的确认控件的确认操作,以完成需求任务。
可选地,响应于对需求任务的完成事件,可由图10中a所示的界面跳转至图10中b所示的任务奖励界面,其中,可显示需求任务对应的增益系数。增益系数可以指待选虚拟对象离开虚拟对象驻留区的预设时长的增益系数,增益系数可等同于初始为该待选虚拟对象所配置的离开虚拟对象驻留区的预设时长的百分比加成。其中,所显示的增益系数指的是当前所完成的需求任务所对应的待选虚拟对象的增益系数,不同的待选虚拟对象的增益系数不同。
S902、根据增益系数,确定需求任务对应的待选虚拟对象离开虚拟对象驻留区的新的预设时长。
可选地,可根据增益系数,计算得到需求任务对应的待选虚拟对象离开虚拟对象驻留区的新的预设时长,从而将新的预设时长作为该待选虚拟对象离开虚拟对象驻留区的判断条件。假设初始为该待选虚拟对象所配置的离开虚拟对象驻留区的预设时长为60分钟,当前距离该待选虚拟对象离开虚拟对象驻 留区的剩余时长为20分钟,而计算得到的增益系数为0.4,则待选虚拟对象离开虚拟对象驻留区的新的预设时长可以为:20+60*0.4,也即在当前剩余时长的基础上加上所增加的时长。
可选地,本公开的方法还可包括:响应于对需求任务的完成事件,生成任务奖励,任务奖励包括:虚拟道具、游戏经验。
图11为本公开实施例提供的另一种图形用户界面的示意图。在图10中b所示的任务奖励界面的基础上,如图11所示,在完成任务需求后,还可在任务奖励界面中展示其他任务奖励,例如:增设虚拟道具或者是增加游戏经验,当然除了所列举的任务奖励外,还可以有其他类型的奖励,例如:提升玩家等级、奖励皮肤等。通过任务奖励的形式一定程度上可提升玩家的游戏积极性。
可选地,步骤S101中,多个待选虚拟对象被设置为经预设时长后离开虚拟对象驻留区,可以包括:若待选虚拟对象在预设时长内未被选择,则从虚拟对象驻留区中删除待选虚拟对象。
在一些实施例中,对于虚拟对象驻留区中未被选择的待选虚拟对象,当其在所配置的滞留时间内仍未被玩家所选择,则从虚拟对象驻留区中删除该待选虚拟对象,也即待选虚拟对象流失,而被删除的待选虚拟对象则可以继续作为其他玩家虚拟对象驻留区中的一员。
可选地,本公开的方法还可包括:响应接收到的虚拟城市扩建指令,增加虚拟城市的可容纳虚拟人口阈值。
由于玩家的虚拟城市的规模是需要不断扩大的,那么,需要通过动态的扩建虚拟城市以不断的提升可容纳的待选虚拟对象的数量,从而一步步的壮大虚拟城市。
可选地,虚拟城市的扩建也并非随意可执行的,可按照预设的间隔时间进行扩大,预设的间隔时间可以是游戏开发时所配置的。或者,也可以是根据玩家所拥有的资源及建造能力,触发对虚拟城市的扩建。
响应于对虚拟城市的扩建指令,则可触发增加虚拟城市的可容纳虚拟人口阈值。其中,虚拟城市的扩建指令可以包括但不限于虚拟城市等级的提升、虚拟房屋数量增多、虚拟食物数量超过阈值、城市科技指数超过阈值等。
可选地,本公开的方法还可包括:响应接收到在游戏场景中对虚拟对象的救助操作,将被救助的虚拟对象添加至虚拟对象驻留区。
如上述所说的,虚拟对象驻留区中所产生的待选虚拟对象除了以系统自动投放的形式产生外,还可以是玩家在探险过程中所救助过的虚拟对象。可选地,响应于对虚拟对象的救助操作,则可以将被救助的虚拟对象显示在虚拟对象驻留区中。
综上,本实施例提供的游戏中虚拟对象控制方法,包括:在图形用户界面上提供一虚拟对象驻留区,虚拟对象驻留区根据触发指令显示多个待选虚拟对象,多个待选虚拟对象被设置为经预设时长后离开虚拟对象驻留区;响应于针对多个待选虚拟对象的选择指令,从多个待选虚拟对象中选择目标数量的目标虚拟对象,将目标数量的目标虚拟对象加入虚拟城市中;生成与未被选择的至少一个待选虚拟对象关联 的至少一个需求任务,并在图形用户界面上显示需求任务对应的任务信息;响应于对需求任务的完成事件,增加需求任务对应的待选虚拟对象离开虚拟对象驻留区的预设时长。本方案解决了虚拟城市人口控制的多样性不足,无法实现在终端的图形用户界面上针对虚拟城市的控制操作从而模拟还原现实世界中的城市人口控制,导致用户体验较差的问题。通过为虚拟对象驻留区中未被选择的待选虚拟对象关联需求任务,可以使得玩家通过完成需求任务的方式获取奖励,增加待选虚拟对象离开虚拟对象驻留区的预设时长,延缓待选虚拟对象离开的时间,为将更多的待选虚拟对象加入虚拟城市以扩建虚拟城市规模争取更多的机会,通过本方法可为玩家提供源源不断的任务执行动机,激发游戏玩家的游戏积极性,从而提高了游戏体验。
另外,通过图形化的向玩家展示待选虚拟对象的属性信息,可以使得玩家根据属性信息更加合理的选择待选虚拟对象加入虚拟城市,以提升玩家的游戏体验。
下述对用以执行本公开所提供的游戏中虚拟对象控制方法的装置、设备及存储介质等进行说明,其具体的实现过程以及技术效果参见上述,下述不再赘述。
图12为本公开实施例提供的一种游戏中虚拟对象控制装置的示意图,该游戏中虚拟对象控制装置实现的功能对应上述方法执行的步骤。该装置可以理解为上述的第一终端。如图12所示,该装置可包括:显示模块120、选择模块121、生成模块122、增加模块123;
显示模块120,被配置为用于在图形用户界面上提供一虚拟对象驻留区,虚拟对象驻留区根据触发指令显示多个待选虚拟对象,多个待选虚拟对象被设置为经预设时长后离开虚拟对象驻留区;
选择模块121,被配置为用于响应于针对多个待选虚拟对象的选择指令,从多个待选虚拟对象中选择目标数量的目标虚拟对象,将目标数量的目标虚拟对象加入虚拟城市中;
生成模块122,被配置为用于生成与未被选择的至少一个待选虚拟对象关联的至少一个需求任务,并在图形用户界面上显示需求任务对应的任务信息;
增加模块123,被配置为用于响应于对需求任务的完成事件,增加需求任务对应的待选虚拟对象离开虚拟对象驻留区的预设时长。
可选地,选择模块121,具体用于响应于针对多个待选虚拟对象选择指令,根据预先配置的虚拟城市的可容纳虚拟人口阈值,从多个待选虚拟对象中选择目标数量的目标虚拟对象。
可选地,选择模块121,具体用于响应于根据各待选虚拟对象的属性信息输入的目标虚拟对象的选择指令,从多个待选虚拟对象中选择目标数量的目标虚拟对象;属性信息包括:工种、离开虚拟对象驻留区的预设时长、性格描述、人物画像。
可选地,生成模块122,具体用于根据预先配置的需求列表以及需求任务生成间隔时间,生成至少一个需求任务;将至少一个需求任务分配至待分配的虚拟对象。
可选地,生成模块122,具体用于在图形用户界面中展示预设气泡,预设气泡用于指示当前有待完成的需求任务;响应于针对预设气泡的确认操作,在图形用户界面上显示待完成的需求任务所对应的需 求信息及驻留时长信息,需求信息包括:需求物品及数量,所驻留时长信息包括:虚拟对象离开虚拟对象驻留区的剩余时长。
可选地,生成模块122,具体用于根据虚拟城市的等级,确定需求任务生成间隔时间;遍历需求列表,按照需求任务生成间隔时间,依次生成至少一个需求订单。
可选地,生成模块122,具体用于根据配置的各待选虚拟对象允许分配的需求任务最大值、以及各虚拟对象当前所分配的需求任务数量,确定待分配的虚拟对象;将至少一个需求任务分配至待分配的虚拟对象。
可选地,生成模块122,具体用于判断目标虚拟对象所分配的需求任务数量是否小于所允许分配的需求任务最大值,目标虚拟对象为未被选择的至少一个待选虚拟对象中的任意虚拟对象;若是,则确定目标虚拟对象为待分配的虚拟对象。
可选地,该装置还包括:丢弃模块;
丢弃模块,用于若未被选择的至少一个待选虚拟对象当前所分配的需求任务数量均达到所允许分配的需求任务最大值,则丢弃当前生成的需求任务。
可选地,该装置还包括:终止模块;
终止模块,用于停止生成需求任务,直到虚拟对象驻留区产生新的待选虚拟对象。
可选地,增加模块123,具体用于响应于对需求任务的完成事件,在图形用户界面上显示需求任务对应的增益系数,增益系数根据需求任务对应的待选虚拟对象离开虚拟对象驻留区的预设时长确定;根据增益系数,确定需求任务对应的待选虚拟对象离开虚拟对象驻留区的新的预设时长。
可选地,生成模块122,还用于响应于对需求任务的完成事件,生成任务奖励,任务奖励包括:虚拟道具、游戏经验。
可选地,该装置还包括:删除模块;
删除模块,用于若待选虚拟对象在预设时长内未被选择,则从虚拟对象驻留区中删除待选虚拟对象。
可选地,该装置还包括:扩建模块;
扩建模块,用于响应接收到的虚拟城市扩建指令,增加虚拟城市的可容纳虚拟人口阈值。
可选地,显示模块120,具体用于响应接收到在游戏场景中对虚拟对象的救助操作,将被救助的虚拟对象添加至虚拟对象驻留区。
上述装置用于执行前述实施例提供的方法,其实现原理和技术效果类似,在此不再赘述。
以上这些模块可以是被配置成实施以上方法的一个或多个集成电路,例如:一个或多个特定集成电路(Application Specific Integrated Circuit,简称ASIC),或,一个或多个微处理器(digital singnal processor,简称DSP),或,一个或者多个现场可编程门阵列(Field Programmable Gate Array,简称FPGA)等。再如,当以上某个模块通过处理元件调度程序代码的形式实现时,该处理元件可以是通用处理器,例如中央处理器(Central Processing Unit,简称CPU)或其它可以调用程序代码的处理器。再如,这些模块可 以集成在一起,以片上系统(system-on-a-chip,简称SOC)的形式实现。
上述模块可以经由有线连接或无线连接彼此连接或通信。有线连接可以包括金属线缆、光缆、混合线缆等,或其任意组合。无线连接可以包括通过LAN、WAN、蓝牙、ZigBee、或NFC等形式的连接,或其任意组合。两个或更多个模块可以组合为单个模块,并且任何一个模块可以分成两个或更多个单元。所属领域的技术人员可以清楚地了解到,为描述的方便和简洁,上述描述的系统和装置的具体工作过程,可以参考方法实施例中的对应过程,本公开中不再赘述。
需要说明的是,以上这些模块可以是被配置成实施以上方法的一个或多个集成电路,例如:一个或多个特定集成电路(Application Specific Integrated Circuit,简称ASIC),或,一个或多个微处理器(Digital Singnal Processor,简称DSP),或,一个或者多个现场可编程门阵列(Field Programmable Gate Array,简称FPGA)等。再如,当以上某个模块通过处理元件调度程序代码的形式实现时,该处理元件可以是通用处理器,例如中央处理器(Central Processing Unit,简称CPU)或其它可以调用程序代码的处理器。再如,这些模块可以集成在一起,以片上系统(System-on-a-chip,简称SOC)的形式实现。
图13为本公开实施例提供的一种电子设备的结构示意图,该设备可以为上述的第一终端,第一终端设备可以是本地终端设备,也可以是云交互系统中的客户端设备。
该设备可包括:处理器801、存储器802。
存储器802用于存储程序,处理器801调用存储器802存储的程序,以执行上述方法实施例的步骤:
在所述图形用户界面上提供一虚拟对象驻留区,所述虚拟对象驻留区根据触发指令显示多个待选虚拟对象,所述多个待选虚拟对象被设置为经预设时长后离开所述虚拟对象驻留区;
响应于针对所述多个待选虚拟对象的选择指令,从多个待选虚拟对象中选择目标数量的目标虚拟对象,将所述目标数量的目标虚拟对象加入虚拟城市中;
生成与未被选择的至少一个待选虚拟对象关联的至少一个需求任务,并在所述图形用户界面上显示所述需求任务对应的任务信息;
响应于对所述需求任务的完成事件,增加所述需求任务对应的待选虚拟对象离开所述虚拟对象驻留区的预设时长。
可选地,所述响应于针对所述多个待选虚拟对象的选择指令,从多个待选虚拟对象中选择目标数量的目标虚拟对象,包括:
响应于针对所述多个待选虚拟对象选择指令,根据预先配置的所述虚拟城市的可容纳虚拟人口阈值,从多个待选虚拟对象中选择目标数量的目标虚拟对象。
可选地,所述响应于针对所述多个待选虚拟对象的选择指令,从多个待选虚拟对象中选择目标数量的目标虚拟对象,包括:
响应于根据各待选虚拟对象的属性信息输入的目标虚拟对象的选择指令,从多个待选虚拟对象中选择目标数量的目标虚拟对象;所述属性信息包括:工种、离开虚拟对象驻留区的预设时长、性格描述、 人物画像。
可选地,所述生成与未被选择的至少一个待选虚拟对象关联的至少一个需求任务,包括:
根据预先配置的需求列表以及需求任务生成间隔时间,生成至少一个需求任务;
将至少一个所述需求任务分配至所述未被选择的至少一个待选虚拟对象。
可选地,所述在所述图形用户界面上显示所述需求任务对应的任务信息,包括:
在所述图形用户界面中展示预设气泡,所述预设气泡用于指示当前有待完成的需求任务;
响应于针对所述预设气泡的确认操作,在所述图形用户界面上显示待完成的需求任务所对应的需求信息及驻留时长信息,所述需求信息包括:需求物品及数量,所驻留时长信息包括:虚拟对象离开虚拟对象驻留区的剩余时长。
可选地,所述根据预先配置的需求列表以及需求任务生成间隔时间,生成至少一个需求任务,包括:
根据所述虚拟城市的等级,确定所述需求任务生成间隔时间;
遍历所述需求列表,按照所述需求任务生成间隔时间,依次生成至少一个需求订单。
可选地,所述将至少一个所述需求任务分配至所述未被选择的至少一个待选虚拟对象,包括:
根据配置的各待选虚拟对象允许分配的需求任务最大值、以及各待选虚拟对象当前所分配的需求任务数量,确定待分配的虚拟对象;
将至少一个所述需求任务分配至所述待分配的虚拟对象。
可选地,所述根据配置的各待选虚拟对象允许分配的需求任务最大值、以及各待选虚拟对象当前所分配的需求任务数量,确定待分配的虚拟对象,包括:
判断目标虚拟对象所分配的需求任务数量是否小于所允许分配的需求任务最大值,所述目标虚拟对象为未被选择的所述至少一个待选虚拟对象中的任意虚拟对象;
若是,则确定所述目标虚拟对象为所述待分配的虚拟对象。
可选地,所述方法还包括:
若未被选择的所述至少一个待选虚拟对象当前所分配的需求任务数量均达到所允许分配的需求任务最大值,则丢弃当前生成的需求任务。
可选地,所述丢弃当前生成的需求任务之后,所述方法还包括:
停止生成需求任务,直到所述虚拟对象驻留区产生新的待选虚拟对象。
可选地,所述响应于对所述需求任务的完成事件,增加所述需求任务对应的待选虚拟对象离开所述虚拟对象驻留区的预设时长,包括:
响应于对所述需求任务的完成事件,在所述图形用户界面上显示所述需求任务对应的增益系数,所述增益系数根据所述需求任务对应的待选虚拟对象离开所述虚拟对象驻留区的预设时长确定;
根据所述增益系数,确定所述需求任务对应的待选虚拟对象离开所述虚拟对象驻留区的新的预设时长。
可选地,所述方法还包括:
响应于对所述需求任务的完成事件,生成任务奖励,所述任务奖励包括:虚拟道具、游戏经验。
可选地,所述多个待选虚拟对象被设置为经预设时长后离开所述虚拟对象驻留区,包括:
若所述待选虚拟对象在预设时长内未被选择,则从所述虚拟对象驻留区中删除所述待选虚拟对象。
可选地,所述方法还包括:
响应接收到的虚拟城市扩建指令,增加所述虚拟城市的可容纳虚拟人口阈值。
可选地,所述方法还包括:
响应接收到在游戏场景中对虚拟对象的救助操作,将被救助的虚拟对象添加至所述虚拟对象驻留区。
通过为虚拟对象驻留区中未被选择的待选虚拟对象关联需求任务,可以使得玩家通过完成需求任务的方式获取奖励,增加待选虚拟对象离开虚拟对象驻留区的预设时长,延缓待选虚拟对象离开的时间,为将更多的待选虚拟对象加入虚拟城市以扩建虚拟城市规模争取更多的机会,通过上述方式可为玩家提供源源不断的任务执行动机,激发游戏玩家的游戏积极性,从而提高了游戏体验。另外,通过图形化的向玩家展示待选虚拟对象的属性信息,可以使得玩家根据属性信息更加合理的选择待选虚拟对象加入虚拟城市,以提升玩家的游戏体验。
具体实现方式和技术效果类似,这里不再赘述。
其中,存储器802存储有程序代码,当程序代码被处理器801执行时,使得处理器801执行本说明书上述“示例性方法”部分中描述的根据本公开各种示例性实施方式的方法中的各种步骤。
处理器801可以是通用处理器,例如中央处理器(CPU)、数字信号处理器(Digital Signal Processor,DSP)、专用集成电路(Application Specific Integrated Circuit,ASIC)、现场可编程门阵列(Field Programmable Gate Array,FPGA)或者其他可编程逻辑器件、分立门或者晶体管逻辑器件、分立硬件组件,可以实现或者执行本公开实施例中公开的各方法、步骤及逻辑框图。通用处理器可以是微处理器或者任何常规的处理器等。结合本公开实施例所公开的方法的步骤可以直接体现为硬件处理器执行完成,或者用处理器中的硬件及软件模块组合执行完成。
存储器802作为一种非易失性计算机可读存储介质,可用于存储非易失性软件程序、非易失性计算机可执行程序以及模块。存储器可以包括至少一种类型的存储介质,例如可以包括闪存、硬盘、多媒体卡、卡型存储器、随机访问存储器(Random Access Memory,RAM)、静态随机访问存储器(Static Random Access Memory,SRAM)、可编程只读存储器(Programmable Read Only Memory,PROM)、只读存储器(Read Only Memory,ROM)、带电可擦除可编程只读存储器(Electrically Erasable Programmable Read-Only Memory,EEPROM)、磁性存储器、磁盘、光盘等等。存储器是能够用于携带或存储具有指令或数据结构形式的期望的程序代码并能够由计算机存取的任何其他介质,但不限于此。本公开实施例中的存储器802还可以是电路或者其它任意能够实现存储功能的装置,用于存储程序指令和/或数据。
可选地,本公开还提供一种程序产品,例如计算机可读存储介质,包括程序,该程序在被处理器执行时用于执行上述方法实施例的步骤:
在所述图形用户界面上提供一虚拟对象驻留区,所述虚拟对象驻留区根据触发指令显示多个待选虚拟对象,所述多个待选虚拟对象被设置为经预设时长后离开所述虚拟对象驻留区;
响应于针对所述多个待选虚拟对象的选择指令,从多个待选虚拟对象中选择目标数量的目标虚拟对象,将所述目标数量的目标虚拟对象加入虚拟城市中;
生成与未被选择的至少一个待选虚拟对象关联的至少一个需求任务,并在所述图形用户界面上显示所述需求任务对应的任务信息;
响应于对所述需求任务的完成事件,增加所述需求任务对应的待选虚拟对象离开所述虚拟对象驻留区的预设时长。
可选地,所述响应于针对所述多个待选虚拟对象的选择指令,从多个待选虚拟对象中选择目标数量的目标虚拟对象,包括:
响应于针对所述多个待选虚拟对象选择指令,根据预先配置的所述虚拟城市的可容纳虚拟人口阈值,从多个待选虚拟对象中选择目标数量的目标虚拟对象。
可选地,所述响应于针对所述多个待选虚拟对象的选择指令,从多个待选虚拟对象中选择目标数量的目标虚拟对象,包括:
响应于根据各待选虚拟对象的属性信息输入的目标虚拟对象的选择指令,从多个待选虚拟对象中选择目标数量的目标虚拟对象;所述属性信息包括:工种、离开虚拟对象驻留区的预设时长、性格描述、人物画像。
可选地,所述生成与未被选择的至少一个待选虚拟对象关联的至少一个需求任务,包括:
根据预先配置的需求列表以及需求任务生成间隔时间,生成至少一个需求任务;
将至少一个所述需求任务分配至所述未被选择的至少一个待选虚拟对象。
可选地,所述在所述图形用户界面上显示所述需求任务对应的任务信息,包括:
在所述图形用户界面中展示预设气泡,所述预设气泡用于指示当前有待完成的需求任务;
响应于针对所述预设气泡的确认操作,在所述图形用户界面上显示待完成的需求任务所对应的需求信息及驻留时长信息,所述需求信息包括:需求物品及数量,所驻留时长信息包括:虚拟对象离开虚拟对象驻留区的剩余时长。
可选地,所述根据预先配置的需求列表以及需求任务生成间隔时间,生成至少一个需求任务,包括:
根据所述虚拟城市的等级,确定所述需求任务生成间隔时间;
遍历所述需求列表,按照所述需求任务生成间隔时间,依次生成至少一个需求订单。
可选地,所述将至少一个所述需求任务分配至所述未被选择的至少一个待选虚拟对象,包括:
根据配置的各待选虚拟对象允许分配的需求任务最大值、以及各待选虚拟对象当前所分配的需求任 务数量,确定待分配的虚拟对象;
将至少一个所述需求任务分配至所述待分配的虚拟对象。
可选地,所述根据配置的各待选虚拟对象允许分配的需求任务最大值、以及各待选虚拟对象当前所分配的需求任务数量,确定待分配的虚拟对象,包括:
判断目标虚拟对象所分配的需求任务数量是否小于所允许分配的需求任务最大值,所述目标虚拟对象为未被选择的所述至少一个待选虚拟对象中的任意虚拟对象;
若是,则确定所述目标虚拟对象为所述待分配的虚拟对象。
可选地,所述方法还包括:
若未被选择的所述至少一个待选虚拟对象当前所分配的需求任务数量均达到所允许分配的需求任务最大值,则丢弃当前生成的需求任务。
可选地,所述丢弃当前生成的需求任务之后,所述方法还包括:
停止生成需求任务,直到所述虚拟对象驻留区产生新的待选虚拟对象。
可选地,所述响应于对所述需求任务的完成事件,增加所述需求任务对应的待选虚拟对象离开所述虚拟对象驻留区的预设时长,包括:
响应于对所述需求任务的完成事件,在所述图形用户界面上显示所述需求任务对应的增益系数,所述增益系数根据所述需求任务对应的待选虚拟对象离开所述虚拟对象驻留区的预设时长确定;
根据所述增益系数,确定所述需求任务对应的待选虚拟对象离开所述虚拟对象驻留区的新的预设时长。
可选地,所述方法还包括:
响应于对所述需求任务的完成事件,生成任务奖励,所述任务奖励包括:虚拟道具、游戏经验。
可选地,所述多个待选虚拟对象被设置为经预设时长后离开所述虚拟对象驻留区,包括:
若所述待选虚拟对象在预设时长内未被选择,则从所述虚拟对象驻留区中删除所述待选虚拟对象。
可选地,所述方法还包括:
响应接收到的虚拟城市扩建指令,增加所述虚拟城市的可容纳虚拟人口阈值。
可选地,所述方法还包括:
响应接收到在游戏场景中对虚拟对象的救助操作,将被救助的虚拟对象添加至所述虚拟对象驻留区。
通过为虚拟对象驻留区中未被选择的待选虚拟对象关联需求任务,可以使得玩家通过完成需求任务的方式获取奖励,增加待选虚拟对象离开虚拟对象驻留区的预设时长,延缓待选虚拟对象离开的时间,为将更多的待选虚拟对象加入虚拟城市以扩建虚拟城市规模争取更多的机会,通过上述方式可为玩家提供源源不断的任务执行动机,激发游戏玩家的游戏积极性,从而提高了游戏体验。另外,通过图形化的向玩家展示待选虚拟对象的属性信息,可以使得玩家根据属性信息更加合理的选择待选虚拟对象加入虚 拟城市,以提升玩家的游戏体验。
在本公开所提供的几个实施例中,应该理解到,所揭露的装置和方法,可以通过其它的方式实现。例如,以上所描述的装置实施例仅仅是示意性的,例如,所述单元的划分,仅仅为一种逻辑功能划分,实际实现时可以有另外的划分方式,例如多个单元或组件可以结合或者可以集成到另一个系统,或一些特征可以忽略,或不执行。另一点,所显示或讨论的相互之间的耦合或直接耦合或通信连接可以是通过一些接口,装置或单元的间接耦合或通信连接,可以是电性,机械或其它的形式。
所述作为分离部件说明的单元可以是或者也可以不是物理上分开的,作为单元显示的部件可以是或者也可以不是物理单元,即可以位于一个地方,或者也可以分布到多个网络单元上。可以根据实际的需要选择其中的部分或者全部单元来实现本实施例方案的目的。
另外,在本公开各个实施例中的各功能单元可以集成在一个处理单元中,也可以是各个单元单独物理存在,也可以两个或两个以上单元集成在一个单元中。上述集成的单元既可以采用硬件的形式实现,也可以采用硬件加软件功能单元的形式实现。
上述以软件功能单元的形式实现的集成的单元,可以存储在一个计算机可读取存储介质中。上述软件功能单元存储在一个存储介质中,包括若干指令用以使得一台计算机设备(可以是个人计算机,服务器,或者网络设备等)或处理器(英文:processor)执行本公开各个实施例所述方法的部分步骤。而前述的存储介质包括:U盘、移动硬盘、只读存储器(英文:Read-Only Memory,简称:ROM)、随机存取存储器(英文: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。

Claims (18)

  1. 一种游戏中虚拟对象控制方法,其中,通过第一终端设备提供一图形用户界面,所述方法包括:
    在所述图形用户界面上提供一虚拟对象驻留区,所述虚拟对象驻留区根据触发指令显示多个待选虚拟对象,所述多个待选虚拟对象被设置为经预设时长后离开所述虚拟对象驻留区;
    响应于针对所述多个待选虚拟对象的选择指令,从多个待选虚拟对象中选择目标数量的目标虚拟对象,将所述目标数量的目标虚拟对象加入虚拟城市中;
    生成与未被选择的至少一个待选虚拟对象关联的至少一个需求任务,并在所述图形用户界面上显示所述需求任务对应的任务信息;
    响应于对所述需求任务的完成事件,增加所述需求任务对应的待选虚拟对象离开所述虚拟对象驻留区的预设时长。
  2. 根据权利要求1所述的方法,其中,所述响应于针对所述多个待选虚拟对象的选择指令,从多个待选虚拟对象中选择目标数量的目标虚拟对象,包括:
    响应于针对所述多个待选虚拟对象选择指令,根据预先配置的所述虚拟城市的可容纳虚拟人口阈值,从多个待选虚拟对象中选择目标数量的目标虚拟对象。
  3. 根据权利要求2所述的方法,其特征在于,所述响应于针对所述多个待选虚拟对象的选择指令,从多个待选虚拟对象中选择目标数量的目标虚拟对象,包括:
    响应于根据各待选虚拟对象的属性信息输入的目标虚拟对象的选择指令,从多个待选虚拟对象中选择目标数量的目标虚拟对象;所述属性信息包括:工种、离开虚拟对象驻留区的预设时长、性格描述、人物画像。
  4. 根据权利要求1-3任一所述的方法,其中,所述生成与未被选择的至少一个待选虚拟对象关联的至少一个需求任务,包括:
    根据预先配置的需求列表以及需求任务生成间隔时间,生成至少一个需求任务;
    将至少一个所述需求任务分配至所述未被选择的至少一个待选虚拟对象。
  5. 根据权利要求4所述的方法,其中,所述在所述图形用户界面上显示所述需求任务对应的任务信息,包括:
    在所述图形用户界面中展示预设气泡,所述预设气泡用于指示当前有待完成的需求任务;
    响应于针对所述预设气泡的确认操作,在所述图形用户界面上显示待完成的需求任务所对应的需求信息及驻留时长信息,所述需求信息包括:需求物品及数量,所驻留时长信息包括:虚拟对象离开虚拟对象驻留区的剩余时长。
  6. 根据权利要求4所述的方法,其中,所述根据预先配置的需求列表以及需求任务生成间隔时间,生成至少一个需求任务,包括:
    根据所述虚拟城市的等级,确定所述需求任务生成间隔时间;
    遍历所述需求列表,按照所述需求任务生成间隔时间,依次生成至少一个需求订单。
  7. 根据权利要求6所述的方法,其中,所述将至少一个所述需求任务分配至所述未被选择的至少一个待选虚拟对象,包括:
    根据配置的各待选虚拟对象允许分配的需求任务最大值、以及各待选虚拟对象当前所分配的需求任务数量,确定待分配的虚拟对象;
    将至少一个所述需求任务分配至所述待分配的虚拟对象。
  8. 根据权利要求7所述的方法,其中,所述根据配置的各待选虚拟对象允许分配的需求任务最大值、以及各待选虚拟对象当前所分配的需求任务数量,确定待分配的虚拟对象,包括:
    判断目标虚拟对象所分配的需求任务数量是否小于所允许分配的需求任务最大值,所述目标虚拟对象为未被选择的所述至少一个待选虚拟对象中的任意虚拟对象;
    若是,则确定所述目标虚拟对象为所述待分配的虚拟对象。
  9. 根据权利要求6-8任一所述的方法,其中,所述方法还包括:
    若未被选择的所述至少一个待选虚拟对象当前所分配的需求任务数量均达到所允许分配的需求任务最大值,则丢弃当前生成的需求任务。
  10. 根据权利要求9所述的方法,其中,所述丢弃当前生成的需求任务之后,所述方法还包括:
    停止生成需求任务,直到所述虚拟对象驻留区产生新的待选虚拟对象。
  11. 根据权利要求5所述的方法,其中,所述响应于对所述需求任务的完成事件,增加所述需求任务对应的待选虚拟对象离开所述虚拟对象驻留区的预设时长,包括:
    响应于对所述需求任务的完成事件,在所述图形用户界面上显示所述需求任务对应的增益系数,所述增益系数根据所述需求任务对应的待选虚拟对象离开所述虚拟对象驻留区的预设时长确定;
    根据所述增益系数,确定所述需求任务对应的待选虚拟对象离开所述虚拟对象驻留区的新的预设时长。
  12. 根据权利要求1所述的方法,其中,所述方法还包括:
    响应于对所述需求任务的完成事件,生成任务奖励,所述任务奖励包括:虚拟道具、游戏经验。
  13. 根据权利要求1所述的方法,其中,所述多个待选虚拟对象被设置为经预设时长后离开所述虚拟对象驻留区,包括:
    若所述待选虚拟对象在预设时长内未被选择,则从所述虚拟对象驻留区中删除所述待选虚拟对象。
  14. 根据权利要求2所述的方法,其中,所述方法还包括:
    响应接收到的虚拟城市扩建指令,增加所述虚拟城市的可容纳虚拟人口阈值。
  15. 根据权利要求1所述的方法,其中,所述方法还包括:
    响应接收到在游戏场景中对虚拟对象的救助操作,将被救助的虚拟对象添加至所述虚拟对象驻留区。
  16. 一种游戏中虚拟对象控制装置,其中,通过第一终端设备提供一图形用户界面,所述装置包括:显示模块、选择模块、生成模块、增加模块;
    所述显示模块,被配置为在所述图形用户界面上提供一虚拟对象驻留区,所述虚拟对象驻留区根据触发指令显示多个待选虚拟对象,所述多个待选虚拟对象被设置为经预设时长后离开所述虚拟对象驻留区;
    所述选择模块,被配置为响应于针对所述多个待选虚拟对象的选择指令,从多个待选虚拟对象中选择目标数量的目标虚拟对象,将所述目标数量的目标虚拟对象加入虚拟城市中;
    所述生成模块,被配置为生成与未被选择的至少一个待选虚拟对象关联的至少一个需求任务,并在所述图形用户界面上显示所述需求任务对应的任务信息;
    所述增加模块,被配置为响应于对所述需求任务的完成事件,增加所述需求任务对应的待选虚拟对象离开所述虚拟对象驻留区的预设时长。
  17. 一种电子设备,其中,包括:处理器、存储介质和总线,所述存储介质存储有所述处理器可执行的程序指令,当电子设备运行时,所述处理器与所述存储介质之间通过总线通信,所述处理器执行所述程序指令,以执行时执行如权利要求1至15任一所述的方法的步骤。
  18. 一种计算机可读存储介质,其中,所述存储介质上存储有计算机程序,所述计算机程序被处理器运行时执行如权利要求1至15任一所述的方法的步骤。
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