WO2024093132A1 - 游戏中的交互控制方法、装置和电子设备 - Google Patents
游戏中的交互控制方法、装置和电子设备 Download PDFInfo
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- WO2024093132A1 WO2024093132A1 PCT/CN2023/086596 CN2023086596W WO2024093132A1 WO 2024093132 A1 WO2024093132 A1 WO 2024093132A1 CN 2023086596 W CN2023086596 W CN 2023086596W WO 2024093132 A1 WO2024093132 A1 WO 2024093132A1
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- prop
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- props
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Classifications
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/55—Controlling game characters or game objects based on the game progress
- A63F13/56—Computing 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
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/52—Controlling the output signals based on the game progress involving aspects of the displayed game scene
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/55—Controlling game characters or game objects based on the game progress
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/55—Controlling game characters or game objects based on the game progress
- A63F13/57—Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/60—Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
- A63F13/69—Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/85—Providing additional services to players
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- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F3/00—Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
- G06F3/01—Input arrangements or combined input and output arrangements for interaction between user and computer
- G06F3/048—Interaction techniques based on graphical user interfaces [GUI]
- G06F3/0484—Interaction techniques based on graphical user interfaces [GUI] for the control of specific functions or operations, e.g. selecting or manipulating an object, an image or a displayed text element, setting a parameter value or selecting a range
- G06F3/04842—Selection of displayed objects or displayed text elements
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- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/30—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device
- A63F2300/308—Details of the user interface
Definitions
- the present disclosure relates to the field of game technology, and in particular to an interactive control method, device and electronic device in a game.
- players can select game props from the warehouse, put the selected game props into the backpack, and then control the virtual character to carry the backpack into the game. They can also pick up game props in the game scene of the game. Game props can be used to attack enemy characters, heal the controlled character itself or friendly characters, etc. In this way, the way to obtain game props is relatively simple, resulting in limited functions and types of game props available to players in the game, affecting the player's game competitive experience, leading to player loss, and causing idling and waste of game service resources and server equipment resources.
- the purpose of the present invention is to provide an interactive control method, device and electronic device in a game, so as to enrich the channels for obtaining game props, make the functions and types of game props richer, improve the competitive experience of players participating in game matches, improve the utilization rate of service resources, and avoid idling and wasting game service resources and server equipment resources.
- a method for interactive control in a game wherein a graphical user interface is provided through a terminal device; the graphical user interface includes a current game match interface; the current game match interface includes a game scene and a controlled virtual object located in the game scene; the controlled virtual object is controlled through the terminal device; the method includes: controlling the controlled virtual object to move in the game scene; wherein the game scene includes multiple virtual objects; the controlled virtual object belongs to one of the multiple virtual objects; in response to a specified trigger event, determining at least part of alternative props from a specified prop set and displaying the alternative props; in response to a selection operation on a first prop among the alternative props, controlling the controlled virtual object to obtain the first prop; in response to a trigger operation on the first prop, controlling execution of a game behavior corresponding to the first prop in the game scene.
- an interactive control device in a game which provides a graphical user interface through a terminal device; the graphical user interface includes a current game match interface; the current game match interface includes a game scene and a controlled virtual object located in the game scene; the controlled virtual object is controlled by the terminal device; the device includes: a movement control module, used to control the movement of the controlled virtual object in the game scene; wherein the game scene includes multiple virtual objects; the controlled virtual object belongs to one of the multiple virtual objects; a prop display module, used to determine at least part of alternative props from a specified prop set in response to a specified trigger event, and display the alternative props; a prop acquisition module, used to respond to a selection operation on a first prop in the alternative props, and control the controlled virtual object to obtain the first prop; a prop trigger module, used to respond to a trigger operation on the first prop, and control the execution of a game behavior corresponding to the first prop in the game scene.
- an electronic device including a processor and a memory, wherein the memory stores machine executable instructions that can be executed by the processor, and the processor executes the machine executable instructions to implement the interactive control method in the above-mentioned game.
- a machine-readable storage medium which stores machine-executable instructions.
- the machine-executable instructions When the machine-executable instructions are called and executed by a processor, the machine-executable instructions prompt the processor to implement the interactive control method in the above-mentioned game.
- the interactive control method, device and electronic device in the game of the embodiments of the present disclosure provide a graphical user interface through a terminal device; the graphical user interface includes a current game match interface; the current game match interface includes a game scene and a controlled virtual object located in the game scene; the controlled virtual object is controlled by the terminal device; the controlled virtual object is controlled to move in the game scene; wherein the game scene includes multiple virtual objects; the controlled virtual object belongs to one of the multiple virtual objects; in response to a specified trigger event, at least part of alternative props are determined from a specified prop set, and the alternative props are displayed; in response to a selection operation on a first prop among the alternative props, the controlled virtual object is controlled to obtain the first prop; in response to a trigger operation on the first prop, the game behavior corresponding to the first prop is controlled to be executed in the game scene.
- alternative props are determined from a prop set, and players can select props from the alternative props; this method enriches the channels for obtaining game props, and different props can be obtained according to changes in the game progress, making the functions and types of game props richer, improving the competitive experience of players participating in game games, improving the utilization rate of service resources, making full use of game service resources and server equipment resources, and avoiding idling and waste of game service resources and server equipment resources.
- FIG1 is a flow chart of an interactive control method in a game provided by one of the embodiments of the present disclosure
- FIG2 is a display diagram of an interactive prompt control provided by one of the embodiments of the present disclosure.
- FIG3 is a display diagram of a prop acquisition control provided by one of the embodiments of the present disclosure.
- FIG4 is a schematic diagram of an interactive control device in a game provided by one of the embodiments of the present disclosure.
- FIG5 is a schematic diagram of the structure of an electronic device provided by one of the embodiments of the present disclosure.
- the way to obtain game props is relatively simple, resulting in limited functions and types of game props available to players in the game, affecting the players' gaming experience.
- the embodiments of the present disclosure provide an interactive control method, device and electronic device in the game, which can be applied to various games, for example, games related to tactical competition through props.
- the interactive control method in the game can be run on a local terminal device or a server.
- the method can be implemented and executed based on a cloud interactive system, wherein the cloud interactive system includes a server and a client device.
- cloud games refer to a game mode based on cloud computing.
- the operation mode of cloud games the operating body of the game program and the main body of the game screen presentation are separated.
- the storage and operation of the interactive control method in the game are completed on the cloud game server.
- the role of the client device is used for receiving and sending data and presenting the game screen.
- the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, a TV, a computer, a handheld computer, etc.; but the cloud game server in the cloud is used for information processing.
- the player operates the client device to send an operation instruction to the cloud game server.
- the cloud game server runs the game according to the operation instruction, encodes and compresses the game screen and other data, and returns it to the client device through the network.
- the client device decodes and outputs the game screen.
- a local terminal device stores a game program and is used to present a game screen.
- the local terminal device is used to interact with the player through a graphical user interface, that is, the game program is downloaded and installed by an electronic device and run conventionally.
- the local terminal device may provide the graphical user interface to the player in a variety of ways, for example, it may be rendered and displayed on a display screen of the terminal, or provided to the player through a 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 display of the graphical user interface on the display screen.
- an embodiment of the present disclosure provides an interactive control method in a game, providing a graphical user interface through a terminal device, wherein the terminal device can be the local terminal device mentioned above, or can be a client device in the cloud interactive system mentioned above.
- a game scene is preset, which can be an island terrain, a mountain terrain, an urban terrain, etc.; an aircraft flies over the game scene along a preset path, and multiple virtual objects are in the virtual vehicle; during the flight of the aircraft, the player can control the controlled virtual object to jump out of the aircraft at any time and land in the game scene by parachuting.
- a game match is usually played by multiple players, so there are multiple virtual objects in the game scene corresponding to the game match; each player controls a virtual object to participate in the game match.
- Virtual objects can participate in the game match individually or in a team, which can be determined according to the game match requirements.
- Virtual objects usually carry weapon props, such as guns, bullets, grenades, etc., and can also carry healing props, such as health packs, etc.; props may be scattered in the game scene, and virtual objects can pick up and use them; when there is a virtual object in a defeated state in the game scene, the props carried by the virtual object can also be picked up and used by other virtual objects.
- the controlled virtual object can attack other virtual objects with weapons and props, causing the health, skill value or other object attributes of the attacked virtual object to decrease.
- the controlled virtual object can pick up some props of the defeated virtual object and use them. If the controlled virtual object is in an unsafe area, its health will continue to decrease, and it needs to go to a safe area as soon as possible, for example, it can quickly reach the safe area through a virtual vehicle.
- the controlled virtual object When the controlled virtual object is in an unsafe area for a long time, or is attacked by other virtual objects, its health value will decrease. When the health value is reduced to zero, the controlled virtual object is defeated. If all other virtual objects in the game scene are defeated, but the controlled virtual object survives, then the controlled virtual object or the team it belongs to wins the game. If the controlled virtual object is defeated but the teammates of the controlled virtual object's team win the game, then the team the controlled virtual object belongs to wins the game. If the controlled virtual object has no teammates and is defeated, the game of the controlled virtual object fails. If the controlled virtual object has teammates, If both the controlled virtual object and the teammates are defeated, the game of the controlled virtual object fails.
- the interactive control method in the game provides a graphical user interface through a terminal device, wherein the terminal device can be the local terminal device described above or the client device described above, and the graphical user interface includes a current game match interface; the current game match interface includes a game scene and a controlled virtual object located in the game scene; the controlled virtual object is controlled by the terminal device.
- the controlled virtual object lands from the flying vehicle into the game scene, and moves, picks up props, performs shooting operations, etc.
- the virtual camera follows the movement of the controlled virtual object; in a third-person game, the virtual camera follows behind the controlled virtual object, and the scene picture obtained includes the controlled virtual object; in a first-person game, the virtual camera shoots the scene picture under the field of view of the controlled virtual object, and the scene picture may include some body parts of the controlled virtual object.
- the above-mentioned graphical user interface also displays interactive controls, such as movement controls, various skill controls, etc.; players trigger these interactive controls through terminal devices, thereby controlling the position, posture, action, etc. of the controlled virtual object in the game scene through the terminal device.
- interactive controls such as movement controls, various skill controls, etc.
- players trigger these interactive controls through terminal devices, thereby controlling the position, posture, action, etc. of the controlled virtual object in the game scene through the terminal device.
- This method comprises the following steps:
- Step S102 controlling the controlled virtual object to move in the game scene; wherein the game scene includes a plurality of virtual objects; the controlled virtual object is one of the plurality of virtual objects;
- the graphical user interface displays movement controls, such as a joystick; the player controls the movement of the controlled virtual object in the game scene by triggering the movement controls.
- movement controls such as a joystick
- the player controls the movement of the controlled virtual object in the game scene by triggering the movement controls.
- multiple virtual objects participate together; if the controlled virtual object participates in the game match alone, all virtual objects other than the controlled virtual object are enemy objects; if the controlled virtual objects form a team to participate in the game match together, all virtual objects other than the teammate objects are enemy objects.
- the object state of the controlled virtual object may be affected by a designated action of a first virtual object among multiple virtual objects, or by a scene state of a scene position where the controlled virtual object is located; the first virtual object is the controlled virtual object or a virtual object other than the controlled virtual object.
- the object state of the controlled virtual object may include numerical states such as health value and magic value; the object state of the controlled virtual object may be affected by any virtual object in the controlled game scene, and may also be affected by the scene state of the scene position in the game scene.
- the first virtual object may perform an attack action on the controlled virtual object, such as shooting with a gun, releasing an attack prop, etc. If the controlled virtual object is hit, the health value of the controlled virtual object will decrease; when the first virtual object is a teammate object, the first virtual object may perform a rescue action on the controlled virtual object, such as using a blood supply prop on the controlled virtual object, etc.
- the health value of the controlled virtual object will increase.
- the above-mentioned first virtual object may also be the controlled virtual object itself.
- the controlled virtual object uses a blood supply prop on itself, at this time, the health value of the controlled virtual object will also increase.
- the object state of the controlled virtual object will also be affected by the scene state of the scene where the controlled virtual object is located; for example, the scene state may include a safe state and an unsafe state.
- the game scene is divided into safe areas and unsafe areas; if the controlled virtual object is located in an unsafe area, the health of the controlled virtual object may be reduced, and the skills or props effects of the controlled virtual object may also be affected, thereby affecting the object state of the controlled virtual object.
- Step S104 in response to a specified triggering event, determining at least part of candidate props from a specified prop set, and displaying the candidate props;
- This embodiment aims to provide a variety of game props in the game to meet the game combat needs of the players and promote the progress of the game.
- one or more specified trigger events can be pre-set, and when the game status of the game meets the specified trigger event, the prop acquisition control is displayed in the graphical user interface.
- the specified trigger event can be set according to the game time, situation changes, survival status of virtual objects in the scene, object level, etc.
- a game system may have multiple candidate prop sets preset, and the prop types, quantities, functions, etc. in different candidate prop sets may be different.
- the designated prop set is determined from the candidate prop set; the game process can be the game time or the game process node, and the designated prop sets corresponding to different game processes can be different or partially different, so that the controlled virtual object can obtain props of different types or attributes in different game processes.
- one or more alternative props can be determined from a specified prop set according to preset rules, for example, by random distribution, random extraction, or allocation to each virtual object in a certain order; after the alternative props are determined, the alternative props are displayed in a graphical user interface, and information such as the prop usage of the alternative props can also be displayed.
- At least some of the alternative props can be automatically determined from the specified prop set; or a prop acquisition control can be first displayed in the graphical user interface; the prop acquisition control can be displayed at a specified position in the graphical user interface, and at the same time, prompt information can be displayed to prompt the player to obtain the props by triggering the prop acquisition control.
- the game system may display the aforementioned item acquisition control on the terminal device corresponding to each virtual object in a surviving state, and then, the player corresponding to each virtual object in a surviving state may determine the alternative items through the item acquisition control.
- the alternative props corresponding to different virtual objects may be the same or different. Some special props may be obtained and used by only one virtual object in an abnormal game match.
- Step S106 in response to the selection operation of the first prop among the candidate props, controlling the controlled virtual object to obtain the first prop;
- the alternative props may include one or more. After the alternative props are displayed in the graphical user interface, the player can select one or more of the props, and the selected prop is the first prop mentioned above; after the first prop is selected, it can enter the backpack of the controlled virtual object, and the controlled virtual object can use the first prop.
- Step S108 in response to the triggering operation on the first prop, controlling the execution of the game behavior corresponding to the first prop in the game scene.
- the above-mentioned first prop can be used to: update the object state of the prop action object of the first prop, and/or update the specified scene state of the game scene; the prop action object is a controlled virtual object or a virtual object other than the controlled virtual object.
- the above-mentioned game behavior is associated with the prop action of the first prop.
- the first prop can have multiple prop actions.
- the controlled virtual object can use the first prop on other virtual objects or itself, or use the first prop on the game scene. Therefore, the prop action object of the first prop can be other virtual objects, the controlled virtual object itself, or the game scene; the prop action object can be determined based on the effect of the first prop and the virtual objects nearby when the first prop is used.
- the virtual object within the skill release range of the first prop is the prop action object, and the health of the prop action object may be reduced; when the first prop is a prop that changes the scene state, the prop action object is the game scene, or a local scene area in the game scene. After the first prop is released, the terrain, weather, and other states of the game scene or the target scene area change.
- the interactive control method in the above-mentioned game provides a graphical user interface through a terminal device; the graphical user interface includes a current game match interface; the current game match interface includes a game scene and a controlled virtual object located in the game scene; the controlled virtual object is controlled by the terminal device; the controlled virtual object is controlled to move in the game scene; wherein the game scene includes multiple virtual objects; the controlled virtual object belongs to one of the multiple virtual objects; in response to a specified trigger event, at least part of the alternative props is determined from a specified prop set, and the alternative props are displayed; in response to a selection operation on a first prop among the alternative props, the controlled virtual object is controlled to obtain the first prop; in response to a trigger operation on the first prop, the game behavior corresponding to the first prop is controlled to be executed in the game scene.
- a prop set is determined based on the game process, and alternative props are determined from the prop set, and players can select props from the alternative props; this method enriches the channels for obtaining game props, and different props can be obtained according to changes in the game process, making the functions and types of game props richer, improving the competitive experience of players participating in game games, improving the utilization rate of service resources, making full use of game service resources and server equipment resources, and avoiding idling and waste of game service resources and server equipment resources.
- the above-mentioned first prop is configured to respond to the trigger operation to perform at least one of the following game behaviors: controlling the controlled virtual object to produce a gain effect in the game scene; and/or controlling the update of a specified scene object in the game scene, so that the controlled virtual object and virtual objects other than the controlled virtual object execute the current game game in the updated specified scene object.
- the first item can act on the controlled virtual object itself or a teammate object.
- a blood-replenishing item can increase the life value of the controlled virtual object or the life value of the teammate object, which is beneficial to increasing the game performance of the controlled virtual object or the team in the game.
- the first item can also act on other virtual objects other than the controlled virtual object.
- an attack item can increase the experience value, object level, object attack ability, etc. of the controlled virtual object after causing damage to other virtual objects, thereby increasing the probability of the controlled virtual object winning, which is beneficial to improving the game performance of the controlled virtual object in the game.
- the first prop can also update the designated scene object in the game scene.
- the game scene is a virtual world composed of virtual objects of different forms, functions or meanings, and the game game is the process of the virtual objects controlled by the player in the game scene performing the target task.
- the game scene is composed of virtual terrain, buildings, weather and pre-set change rules in the scene.
- the designated scene object is the virtual object in the game scene, such as scene weather, scene terrain, the range of the target scene area, etc.
- all or part of the virtual objects in the game scene are affected. For example, after the scene weather is changed, all virtual objects in the game scene are affected by the weather, such as reduced movement speed, continuous reduction in health, etc.
- the first prop usually does not directly produce a gain effect on the controlled virtual object. After the first prop is released, all virtual objects in the game scene will have the same effect, or according to the position of the virtual object, it will have an effect on some virtual objects; for example, the first prop can change the local terrain of the scene, and the virtual objects located in the local terrain will have the corresponding effect of the terrain.
- the game process can be accelerated and the server pressure can be reduced.
- a player can be provided with a chance to obtain props for free, that is, obtaining props does not consume the resource amount of the controlled virtual object.
- at least some alternative props are determined from the designated prop set, the alternative props are displayed, and the resource amount of the designated resource of the controlled virtual object is maintained unchanged; for example, a prop acquisition control is displayed on the graphical user interface, and the player clicks the prop acquisition control once to extract some alternative props from the designated prop set, and the extraction process does not consume the resource amount of the designated resource, thereby maintaining the resource amount of the designated resource of the controlled virtual object unchanged.
- the game system can also provide an opportunity to redetermine the alternative props. Specifically, in response to the second trigger operation, the resource amount of the designated resource of the controlled virtual object is updated; at least part of the alternative props is redetermined from the designated prop set, and the determined alternative props are updated and displayed.
- the second trigger operation can be a click operation on the item acquisition control, and the amount of resources consumed can be related to the number of operations of the second trigger operation. For example, the more times the second trigger operation is performed, the more resources a single second trigger operation consumes.
- the designated resources of the aforementioned controlled virtual object are: the virtual currency owned by the game account corresponding to the controlled virtual object outside the current game match, wherein the virtual currency is used to obtain virtual items provided by the game outside the game.
- global resources need to be consumed when reacquiring props, that is, the resources in the game account of the controlled virtual object, such as gold coins and virtual currency in the game account.
- resources need to be consumed, such as gold coins, diamonds, coupons, etc.
- the amount of resources required to be consumed can be the same or different.
- five opportunities to re-determine the alternative props can be pre-set, and the amount of resources consumed increases gradually. For example, when the alternative props are re-determined for the first time, 5 gold coins are consumed, and when the alternative props are re-determined for the second time, 10 gold coins are consumed, etc.
- a prompt message can be displayed on the prop acquisition control or around the prop acquisition control to prompt the player when clicking the prop acquisition control again to determine the alternative props, The amount of resources required to be consumed.
- some alternative props are randomly extracted from the specified prop set and displayed on the interface.
- players can consume resources to obtain multiple opportunities to draw props, thereby increasing the player's chance of obtaining the desired props, making the player's game decision-making more diversified, and increasing the player's game participation and interest, thereby improving the utilization rate of service resources, making full use of game service resources and server equipment resources, and avoiding idling and waste of game service resources and server equipment resources.
- Step S106 in response to the selection operation of the first prop among the candidate props, controlling the controlled virtual object to obtain the first prop;
- the alternative props may include one or more. After the alternative props are displayed in the graphical user interface, the player can select one or more of the props, and the selected prop is the first prop mentioned above; after the first prop is selected, it can enter the backpack of the controlled virtual object, and the controlled virtual object can use the first prop.
- Step S108 in response to the triggering operation on the first prop, controlling the execution of the game behavior corresponding to the first prop in the game scene.
- the above-mentioned first prop can be used to: update the object state of the prop action object of the first prop, and/or update the specified scene state of the game scene; the prop action object is a controlled virtual object or a virtual object other than the controlled virtual object.
- the above-mentioned game behavior is associated with the prop action of the first prop.
- the first prop can have multiple prop actions.
- the controlled virtual object can use the first prop on other virtual objects or itself, or use the first prop on the game scene. Therefore, the prop action object of the first prop can be other virtual objects, the controlled virtual object itself, or the game scene; the prop action object can be determined based on the effect of the first prop and the virtual objects nearby when the first prop is used.
- the virtual object within the skill release range of the first prop is the prop action object, and the health of the prop action object may be reduced; when the first prop is a prop that changes the scene state, the prop action object is the game scene, or a local scene area in the game scene. After the first prop is released, the terrain, weather, and other states of the game scene or the target scene area change.
- the interactive control method in the above-mentioned game provides a graphical user interface through a terminal device; the graphical user interface includes a current game match interface; the current game match interface includes a game scene and a controlled virtual object located in the game scene; the controlled virtual object is controlled by the terminal device; the controlled virtual object is controlled to move in the game scene; wherein the game scene includes multiple virtual objects; the controlled virtual object belongs to one of the multiple virtual objects; in response to a specified trigger event, at least part of the alternative props is determined from a specified prop set, and the alternative props are displayed; in response to a selection operation on a first prop among the alternative props, the controlled virtual object is controlled to obtain the first prop; in response to a trigger operation on the first prop, the game behavior corresponding to the first prop is controlled to be executed in the game scene.
- a prop set is determined based on the game process, and alternative props are determined from the prop set, and players can select props from the alternative props; this method enriches the channels for obtaining game props, and different props can be obtained according to changes in the game process, making the functions and types of game props richer, improving the competitive experience of players participating in game games, improving the utilization rate of service resources, making full use of game service resources and server equipment resources, and avoiding idling and waste of game service resources and server equipment resources.
- the above-mentioned first prop is configured to respond to the trigger operation to perform at least one of the following game behaviors: controlling the controlled virtual object to produce a gain effect in the game scene; and/or controlling the update of a specified scene object in the game scene, so that the controlled virtual object and virtual objects other than the controlled virtual object execute the current game game in the updated specified scene object.
- the first item can act on the controlled virtual object itself or a teammate object.
- a blood-replenishing item can increase the life value of the controlled virtual object or the life value of the teammate object, which is beneficial to increasing the game performance of the controlled virtual object or the team in the game.
- the first item can also act on other virtual objects other than the controlled virtual object.
- an attack item can increase the experience value, object level, object attack ability, etc. of the controlled virtual object after causing damage to other virtual objects, thereby increasing the probability of the controlled virtual object winning, which is beneficial to improving the game performance of the controlled virtual object in the game.
- the first prop can also update the designated scene object in the game scene.
- the game scene is a virtual world composed of virtual objects of different forms, functions or meanings, and the game game is the process of the virtual objects controlled by the player in the game scene performing the target task.
- the game scene is composed of virtual terrain, buildings, weather and pre-set change rules in the scene.
- the designated scene object is the virtual object in the game scene, such as scene weather, scene terrain, the range of the target scene area, etc.
- all or part of the virtual objects in the game scene are affected. For example, after the scene weather is changed, all virtual objects in the game scene are affected by the weather, such as reduced movement speed, continuous reduction in health, etc.
- the first prop usually does not directly produce a gain effect on the controlled virtual object. After the first prop is released, all virtual objects in the game scene will have the same effect, or according to the position of the virtual object, it will have an effect on some virtual objects; for example, the first prop can change the local terrain of the scene, and the virtual objects located in the local terrain will have the corresponding effect of the terrain.
- the game process can be accelerated and the server pressure can be reduced.
- a player can be provided with a chance to obtain props for free, that is, obtaining props does not consume the resource amount of the controlled virtual object.
- at least some alternative props are determined from the designated prop set, the alternative props are displayed, and the resource amount of the designated resource of the controlled virtual object is maintained unchanged; for example, a prop acquisition control is displayed on the graphical user interface, and the player clicks the prop acquisition control once to extract some alternative props from the designated prop set, and the extraction process does not consume the resource amount of the designated resource, thereby maintaining the resource amount of the designated resource of the controlled virtual object unchanged.
- the game system can also provide an opportunity to redetermine the alternative props. Specifically, in response to the second trigger operation, the resource amount of the designated resource of the controlled virtual object is updated; at least part of the alternative props is redetermined from the designated prop set, and the determined alternative props are updated and displayed.
- the second trigger operation can be a click operation on the item acquisition control, and the amount of resources consumed can be related to the number of operations of the second trigger operation. For example, the more times the second trigger operation is performed, the more resources a single second trigger operation consumes.
- the designated resources of the aforementioned controlled virtual object are: the virtual currency owned by the game account corresponding to the controlled virtual object outside the current game match, wherein the virtual currency is used to obtain virtual items provided by the game outside the game.
- global resources need to be consumed when reacquiring props, that is, the resources in the game account of the controlled virtual object, such as gold coins and virtual currency in the game account.
- resources need to be consumed, such as gold coins, diamonds, coupons, etc.
- the amount of resources required to be consumed can be the same or different.
- five opportunities to re-determine the alternative props can be pre-set, and the amount of resources consumed increases gradually. For example, when the alternative props are re-determined for the first time, 5 gold coins are consumed, and when the alternative props are re-determined for the second time, 10 gold coins are consumed, etc.
- a prompt message can be displayed on the prop acquisition control or around the prop acquisition control to prompt the player when clicking the prop acquisition control again to determine the alternative props, The amount of resources required to be consumed.
- some alternative props are randomly extracted from the specified prop set and displayed on the interface.
- players can consume resources to obtain multiple opportunities to draw props, thereby increasing the player's chance of obtaining the desired props, making the player's game decision-making more diversified, and increasing the player's game participation and interest, thereby improving the utilization rate of service resources, making full use of game service resources and server equipment resources, and avoiding idling and waste of game service resources and server equipment resources.
- passive props can be understood as props that are permanently present after the controlled virtual object obtains them. They can continuously generate gain effects for the player without being actively triggered by the controlled virtual object. Passive props and active props can jointly build the player's comprehensive skill framework. The props may not fall and may not be picked up by other virtual objects. Passive props may include the props shown in Table 2 below, which also shows the corresponding prop effects:
- scene props are also provided; the scene props can also be called strategic props.
- the scene props can be obtained only once, and the scene prop disappears after use. If the virtual object that obtains the scene prop is defeated, the scene prop can fall into the game scene, and the surviving virtual object can pick it up and use it; in this embodiment, a virtual object can carry at most one scene prop.
- a target scene area usually appears in a game scene.
- the area of the target scene area is also called a poison circle.
- the above scene props may include a poison circle prop, which is used to change the speed of change of the poison circle, the range of the poison circle, etc.; the above scene props may also include a weather prop, which is used to change the weather in the game scene to foggy days, dark nights, snowstorms, sandstorms, thunderstorms, etc.; the above scene props may also include terrain props, which are used to generate swamp terrain, low gravity terrain, skill failure terrain, etc. in a specific scene area.
- the designated prop set when determining the designated prop set, in a specific implementation method, if the game process of the current game is the early process, the designated prop set includes an active prop set; if the game process of the current game is the mid-term process, the designated prop set includes a passive prop set; wherein, in the current game, the mid-term process is located after the early process; if the game process of the current game is the late process, the designated prop set includes a scene prop set; wherein, in the current game, the late process is located after the mid-term process.
- players can choose an active prop at the beginning of the game, and then, based on the active prop, choose to match passive props in the middle and late stages of the game, and then choose scene props in the late stages of the game, so that players can use different props in the process of parameter games and improve their competitive performance by matching different props.
- the game process can be divided into five processes, among which the first process is the early process, and the designated prop set is the active prop set; the second and third processes are the mid-term processes, and the designated prop set is the passive prop set; the fourth and fifth processes are the late processes, and the designated prop set includes the passive prop set and the scene prop set.
- the designated prop set when determining the designated prop set, in a specific implementation method, if the object level of the controlled virtual object is the first level, the designated prop set includes an active prop set; if the object level of the controlled virtual object is the second level, the designated prop set includes a passive prop set; wherein, in the current game match, the second level is higher than the first level; the object level of the controlled virtual object increases from the first level to the second level; if the object level of the controlled virtual object is the third level, the designated prop set includes an environmental prop set; wherein, in the current game match, the third level is higher than the second level; the object level of the controlled virtual object increases from the second level to the third level.
- the player when the object level is low, such as the first level, the player can select an active prop. Then, based on the active prop, when the object level is a medium level, such as the second level, the player chooses a passive prop. Then, at a higher level, such as the third level, the player chooses an environmental prop. This allows the player to use different props during the parameter game and improve competitive performance by matching different props.
- the object level can be divided into six levels, among which the zeroth level does not provide controls for obtaining props, at the first level, the designated prop set is an active prop set; at the second and third levels, the designated prop set is a passive prop set; at the fourth level, the designated props are combined into a passive prop set and an environmental prop set; at the fifth level, the designated prop set is an environmental prop set.
- Some special props can be set in the game to limit the number of times these props are used in a game match. Based on this, it is necessary to limit the number of times these props are determined as alternative props in the process of determining alternative props.
- the first prop belongs to a scene prop set
- the first prop is deleted from the scene prop set to obtain an updated scene prop set; wherein the updated occupation prop set is used to: provide scene props to virtual objects other than the controlled virtual object in the current game match.
- each scene prop is only obtained once in a game. Based on this, if the determined alternative props include a scene prop, and the player selects the scene prop, that is, the first prop mentioned above is the scene prop, then when other players determine the alternative props from the scene prop set, the first prop will be deleted from the scene prop set in advance to prevent other players from selecting the same scene prop.
- the aforementioned item acquisition control can be displayed on the terminal device corresponding to each virtual object surviving in the game, but there is a time sequence in which players operate the item acquisition control. Therefore, the player who first operates the item acquisition control can randomly determine the alternative props from all scene props in the scene prop set, while the player who subsequently operates the item acquisition control needs to randomly determine the alternative props from the scene prop set whose acquired props have been deleted.
- scene props can affect the specified scene state of the game scene.
- the following embodiments describe the specific effects of different prop types of the first prop on the game scene when the first prop acquired by the controlled virtual object is a scene prop.
- the first prop is used to: update the specified scene state of the game scene; respond to the release operation of the first prop, update the specified scene state of the game scene; based on the updated specified scene state, update the object state of at least some virtual objects.
- the specified scene state of the game scene is updated, and the specified scene state may affect the object state of all or part of the virtual objects in the game scene, such as scene visibility, health, skill release ability, etc.; the specified scene state can continue to affect the end of the game, or it can only affect a certain period of time.
- props can affect the scene state, and affect the object state of virtual objects through the scene state, increasing the richness of props, adding diverse gaming experiences for players, advancing the game process, improving the competitiveness of the game, and improving the utilization rate of service resources. It fully utilizes game service resources and server equipment resources and avoids idling and waste of game service resources and server equipment resources.
- the scene prop can change the range or change speed of a target scene area.
- a target scene area is preset in a game scene; the area range of the target scene area changes according to a default area adjustment rule based on the game progress of the current game; for example, the area range can gradually increase or decrease; the object attributes of virtual objects in the scene area outside the target scene area change according to the default attribute adjustment rule; for example, the health value gradually decreases or increases, the skill attribute gradually decreases or increases, etc.
- the area range of the target scene area is changed according to the rule adjustment parameter corresponding to the first prop, and/or the area range change time of the target scene area is changed, wherein the rule adjustment parameter is different from the default area adjustment rule.
- the first prop can increase or decrease the area range of the target scene area, and can also change the position of the target scene area in the game scene; the first prop can also advance or delay the time of changing the area range, or pause the change of the area range, etc.
- the object state of the virtual object in the game can be affected, thereby changing the game state of the game to a certain extent and affecting the final game result.
- This prop can increase the uncertainty of the game and increase the interest and freshness of the players in participating in the game.
- the area range of the target scene area gradually shrinks based on the progress of the current game; the health of virtual objects in the scene area outside the target scene area gradually decreases; in some games, the area range of the target scene area is also called a poison circle, and the health of virtual objects outside the area range continues to decrease until they are defeated; the health of virtual objects within the area range is not affected by the environment.
- the area range of the target scene area is updated based on the position of the controlled virtual object in the game scene.
- the position of the controlled virtual object in the game scene is used as the center position of the target scene area, and the position area of the area range in the game scene is updated.
- the center position of the updated scene position is the position of the controlled virtual object.
- the area range can be updated immediately according to the position of the controlled virtual object, or at the time of the next update of the area range.
- the first prop can be released only when the controlled virtual object is within the target scene area.
- some virtual objects may be transformed from within the target scene area to outside the target scene area, or some virtual objects may be transformed from outside the target scene area to within the target scene area.
- This method changes the environment of the game scene, which is conducive to the controlled virtual object being in the most favorable environment area, and can improve the competitive performance of the controlled virtual object.
- the area range of the target scene area gradually shrinks based on the progress of the current game; the life values of virtual objects in the scene area outside the target scene area gradually decrease; in response to the release operation of the first prop, if the release time of the first prop belongs to the area range static stage of the target scene area, the area range change time of the target scene area is advanced or delayed; if the release time of the first prop belongs to the area range change stage of the target scene area, the change speed of the area range of the target scene area is increased or slowed down.
- the area range of the target scene area remains unchanged, which is called the area range static stage; and in some time stages, the area range of the target scene area gradually shrinks, which is called the area range changing stage.
- the first prop functions as an acceleration prop, the first prop can be used at any stage of the game. If the first prop is released in the area range static stage of the target scene area, the area range of the target scene area can start to shrink in advance. If the first prop is released in the area range changing stage of the target scene area, the area range can be accelerated to shrink.
- the first prop can be used at any stage of the game. If the first prop is released during the static stage of the target scene area, the reduction of the target scene area can be delayed. If the first prop is released during the changing stage of the target scene area, the reduction process of the area can be paused for a preset time period, such as 1 minute.
- scene props can change the changing pattern of the target scene area in the game scene, have a more obvious impact on the game state of the game, make the game state more favorable to the controlled virtual object, and improve the competitive performance of the controlled virtual object.
- scene props can change the weather of all or part of the area in the game scene. Specifically, in response to the release operation of the first prop, the scene weather of the game scene is controlled to be converted to the target weather; wherein the target weather is used to: produce an impact corresponding to the target weather on the object state of the virtual object in the game scene.
- the first prop can change the entire weather of the game scene, or only change the weather in part of the scene area; the weather can affect the object state of the virtual object located in the weather, such as health, mobility, skill release ability, etc., thereby indirectly affecting the game state of the game.
- the target weather includes at least one of foggy weather, night weather, snowstorm weather, sandstorm weather or thunderstorm weather; wherein, foggy weather or night weather is used to reduce the visibility of virtual objects, which is not conducive to players observing the surrounding scene environment and other virtual objects; in actual implementation, for night weather, the scene brightness of the game scene can be reduced, and for foggy weather, smoke effects can be added to the game scene, thereby reducing the visual clarity of virtual objects in the game scene.
- every virtual object in the game scene will be affected by the target weather, including the controlled virtual objects.
- the blizzard weather is used to reduce the health value of virtual objects, and certain conditions can also be set. For example, when the energy value of the virtual object is low, the blizzard weather can continue to reduce the health value of the virtual object. Specifically, a blizzard special effect can be added to the game scene, and at the same time, the health value of the virtual objects in the game scene is controlled to continue to decrease, for example, a preset law of reducing the health value is followed, and based on the law, the health value of the virtual object is reduced.
- the sandstorm weather is used to reduce the mobility of virtual objects; after the virtual objects enter the sandstorm weather, the movement speed is reduced; specifically, the sandstorm special effects can be added to the game scene, and at the same time, the movement speed of the virtual objects can be reduced. For example, when the player issues the same movement control command, the default movement speed is multiplied by a parameter less than 1, thereby reducing the movement speed of the virtual object.
- the thunderstorm weather is used to reduce the shooting ability of the virtual object.
- the virtual object's aiming accuracy is reduced, and after shooting with a firearm prop, the recoil increases, reducing the shooting stability.
- the special effects of minefield weather can also be added to the game scene.
- a certain recoil parameter value is added based on the default recoil parameter value of the firearm prop, thereby reducing the shooting stability of the firearm prop.
- the target weather can appear within a certain period of time in the future. For example, the target weather appears for one minute and returns to normal weather after one minute. In order to ensure the normal progress of the game, it can be set that only one target weather can appear in the game scene at the same time. During the time period when the current target weather is effective, other weather cannot be effective.
- scene props can change the terrain of all or part of the game scene, and affect the object state of the virtual object through the change of terrain. position, determine the prop action area; generate a specified terrain in the prop action area; wherein the specified terrain is used to: produce an influence corresponding to the specified terrain on the virtual object in the specified terrain.
- the prop release position can be the same as or different from the position of the controlled virtual object; in one implementation, the prop release position can be selected from the scene map, the prop release range can be pre-set to a fixed size, or the release range can be scaled from the scene map. Based on the prop release position and the prop release range, the prop action area can be determined, and then the specified terrain can be generated in the prop action area.
- the specified terrain includes swamp terrain, low gravity terrain, or skill failure terrain; in the game scene, when the first prop is released, the regional map or regional model structure of the prop effect area can be replaced to display the terrain effect. Then, the virtual object located in the specified terrain is detected, and the relevant object parameters of the virtual object are changed according to the terrain characteristics of the specified terrain.
- the swamp terrain is used to: reduce the mobility of virtual objects in the swamp terrain; specifically, the movement speed of virtual objects in the swamp terrain can be reduced; for example, when the player issues the same movement control command, the default movement speed is multiplied by a parameter less than 1, thereby reducing the movement speed of the virtual object.
- the above-mentioned low-gravity terrain is used to reduce the jumping ability of virtual objects in low-gravity terrain; for example, after a virtual object bounces, it can bounce to a very high height, but the falling speed is very slow; after the player issues a jump control command, the jumping height is increased based on the default jumping height, and the falling speed is reduced based on the default falling speed.
- This method may expose the position of the virtual object and increase the probability of being hit by other virtual objects.
- the skill failure terrain is used to reduce the skill release ability of virtual objects in the skill failure terrain; for example, in the skill failure terrain, virtual objects cannot use all or part of their prop skills.
- the skill release command is not responded to, or the skill release function is reduced, for example, the skill damage ability is reduced, or the skill release range is reduced.
- a graphical user interface is provided through a terminal device;
- the graphical user interface includes a current game match interface;
- the current game match interface includes a game scene and a controlled virtual object located in the game scene;
- the controlled virtual object is controlled through the terminal device;
- the device includes:
- a movement control module 40 used to control the controlled virtual object to move in the game scene; wherein the game scene includes a plurality of virtual objects; the controlled virtual object is one of the plurality of virtual objects;
- a prop display module 42 for determining at least part of candidate props from a specified prop set in response to a specified trigger event, and displaying the candidate props;
- a prop acquisition module 44 configured to respond to a selection operation on a first prop among the candidate props and control the controlled virtual object to acquire the first prop;
- the prop trigger module 46 is used to respond to the trigger operation on the first prop and control the execution of the game behavior corresponding to the first prop in the game scene.
- the interactive control device in the above-mentioned game provides a graphical user interface through a terminal device; the graphical user interface includes a current game match interface; the current game match interface includes a game scene and a controlled virtual object located in the game scene; the controlled virtual object is controlled through the terminal device; the controlled virtual object is controlled to move in the game scene; wherein the game scene includes multiple virtual objects; the controlled virtual object belongs to one of the multiple virtual objects; in response to a specified trigger event, at least part of the alternative props is determined from a specified prop set, and the alternative props are displayed; in response to a selection operation on a first prop among the alternative props, the controlled virtual object is controlled to obtain the first prop; in response to a trigger operation on the first prop, the game behavior corresponding to the first prop is controlled to be executed in the game scene.
- alternative props are determined from a prop set, and players can select props from the alternative props; this method enriches the channels for obtaining game props, and different props can be obtained according to changes in the game progress, making the functions and types of game props richer, improving the competitive experience of players participating in game games, improving the utilization rate of service resources, making full use of game service resources and server equipment resources, and avoiding idling and waste of game service resources and server equipment resources.
- the first prop is configured to execute at least one of the following game behaviors in response to a trigger operation: controlling the controlled virtual object to produce a gain effect in the game scene; and/or controlling the update of a designated scene object in the game scene so that the controlled virtual object and virtual objects other than the controlled virtual object execute the current game play in the updated designated scene object.
- the prop display module is also used to respond to a specified trigger event, determine at least part of the alternative props from the specified prop set, display the alternative props, and maintain the resource quantity of the specified resources of the controlled virtual object unchanged;
- the above-mentioned device also includes an update display module, which is used to: respond to a second trigger operation, update the resource quantity of the specified resources of the controlled virtual object; re-determine at least part of the alternative props from the specified prop set, and update the display of the determined alternative props.
- the designated resource of the controlled virtual object is: virtual currency owned by the game account corresponding to the controlled virtual object outside the current game game, wherein the virtual currency is used to obtain virtual items provided by the game outside the game.
- the item display module is further configured to: in response to the current game reaching a preset game process, select an item from the specified item set; Determine at least some of the alternative props and display the alternative props.
- the prop display module is further used to determine at least some alternative props from the specified prop set and display the alternative props in response to the duration of the current game reaching a preset duration.
- the prop display module is further used to determine at least part of the alternative props from the specified prop set in response to the object level of the controlled virtual object in the game game increasing, and display the alternative props.
- the interactive control device in the game also includes: a level increase module, which is used to: increase the experience parameter of the controlled virtual object according to preset rules; in response to the experience parameter reaching a preset experience threshold, increase the object level of the controlled virtual object in the game.
- a level increase module which is used to: increase the experience parameter of the controlled virtual object according to preset rules; in response to the experience parameter reaching a preset experience threshold, increase the object level of the controlled virtual object in the game.
- the prop display module is also used to display a prop acquisition control in a graphical user interface in response to a specified trigger event; in response to a first trigger operation acting on the prop acquisition control, determine at least part of the alternative props from a specified prop set and display the alternative props; wherein the specified prop set is determined based on the game progress of the current game.
- the prop display module is also used to display an interactive prompt control in the graphical user interface in response to a specified trigger event; wherein the interactive prompt control is used to: prompt the execution of an interactive operation to obtain props; and display a prop acquisition control in the graphical user interface in response to a trigger operation on the interactive prompt control.
- the device also includes a set determination module, which is used to determine at least one specified prop set from multiple alternative prop sets based on the game progress of the current game or the game level of the controlled virtual object; wherein the prop attributes of the props in different alternative prop sets are different.
- a set determination module which is used to determine at least one specified prop set from multiple alternative prop sets based on the game progress of the current game or the game level of the controlled virtual object; wherein the prop attributes of the props in different alternative prop sets are different.
- the alternative props set includes an active props set, a passive props set and a scene props set; wherein, the active props set includes active props, and after the active props are released, the props function is released for the prop-release target object of the active props; the passive props set includes passive props, and after the passive props are acquired by the controlled virtual object, the props function is released for the prop-release target object of the passive props; the scene props set includes scene props, and after the scene props are released, the props function is released for the prop-release target scene position of the scene props, and both the controlled virtual object and the virtual object are affected.
- the set determination module is also used to, if the game process of the current game game is an early process, specify that the prop set includes an active prop set; if the game process of the current game game is a mid-term process, specify that the prop set includes a passive prop set; wherein, in the current game game, the mid-term process is located after the early process; if the game process of the current game game is a late process, specify that the prop set includes a scene prop set; wherein, in the current game game, the late process is located after the mid-term process.
- the set determination module is also used to: if the object level of the controlled virtual object is the first level, specify the prop set including an active prop set; if the object level of the controlled virtual object is the second level, specify the prop set including a passive prop set; wherein, in the current game match, the second level is higher than the first level; the object level of the controlled virtual object increases from the first level to the second level; if the object level of the controlled virtual object is the third level, specify the prop set including an environmental prop set; wherein, in the current game match, the third level is higher than the second level; the object level of the controlled virtual object increases from the second level to the third level.
- the prop display module is further configured to randomly determine at least part of the candidate props from the specified prop set in response to a specified trigger event, and display the candidate props.
- the prop acquisition module is also used to delete the first prop from the scene prop set if the first prop belongs to the scene prop set, so as to obtain an updated scene prop set; wherein the updated scene prop set is used to: provide scene props to virtual objects other than the controlled virtual objects in the current game.
- the first prop is used to: update the specified scene state of the game scene; the above-mentioned prop trigger module is also used to respond to the release operation of the first prop, update the specified scene state of the game scene; based on the updated specified scene state, update the object state of at least part of the virtual objects.
- a target scene area is preset in the game scene; the area range of the target scene area changes according to the default area adjustment rules based on the game progress of the current game; the object properties of virtual objects in the scene area outside the target scene area change according to the default property adjustment rules; the above-mentioned prop trigger module is also used to: respond to the release operation of the first prop, control the change of the area range of the target scene area according to the rule adjustment parameters corresponding to the first prop, and/or change the area range change time of the target scene area, wherein the rule adjustment parameters are different from the default area adjustment rules.
- the area range of the target scene area gradually shrinks based on the progress of the current game; the life values of virtual objects in the scene area outside the target scene area gradually decrease; the above-mentioned prop trigger module is also used to: respond to the release operation of the first prop, and update the area range of the target scene area based on the position of the controlled virtual object in the game scene.
- the area range of the target scene area is gradually reduced based on the progress of the current game; the life values of virtual objects in the scene area outside the target scene area are gradually reduced; the above-mentioned prop trigger module is also used to: respond to the release operation of the first prop, if the release time of the first prop belongs to the area range static stage of the target scene area, advance or delay the change time of the area range of the target scene area; if the release time of the first prop belongs to the area range change stage of the target scene area, increase or slow down the change speed of the area range of the target scene area.
- the prop trigger module is further used to: respond to the release operation of the first prop and control the scene weather conversion of the game scene
- the target weather is used to: produce an impact corresponding to the target weather on the object state of the virtual object in the game scene.
- the target weather includes at least one of the following: foggy weather, night weather, blizzard weather, sandstorm weather or thunderstorm weather; wherein foggy weather or night weather is used to reduce the visibility of the virtual object; blizzard weather is used to reduce the health of the virtual object; sandstorm weather is used to reduce the mobility of the virtual object; and thunderstorm weather is used to reduce the shooting ability of the virtual object.
- the prop trigger module is further used to: respond to a release operation on the first prop, determine the prop action area based on the prop release position of the first prop; generate a specified terrain in the prop action area; wherein the specified terrain is used to: produce an impact corresponding to the specified terrain on a virtual object in the specified terrain.
- the designated terrain includes at least one of the following: swamp terrain, low-gravity terrain, and skill-invalidation terrain; wherein the swamp terrain is used to: reduce the mobility of virtual objects in the swamp terrain; the low-gravity terrain is used to: reduce the jumping ability of virtual objects in the low-gravity terrain; the skill-invalidation terrain is used to: reduce the skill release ability of virtual objects in the skill-invalidation terrain.
- This embodiment also provides an electronic device, including a processor and a memory, wherein the memory stores machine executable instructions that can be executed by the processor, and the processor executes the machine executable instructions to implement the interactive control method in the above game.
- the electronic device can be a server or a terminal device.
- the electronic device includes a processor 100 and a memory 101 .
- the memory 101 stores machine executable instructions that can be executed by the processor 100 .
- the processor 100 executes the machine executable instructions to implement the interactive control method in the above-mentioned game.
- the electronic device shown in FIG. 5 further includes a bus 102 and a communication interface 103 , and the processor 100 , the communication interface 103 and the memory 101 are connected via the bus 102 .
- the memory 101 may include a high-speed random access memory (RAM), and may also include a non-volatile memory (non-volatile memory), such as at least one disk storage.
- RAM random access memory
- non-volatile memory non-volatile memory
- the communication connection between the system network element and at least one other network element is realized through at least one communication interface 103 (which can be wired or wireless), and the Internet, wide area network, local area network, metropolitan area network, etc. can be used.
- the bus 102 can be an ISA bus, a PCI bus or an EISA bus, etc.
- the bus can be divided into an address bus, a data bus, a control bus, etc. For ease of representation, only one bidirectional arrow is used in Figure 5, but it does not mean that there is only one bus or one type of bus.
- the processor 100 may be an integrated circuit chip with signal processing capabilities. In the implementation process, each step of the above method can be completed by the hardware integrated logic circuit in the processor 100 or the instruction in the form of software.
- the above processor 100 can be a general-purpose processor, including a central processing unit (CPU), a network processor (NP), etc.; it can also be a digital signal processor (DSP), an application specific integrated circuit (ASIC), a field programmable gate array (FPGA) or other programmable logic devices, discrete gates or transistor logic devices, discrete hardware components.
- DSP digital signal processor
- ASIC application specific integrated circuit
- FPGA field programmable gate array
- the methods, steps and logic block diagrams disclosed in the embodiments of the present disclosure can be implemented or executed.
- the general-purpose processor can be a microprocessor or the processor can also be any conventional processor, etc.
- the steps of the method disclosed in conjunction with the embodiments of the present disclosure can be directly embodied as a hardware decoding processor for execution, or can be executed by a combination of hardware and software modules in the decoding processor.
- the software module may be located in a storage medium mature in the art, such as a random access memory, a flash memory, a read-only memory, a programmable read-only memory, or an electrically erasable programmable memory, a register, etc.
- the storage medium is located in the memory 101, and the processor 100 reads the information in the memory 101 and completes the steps of the method of the above embodiment in combination with its hardware.
- the processor in the above electronic device can implement the following operations in the interactive control method in the above game by executing the machine executable instructions:
- a graphical user interface is provided through a terminal device; the graphical user interface includes a current game match interface; the current game match interface includes a game scene and a controlled virtual object located in the game scene; the controlled virtual object is controlled through the terminal device; the controlled virtual object is controlled to move in the game scene; wherein the game scene includes multiple virtual objects; the controlled virtual object belongs to one of the multiple virtual objects; in response to a specified trigger event, at least part of alternative props is determined from a specified prop set, and the alternative props are displayed; in response to a selection operation on a first prop among the alternative props, the controlled virtual object is controlled to obtain the first prop; in response to a trigger operation on the first prop, the game behavior corresponding to the first prop is controlled to be executed in the game scene.
- the first prop is configured to execute at least one of the following game behaviors in response to a trigger operation: controlling the controlled virtual object to produce a gain effect in the game scene; and/or controlling the update of a designated scene object in the game scene so that the controlled virtual object and virtual objects other than the controlled virtual object execute the current game play in the updated designated scene object.
- At least some alternative props are determined from a specified prop set, the alternative props are displayed, and the resource quantity of the specified resources of the controlled virtual object is maintained unchanged; in response to a second trigger operation, the resource quantity of the specified resources of the controlled virtual object is updated; at least some alternative props are re-determined from the specified prop set, and the determined alternative props are updated and displayed.
- the designated resource of the controlled virtual object is: virtual currency owned by the game account corresponding to the controlled virtual object outside the current game game, wherein the virtual currency is used to obtain virtual items provided by the game outside the game.
- At least some alternative props are determined from a specified prop set and the alternative props are displayed.
- At least some alternative props are determined from a specified prop set and the alternative props are displayed.
- At least part of the alternative props are determined from a designated prop set, and the alternative props are displayed.
- the experience parameter of the controlled virtual object is increased according to a preset rule; in response to the experience parameter reaching a preset experience threshold, the object level of the controlled virtual object in the game game is increased.
- a prop acquisition control is displayed in a graphical user interface; in response to a first trigger operation acting on the prop acquisition control, at least some alternative props are determined from a specified prop set and the alternative props are displayed; wherein the specified prop set is determined based on the game progress of the current game.
- an interactive prompt control is displayed in the graphical user interface; wherein the interactive prompt control is used to: prompt the execution of an interactive operation to obtain a prop; in response to a trigger operation on the interactive prompt control, display a prop acquisition control in the graphical user interface.
- At least one designated prop set is determined from multiple candidate prop sets; wherein prop attributes of props in different candidate prop sets are different.
- the alternative props set includes an active props set, a passive props set and a scene props set; wherein, the active props set includes active props, and after the active props are released, the props function is released for the prop-release target object of the active props; the passive props set includes passive props, and after the passive props are acquired by the controlled virtual object, the props function is released for the prop-release target object of the passive props; the scene props set includes scene props, and after the scene props are released, the props function is released for the prop-release target scene position of the scene props, and both the controlled virtual object and the virtual object are affected.
- the designated prop set includes an active prop set; if the game process of the current game is a mid-term process, the designated prop set includes a passive prop set; wherein, in the current game, the mid-term process is located after the early process; if the game process of the current game is a late process, the designated prop set includes a scene prop set; wherein, in the current game, the late process is located after the mid-term process.
- the designated prop set includes an active prop set; if the object level of the controlled virtual object is the second level, the designated prop set includes a passive prop set; wherein, in the current game match, the second level is higher than the first level; the object level of the controlled virtual object increases from the first level to the second level; if the object level of the controlled virtual object is the third level, the designated prop set includes an environmental prop set; wherein, in the current game match, the third level is higher than the second level; the object level of the controlled virtual object increases from the second level to the third level.
- At least part of the candidate props are randomly determined from a designated prop set, and the candidate props are displayed.
- the first prop is deleted from the scene prop set to obtain an updated scene prop set; wherein the updated scene prop set is used to: provide scene props to virtual objects other than the controlled virtual object in the current game.
- a designated scene state of the game scene is updated; and based on the updated designated scene state, object states of at least part of the virtual objects are updated.
- a target scene area is preset in the game scene; the area range of the target scene area changes according to the default area adjustment rules based on the game progress of the current game; the object properties of virtual objects in the scene area outside the target scene area change according to the default property adjustment rules; in response to the release operation of the first prop, the area range of the target scene area is changed according to the rule adjustment parameters corresponding to the first prop, and/or the area range change time of the target scene area is changed, wherein the rule adjustment parameters are different from the default area adjustment rules.
- the area range of the target scene area is gradually reduced based on the progress of the current game; the life values of virtual objects in the scene area outside the target scene area are gradually reduced; in response to the release operation of the first prop, the area range of the target scene area is updated based on the position of the controlled virtual object in the game scene.
- the area range of the target scene area is gradually reduced based on the progress of the current game; the life values of virtual objects in the scene area outside the target scene area are gradually reduced; in response to the release operation of the first prop, if the release time of the first prop belongs to the area range static stage of the target scene area, the change time of the area range of the target scene area is advanced or delayed; if the release time of the first prop belongs to the area range changing stage of the target scene area, the change speed of the area range of the target scene area is increased or slowed down.
- the scene weather of the game scene is controlled to be converted into target weather; wherein the target weather is used to: produce an impact corresponding to the target weather on the object state of the virtual object in the game scene.
- the target weather includes at least one of the following: foggy weather, night weather, blizzard weather, sandstorm weather or thunderstorm weather; wherein foggy weather or night weather is used to reduce the visibility of the virtual object; blizzard weather is used to reduce the health of the virtual object; sandstorm weather is used to reduce the mobility of the virtual object; and thunderstorm weather is used to reduce the shooting ability of the virtual object.
- a prop action area is determined based on a prop release position of the first prop; a designated terrain is generated in the prop action area; wherein the designated terrain is used to: generate an effect corresponding to the designated terrain on a virtual object in the designated terrain.
- the designated terrain includes at least one of the following: swamp terrain, low-gravity terrain, and skill-invalidation terrain; wherein the swamp terrain is used to: reduce the mobility of virtual objects in the swamp terrain; the low-gravity terrain is used to: reduce the jumping ability of virtual objects in the low-gravity terrain; the skill-invalidation terrain is used to: reduce the skill release ability of virtual objects in the skill-invalidation terrain.
- alternative props are determined from the prop set, and players can select props from the alternative props; this method enriches the channels for obtaining game props, and different props can be obtained according to changes in the game process, making the functions and types of game props richer, improving the competitive experience of players participating in game games, improving the utilization rate of service resources, making full use of game service resources and server equipment resources, and avoiding idling and waste of game service resources and server equipment resources.
- This embodiment also provides a machine-readable storage medium, which stores machine-executable instructions.
- the machine-executable instructions When the machine-executable instructions are called and executed by a processor, the machine-executable instructions prompt the processor to implement the interactive control method in the above game.
- the machine executable instructions stored in the machine readable storage medium can implement the following operations in the interactive control method in the game by executing the machine executable instructions:
- a graphical user interface is provided through a terminal device; the graphical user interface includes a current game match interface; the current game match interface includes a game scene and a controlled virtual object located in the game scene; the controlled virtual object is controlled through the terminal device; the controlled virtual object is controlled to move in the game scene; wherein the game scene includes multiple virtual objects; the controlled virtual object belongs to one of the multiple virtual objects; in response to a specified trigger event, at least part of alternative props is determined from a specified prop set, and the alternative props are displayed; in response to a selection operation on a first prop among the alternative props, the controlled virtual object is controlled to obtain the first prop; in response to a trigger operation on the first prop, the game behavior corresponding to the first prop is controlled to be executed in the game scene.
- the first prop is configured to execute at least one of the following game behaviors in response to a trigger operation: controlling the controlled virtual object to produce a gain effect in the game scene; and/or controlling the update of a designated scene object in the game scene so that the controlled virtual object and virtual objects other than the controlled virtual object execute the current game play in the updated designated scene object.
- At least some alternative props are determined from a specified prop set, the alternative props are displayed, and the resource quantity of the specified resources of the controlled virtual object is maintained unchanged; in response to a second trigger operation, the resource quantity of the specified resources of the controlled virtual object is updated; at least some alternative props are re-determined from the specified prop set, and the determined alternative props are updated and displayed.
- the designated resource of the controlled virtual object is: virtual currency owned by the game account corresponding to the controlled virtual object outside the current game game, wherein the virtual currency is used to obtain virtual items provided by the game outside the game.
- At least some alternative props are determined from a specified prop set and the alternative props are displayed.
- At least some alternative props are determined from a specified prop set and the alternative props are displayed.
- At least part of the alternative props are determined from a designated prop set, and the alternative props are displayed.
- the experience parameter of the controlled virtual object is increased according to a preset rule; in response to the experience parameter reaching a preset experience threshold, the object level of the controlled virtual object in the game game is increased.
- a prop acquisition control is displayed in a graphical user interface; in response to a first trigger operation acting on the prop acquisition control, at least some alternative props are determined from a specified prop set and the alternative props are displayed; wherein the specified prop set is determined based on the game progress of the current game.
- an interactive prompt control is displayed in the graphical user interface; wherein the interactive prompt control is used to: prompt the execution of an interactive operation to obtain a prop; in response to a trigger operation on the interactive prompt control, display a prop acquisition control in the graphical user interface.
- At least one designated prop set is determined from multiple candidate prop sets; wherein prop attributes of props in different candidate prop sets are different.
- the alternative props set includes an active props set, a passive props set and a scene props set; wherein, the active props set includes active props, and after the active props are released, the props function is released for the prop-release target object of the active props; the passive props set includes passive props, and after the passive props are acquired by the controlled virtual object, the props function is released for the prop-release target object of the passive props; the scene props set includes scene props, and after the scene props are released, the props function is released for the prop-release target scene position of the scene props, and both the controlled virtual object and the virtual object are affected.
- the specified item set includes an active item set; if the current game is in the mid-term, the specified item set includes a passive item set; wherein, in the current game, the mid-term The process is located after the early process; if the game process of the current game is the late process, the specified prop set includes the scene prop set; wherein, in the current game, the late process is located after the mid-term process.
- the designated prop set includes an active prop set; if the object level of the controlled virtual object is the second level, the designated prop set includes a passive prop set; wherein, in the current game match, the second level is higher than the first level; the object level of the controlled virtual object increases from the first level to the second level; if the object level of the controlled virtual object is the third level, the designated prop set includes an environmental prop set; wherein, in the current game match, the third level is higher than the second level; the object level of the controlled virtual object increases from the second level to the third level.
- At least part of the candidate props are randomly determined from a designated prop set, and the candidate props are displayed.
- the first prop is deleted from the scene prop set to obtain an updated scene prop set; wherein the updated scene prop set is used to: provide scene props to virtual objects other than the controlled virtual object in the current game.
- a designated scene state of the game scene is updated; and based on the updated designated scene state, object states of at least part of the virtual objects are updated.
- a target scene area is preset in the game scene; the area range of the target scene area changes according to the default area adjustment rules based on the game progress of the current game; the object properties of virtual objects in the scene area outside the target scene area change according to the default property adjustment rules; in response to the release operation of the first prop, the area range of the target scene area is changed according to the rule adjustment parameters corresponding to the first prop, and/or the area range change time of the target scene area is changed, wherein the rule adjustment parameters are different from the default area adjustment rules.
- the area range of the target scene area is gradually reduced based on the progress of the current game; the life values of virtual objects in the scene area outside the target scene area are gradually reduced; in response to the release operation of the first prop, the area range of the target scene area is updated based on the position of the controlled virtual object in the game scene.
- the area range of the target scene area is gradually reduced based on the progress of the current game; the life values of virtual objects in the scene area outside the target scene area are gradually reduced; in response to the release operation of the first prop, if the release time of the first prop belongs to the area range static stage of the target scene area, the change time of the area range of the target scene area is advanced or delayed; if the release time of the first prop belongs to the area range changing stage of the target scene area, the change speed of the area range of the target scene area is increased or slowed down.
- the scene weather of the game scene is controlled to be converted into target weather; wherein the target weather is used to: produce an impact corresponding to the target weather on the object state of the virtual object in the game scene.
- the target weather includes at least one of the following: foggy weather, night weather, blizzard weather, sandstorm weather or thunderstorm weather; wherein foggy weather or night weather is used to reduce the visibility of the virtual object; blizzard weather is used to reduce the health of the virtual object; sandstorm weather is used to reduce the mobility of the virtual object; and thunderstorm weather is used to reduce the shooting ability of the virtual object.
- a prop action area is determined based on a prop release position of the first prop; a designated terrain is generated in the prop action area; wherein the designated terrain is used to: generate an effect corresponding to the designated terrain on a virtual object in the designated terrain.
- the designated terrain includes at least one of the following: swamp terrain, low-gravity terrain, and skill-invalidation terrain; wherein the swamp terrain is used to: reduce the mobility of virtual objects in the swamp terrain; the low-gravity terrain is used to: reduce the jumping ability of virtual objects in the low-gravity terrain; the skill-invalidation terrain is used to: reduce the skill release ability of virtual objects in the skill-invalidation terrain.
- alternative props are determined from the prop set, and players can select props from the alternative props; this method enriches the channels for obtaining game props, and different props can be obtained according to changes in the game process, making the functions and types of game props richer, improving the competitive experience of players participating in game games, improving the utilization rate of service resources, making full use of game service resources and server equipment resources, and avoiding idling and waste of game service resources and server equipment resources.
- the computer program product of the interactive control method, device and electronic device in the game provided by the embodiments of the present disclosure includes a computer-readable storage medium storing program code.
- the instructions included in the program code can be used to execute the methods described in the previous method embodiments. The specific implementation can be found in the method embodiments, which will not be repeated here.
- the terms “installed”, “connected”, and “connected” should be understood in a broad sense, for example, it can be a fixed connection, a detachable connection, or an integral connection; it can be a mechanical connection or an electrical connection; it can be a direct connection, or it can be indirectly connected through an intermediate medium, or it can be the internal communication of two components.
- installed should be understood in a broad sense, for example, it can be a fixed connection, a detachable connection, or an integral connection; it can be a mechanical connection or an electrical connection; it can be a direct connection, or it can be indirectly connected through an intermediate medium, or it can be the internal communication of two components.
- the functions are implemented in the form of software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium.
- the technical solution of the present disclosure is essentially or partly contributed to the prior art.
- part of the technical solution can be embodied in the form of a software product, which is stored in a storage medium and includes several instructions for enabling a computer device (which may be a personal computer, a server, or a network device, etc.) to execute all or part of the steps of the method described in each embodiment of the present disclosure.
- the aforementioned storage medium includes: a USB flash drive, a mobile hard disk, a read-only memory (ROM), a random access memory (RAM), a magnetic disk or an optical disk, and other media that can store program codes.
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Abstract
一种游戏中的交互控制方法,包括:控制受控虚拟对象在游戏场景中移动;其中,游戏场景中包括多个虚拟对象;受控虚拟对象属于多个虚拟对象的其中之一(S102);响应于指定触发事件,从指定道具集合中确定至少部分备选道具,显示备选道具(S104);响应针对备选道具中第一道具的选中操作,控制受控虚拟对象获取第一道具(S106);响应针对第一道具的触发操作,控制在游戏场景中执行与第一道具对应的游戏行为(S108)。上述方式中,玩家可以从道具集合中确定的备选道具中选择道具;丰富了游戏道具的获取渠道,可根据对局进程的变化获取不同的道具,使得游戏道具的功能、种类更加丰富,提高了玩家参与游戏对局的竞技体验,提高了服务资源的利用率。 (图1)
Description
相关申请的交叉引用
本申请要求于2022年11月04日提交的申请号为202211374646.7、名称为“游戏中的交互控制方法、装置和电子设备”的中国专利申请的优先权,该中国专利申请的全部内容通过引用全部并入全文。
本公开涉及游戏技术领域,尤其是涉及一种游戏中的交互控制方法、装置和电子设备。
对于多人在线的战术竞技类游戏,玩家可以从仓库中选择游戏道具,将选择的游戏道具放入背包中,然后控制虚拟角色携带背包进入游戏对局,也可以在游戏对局的游戏场景中拾取游戏道具。游戏道具可以用于攻击敌方角色、治疗受控角色自身或友方角色等。该方式中,游戏道具的获取方式较为单一,导致玩家在对局中可用的游戏道具的功能、种类有限,影响了玩家的游戏竞技体验,导致玩家流失,引起游戏服务资源和服务器设备资源的空转和浪费。
发明内容
有鉴于此,本发明的目的在于提供一种游戏中的交互控制方法、装置和电子设备,以丰富游戏道具的获取渠道,使得游戏道具的功能、种类更加丰富,提高玩家参与游戏对局的竞技体验,提高了服务资源的利用率,避免了游戏服务资源和服务器设备资源的空转和浪费。
根据本公开的一个方面,提供了一种游戏中的交互控制方法,通过终端设备提供一图形用户界面;图形用户界面中包括当前游戏对局界面;当前游戏对局界面包括游戏场景和位于游戏场景中的受控虚拟对象;受控虚拟对象通过终端设备进行控制;方法包括:控制受控虚拟对象在游戏场景中移动;其中,游戏场景中包括多个虚拟对象;受控虚拟对象属于多个虚拟对象的其中之一;响应于指定触发事件,从指定道具集合中确定至少部分备选道具,显示备选道具;响应针对备选道具中第一道具的选中操作,控制受控虚拟对象获取第一道具;响应针对第一道具的触发操作,控制在游戏场景中执行与第一道具对应的游戏行为。
根据本公开的一个方面,还提供了一种游戏中的交互控制装置,通过终端设备提供一图形用户界面;图形用户界面中包括当前游戏对局界面;当前游戏对局界面包括游戏场景和位于游戏场景中的受控虚拟对象;受控虚拟对象通过终端设备进行控制;装置包括:移动控制模块,用于控制受控虚拟对象在游戏场景中移动;其中,游戏场景中包括多个虚拟对象;受控虚拟对象属于多个虚拟对象的其中之一;道具显示模块,用于响应于指定触发事件,从指定道具集合中确定至少部分备选道具,显示备选道具;道具获取模块,用于响应针对备选道具中第一道具的选中操作,控制受控虚拟对象获取第一道具;道具触发模块,用于响应针对第一道具的触发操作,控制在游戏场景中执行与第一道具对应的游戏行为。
根据本公开的一个方面,还提供了一种电子设备,包括处理器和存储器,存储器存储有能够被处理器执行的机器可执行指令,处理器执行机器可执行指令以实现上述游戏中的交互控制方法。
根据本公开的一个方面,还提供了一种机器可读存储介质,机器可读存储介质存储有机器可执行指令,机器可执行指令在被处理器调用和执行时,机器可执行指令促使处理器实现上述游戏中的交互控制方法。
本公开实施例的游戏中的交互控制方法、装置和电子设备,通过终端设备提供一图形用户界面;图形用户界面中包括当前游戏对局界面;当前游戏对局界面包括游戏场景和位于游戏场景中的受控虚拟对象;受控虚拟对象通过终端设备进行控制;控制受控虚拟对象在游戏场景中移动;其中,游戏场景中包括多个虚拟对象;受控虚拟对象属于多个虚拟对象的其中之一;响应于指定触发事件,从指定道具集合中确定至少部分备选道具,显示备选道具;响应针对备选道具中第一道具的选中操作,控制受控虚拟对象获取第一道具;响应针对第一道具的触发操作,控制在游戏场景中执行与第一道具对应的游戏行为。在游戏对局中,从道具集合中确定备选道具,玩家可以从备选道具中选择道具;该方式丰富了游戏道具的获取渠道,可根据对局进程的变化获取不同的道具,使得游戏道具的功能、种类更加丰富,提高了玩家参与游戏对局的竞技体验,提高了服务资源的利用率,充分利用了游戏服务资源和服务器设备资源,避免了游戏服务资源和服务器设备资源的空转和浪费。
图1为本公开实施例其中之一提供的一种游戏中的交互控制方法的流程图;
图2为本公开实施例其中之一提供的一种交互提示控件的显示示意图;
图3为本公开实施例其中之一提供的一种道具获取控件的显示示意图;
图4为本公开实施例其中之一提供的一种游戏中的交互控制装置的示意图;
图5为本公开实施例其中之一提供的一种电子设备的结构示意图。
为使本公开实施例的目的、技术方案和优点更加清楚,下面将结合附图对本公开的技术方案进行清楚、完整地描述,显然,所描述的实施例是本公开一部分实施例,而不是全部的实施例。基于本公开中的实施例,本领域技术人员在没有做出创造性劳动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。
目前,游戏道具的获取方式较为单一,导致玩家在对局中可用的游戏道具的功能、种类有限,影响了玩家的游戏竞技体验。基于此,本公开实施例提供的一种游戏中的交互控制方法、装置和电子设备,该技术可以应用于各类游戏中,例如,通过道具进行战术竞技的相关游戏。
在本公开其中一种实施例中的游戏中的交互控制方法可以运行于本地终端设备或者是服务器。当游戏中的交互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,游戏中的交互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为云端的云游戏服务器。在进行游戏时,玩家操作客户端设备向云游戏服务器发送操作指令,云游戏服务器根据操作指令运行游戏,将游戏画面等数据进行编码压缩,通过网络返回客户端设备,最后,通过客户端设备进行解码并输出游戏画面。
在一可选的实施方式中,以游戏为例,本地终端设备存储有游戏程序并用于呈现游戏画面。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,本公开实施例提供了一种游戏中的交互控制方法,通过终端设备提供图形用户界面,其中,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。
以TPS(Third-Personal Shooting,第三人称射击游戏)战术竞技游戏为例,在游戏对局开始时,预设游戏场景,该游戏场景可以是海岛地形、山区地形、城市地形等;飞行载具沿着预设路径在游戏场景的上空飞行,多个虚拟对象在虚拟载具中;在飞行载具飞行的过程中,玩家可以在任意时刻控制受控虚拟对象从飞行载具中跳出,通过跳伞的方式降落到游戏场景中。
一场游戏对局中通常由多名玩家共同参与,因此,该游戏对局对应的游戏场景中有多名虚拟对象;每名玩家控制一名虚拟对象参与游戏对局。虚拟对象可以单独参与游戏对局,也可以组队参与游戏对局,具体可以根据游戏对局的对局要求确定。虚拟对象通常携带有武器道具、例如,枪械、子弹、手榴弹等,还可以携带治疗道具,例如,血包等;游戏场景中可能散落有道具,虚拟对象可以拾取并使用;当游戏场景中存在被击败状态下的虚拟对象时,该虚拟对象携带的道具也可以被其他虚拟对象拾取并使用。
随着游戏对局的进程变化,游戏场景中会存在安全区域和非安全区域,在非安全区域中的虚拟对象,其生命值或者其他技能能力会持续下降;在对局进程变化过程中,安全区域的区域范围会越来越小,从而引导存活的虚拟对象集中到安全区域。
对于终端设备控制的受控虚拟对象,该受控虚拟对象可以通过武器道具攻击其他虚拟对象,导致受到攻击的虚拟对象的生命值、技能值或其他对象属性下降,当受到攻击的虚拟对象被击败后,受控虚拟对象可以拾取被击败虚拟对象的一些道具并使用。受控虚拟对象如果位于非安全区域,会持续减少生命值,则需要尽快前往安全区域,例如,可以通过虚拟载具快速到达安全区域。
当受控虚拟对象长时间位于非安全区域,或者受到其他虚拟对象的攻击,其生命值都会降低,当生命值降低为零时,受控虚拟对象被击败;如果游戏场景中的其他虚拟对象均被击败,而受控虚拟对象存活,此时,受控虚拟对象或者受控虚拟对象所在的队伍赢得对局胜利;如果受控虚拟对象被击败但受控虚拟对象所在队伍的队友赢得对局胜利,则受控虚拟对象所在的队伍赢得对局胜利。如果受控虚拟对象没有队友,且受控虚拟对象被击败,则受控虚拟对象的对局失败;如果受控虚拟对象有队友,
且受控虚拟对象和队友均被击败,则受控虚拟对象的对局失败。
基于上述游戏场景,首先对本公开实施例所公开的一种游戏中的交互控制方法进行详细介绍,如图1所示,该游戏中的交互控制方法,通过终端设备提供一图形用户界面,其中,终端设备可以为前述记载的本地终端设备,也可以为前述记载的客户端设备,该图形用户界面中包括当前游戏对局界面;该当前游戏对局界面包括游戏场景和位于该游戏场景中的受控虚拟对象;受控虚拟对象通过终端设备进行控制。在一可选的实施方式中,在游戏对局开始时,受控虚拟对象从飞行载具中降落至游戏场景中,并在游戏场景中移动、拾取道具、执行射击操作等;虚拟相机跟随受控虚拟对象移动;在第三人称游戏中,虚拟相机跟随在受控虚拟对象的身后,拍摄得到的场景画面中包括受控虚拟对象;在第一人称游戏中,虚拟相机拍摄受控虚拟对象视野下的场景画面,场景画面中可能包括受控虚拟对象的部分身体部位。
上述图形用户界面中还显示交互控件,例如,移动控件、各类技能控件等;玩家通过终端设备触发这些交互控件,从而通过终端设备控制受控虚拟对象在游戏场景中的位置、姿势、动作等。
本方法包括如下步骤:
步骤S102,控制受控虚拟对象在游戏场景中移动;其中,游戏场景中包括多个虚拟对象;受控虚拟对象属于多个虚拟对象的其中之一;
图形用户界面中显示有移动控件,例如,移动摇杆;玩家通过触发移动控件控制受控虚拟对象在游戏场景中移动。在一场游戏对局中,有多个虚拟对象共同参与;如果受控虚拟对象单独参与游戏对局,则受控虚拟对象以外的虚拟对象均为敌方对象;如果受控虚拟对象组队共同参与游戏对局,则除队友对象以外的虚拟对象为敌方对象。
受控虚拟对象的对象状态可能受到多个虚拟对象中第一虚拟对象的指定动作影响,或者受到受控虚拟对象所在场景位置的场景状态影响;第一虚拟对象为受控虚拟对象或者受控虚拟对象以外的虚拟对象。
受控虚拟对象的对象状态可以包括生命值、魔法值等数值状态;受控虚拟对象的对象状态可能受控游戏场景中任意虚拟对象的影响,也可能受到游戏场景中场景位置的场景状态影响。例如,当上述第一虚拟对象为受控虚拟对象以外的虚拟对象时,第一虚拟对象可能向受控虚拟对象执行攻击动作,例如,枪械射击、释放攻击道具等,如果受控虚拟对象被命中,则受控虚拟对象的生命值会降低;当第一虚拟对象为队友对象时,第一虚拟对象可能向受控虚拟对象执行救治动作,例如,向受控虚拟对象使用血量补给道具等,此时,受控虚拟对象的生命值会增加。再如,上述第一虚拟对象也可能为受控虚拟对象自身,例如,受控虚拟对象向自己使用血量补给道具,此时,受控虚拟对象的生命值也会增加。
另外,受控虚拟对象的对象状态还会受到受控虚拟对象所在场景位置的场景状态影响;例如,场景状态可以包括安全状态和非安全状态,基于场景状态,游戏场景中划分有安全区域和非安全区域;如果受控虚拟对象位于非安全区域,可能会降低受控虚拟对象的生命值,还可能会影响受控虚拟对象的技能或者道具效果,从而影响受控虚拟对象的对象状态。
步骤S104,响应于指定触发事件,从指定道具集合中确定至少部分备选道具,显示所述备选道具;
本实施例旨在,在游戏对局中提供多样化的游戏道具,用于满足玩家的对局作战需求,同时推进游戏对局的进程。基于此,可以预先设置一个或多个指定触发事件,当游戏对局的对局状态满足指定触发事件时,在图形用户界面中显示道具获取控件。该指定触发事件可以根据游戏对局的对局进行时间、局势变化、场景中虚拟对象的存活状态、对象等级等设置。
例如,游戏系统中可以预设有多个备选道具集合,不同的备选道具集合中的道具种类、数量、作用等可能不同。根据游戏对局的对局进程,从备选道具集合中确定指定道具集合;该对局进程可以为游戏对局的进行时间,也可以为游戏对局的进程节点,不同的对局进程对应的指定道具集合可以不同或部分不同,从而使受控虚拟对象在不同的对局进程中获取到不同类型或属性的道具。
在实际实现时,可以按照预设规则从指定道具集合中确定一个或多个备选道具,例如,随机分发、随机抽取或者按照一定的顺序给每个虚拟对象分配等;确定备选道具后,在图形用户界面中显示备选道具,也可以显示备选道具的道具用途等信息。
指定触发事件发生后,可以自动的从指定道具集合中确定至少部分备选道具;也可以在图形用户界面中先显示一道具获取控件;该道具获取控件可以显示在图形用户界面中指定位置,同时,还可以显示提示信息,用于提示玩家通过触发该道具获取控件,获取道具。
当响应指定触发事件后,游戏系统可以在每个存活状态下的虚拟对象对应的终端设备上显示前述道具获取控件,然后,每个存活状态下的虚拟对象对应的玩家可以通过道具获取控件确定出备选道具。
不同虚拟对象对应的备选道具可以相同也可以不同,对于一些特殊道具,可以在异常游戏对局中仅由一名虚拟对象获得并使用。
步骤S106,响应针对备选道具中第一道具的选中操作,控制受控虚拟对象获取第一道具;
备选道具可以包括一个或多个,图形用户界面中显示这些备选道具后,玩家可以选中其中一个或多个道具,被选中的道具即上述第一道具;第一道具被选中后,即可进入受控虚拟对象的背包中,受控虚拟对象可以使用第一道具。
步骤S108,响应针对第一道具的触发操作,控制在游戏场景中执行与第一道具对应的游戏行为。
上述第一道具可以用于:更新第一道具的道具作用对象的对象状态,和/或更新游戏场景的指定场景状态;道具作用对象为受控虚拟对象或者受控虚拟对象以外的虚拟对象。上述游戏行为与第一道具的道具作用相关联。本实施例中,第一道具可以具有多种道具作用。受控虚拟对象可以向其他虚拟对象或者自身使用第一道具,也可以向游戏场景使用第一道具,因此,第一道具的道具作用对象可以是其他虚拟对象,也可以受控虚拟对象本身,或者游戏场景;道具作用对象可以根据第一道具的作用,以及第一道具被使用时附近的虚拟对象确定。
例如,当第一道具为攻击型道具时,例如,枪械、手榴弹等;第一道具的技能释放范围内的虚拟对象为道具作用对象,该道具作用对象的生命值可能会降低;当第一道具为改变场景状态的道具时,道具作用对象为游戏场景,或者游戏场景中的局部场景区域,第一道具被释放后,游戏场景或目标场景区域的地形、天气等状态发生变化。
上述游戏中的交互控制方法,通过终端设备提供一图形用户界面;图形用户界面中包括当前游戏对局界面;当前游戏对局界面包括游戏场景和位于游戏场景中的受控虚拟对象;受控虚拟对象通过终端设备进行控制;控制受控虚拟对象在游戏场景中移动;其中,游戏场景中包括多个虚拟对象;受控虚拟对象属于多个虚拟对象的其中之一;响应于指定触发事件,从指定道具集合中确定至少部分备选道具,显示备选道具;响应针对备选道具中第一道具的选中操作,控制受控虚拟对象获取第一道具;响应针对第一道具的触发操作,控制在游戏场景中执行与第一道具对应的游戏行为。上述方式中,在游戏对局中,基于对局进程确定道具集合,并从道具集合中确定备选道具,玩家可以从备选道具中选择道具;该方式丰富了游戏道具的获取渠道,可根据对局进程的变化获取不同的道具,使得游戏道具的功能、种类更加丰富,提高了玩家参与游戏对局的竞技体验,提高了服务资源的利用率,充分利用了游戏服务资源和服务器设备资源,避免了游戏服务资源和服务器设备资源的空转和浪费。
在实际实现时,上述第一道具配置为响应触发操作执行如下至少一游戏行为:控制为受控虚拟对象在游戏场景中产生增益效果;和/或,控制更新游戏场景中的指定场景对象,使受控虚拟对象和受控虚拟对象以外的虚拟对象在包含更新后的指定场景对象中执行当前游戏对局。
例如,第一道具的作用对象为受控虚拟对象自己或者队友对象,例如,补血道具,此时,可以增加受控虚拟对象的生命值,或者增加队友对象的生命值,有利于增加受控虚拟对象或者所在团队在游戏对局中的对局成绩;第一道具的作用对象也可以为受控虚拟对象以外的其他虚拟对象,例如,攻击道具,对其他虚拟对象产生伤害后,可以增加受控虚拟对象的经验值、对象等级、对象攻击能力等,提高受控虚拟对象获胜的概率,有利于提高受控虚拟对象在游戏对局中的对局成绩。
第一道具还可以更新游戏场景中的指定场景对象。游戏场景为由预先设定的不同形式、功能或是含义的虚拟对象构成的虚拟世界,游戏对局即位于该游戏场景中的由玩家控制的虚拟对象执行目标任务的过程。例如,游戏场景由虚拟地形、建筑、天气以及该场景中预先设定的变化规则构成。在本实施方式中,指定场景对象即构成游戏场景中的虚拟对象,例如,场景天气、场景地形、目标场景区域的范围等。指定场景对象被更新后,游戏场景中的全部或者部分虚拟对象受到影响。例如,改变场景天气后,游戏场景中的全部虚拟对象均受到天气的影响,如移动速度减少,生命值持续降低等。在本实施方式中,第一道具通常并不对受控虚拟对象直接产生增益效果,第一道具被释放后,游戏场景中的所有虚拟对象均会产生相同的影响,或者说根据虚拟对象的位置,对部分虚拟对象产生影响;例如,第一道具可以改变场景的局部地形,位于局部地形中的虚拟对象会产生地形相应的影响。通过第一道具更新场景中的场景对象,可以加快对局进程,减少服务器压力。
当上述指定触发事件发生后,可以为玩家提供一次免费获取道具的机会,即,获取道具不消耗受控虚拟对象的资源量。具体的,响应于指定触发事件,从指定道具集合中确定至少部分备选道具,显示备选道具,并维持受控虚拟对象的指定资源的资源量不变;例如,图形用户界面上显示有道具获取控件,玩家点击一次该道具获取控件,即可从指定道具集合中抽取部分备选道具,该抽取的过程不消耗指定资源的资源量,因而保持受控虚拟对象的指定资源的资源量不变。
进一步的,如果上述备选道具都不是玩家想要的道具,游戏系统还可以提供重新确定备选道具的机会。具体的,响应第二触发操作,更新受控虚拟对象的指定资源的资源量;从指定道具集合中重新确定至少部分备选道具,更新显示确定出的备选道具。
例如,上述第二触发操作可以为作用于道具获取控件的再次点击操作,消耗的资源量可以与第二触发操作的操作次数相关,例如,第二触发操作的次数越多,单次第二触发操作消耗的资源量就越多。前述受控虚拟对象的指定资源为:受控虚拟对象对应的游戏账号所拥有的在当前游戏对局的局外所拥有的虚拟货币,其中,虚拟货币用于在局外获取游戏提供的虚拟物品。该方式中,重新获取道具时需要消耗全局资源,即,受控虚拟对象的游戏账户中的资源,如游戏账户中的金币、虚拟货币等。
一种具体的方式中,当玩家需要获取多次确定备选道具的机会时,需要消耗资源,例如,金币、钻石、点券等。每次重新确定备选道具时,需要消耗的资源量可以相同也可以不同。一个示例中,可以预先设置五次重新确定备选道具的机会,消耗的资源量逐次递增,例如,第一次重新确定备选道具时,消耗5个金币,第二次重新确定备选道具时,消耗10个金币等。当玩家已经确定一次备选道具后,可以在道具获取控件上,或者道具获取控件的周围显示提示信息,从而提示玩家当再次点击道具获取控件确定备选道具时,需要消耗的资源量。每次确定备选道具时,都从指定道具集合中随机的抽取部分备选道具,并显示在界面上。
该方式中,玩家可以通过消耗资源,获取多次抽取道具的机会,从而提高玩家获取到想要的道具的机会,使玩家的对局决策更加多元化,提高玩家的游戏参与度和兴趣度,,提高了服务资源的利用率,充分利用了游戏服务资源和服务器设备资源,避免了游戏服务资源和服务器设备资源的空转和浪费。
步骤S106,响应针对备选道具中第一道具的选中操作,控制受控虚拟对象获取第一道具;
备选道具可以包括一个或多个,图形用户界面中显示这些备选道具后,玩家可以选中其中一个或多个道具,被选中的道具即上述第一道具;第一道具被选中后,即可进入受控虚拟对象的背包中,受控虚拟对象可以使用第一道具。
步骤S108,响应针对第一道具的触发操作,控制在游戏场景中执行与第一道具对应的游戏行为。
上述第一道具可以用于:更新第一道具的道具作用对象的对象状态,和/或更新游戏场景的指定场景状态;道具作用对象为受控虚拟对象或者受控虚拟对象以外的虚拟对象。上述游戏行为与第一道具的道具作用相关联。本实施例中,第一道具可以具有多种道具作用。受控虚拟对象可以向其他虚拟对象或者自身使用第一道具,也可以向游戏场景使用第一道具,因此,第一道具的道具作用对象可以是其他虚拟对象,也可以受控虚拟对象本身,或者游戏场景;道具作用对象可以根据第一道具的作用,以及第一道具被使用时附近的虚拟对象确定。
例如,当第一道具为攻击型道具时,例如,枪械、手榴弹等;第一道具的技能释放范围内的虚拟对象为道具作用对象,该道具作用对象的生命值可能会降低;当第一道具为改变场景状态的道具时,道具作用对象为游戏场景,或者游戏场景中的局部场景区域,第一道具被释放后,游戏场景或目标场景区域的地形、天气等状态发生变化。
上述游戏中的交互控制方法,通过终端设备提供一图形用户界面;图形用户界面中包括当前游戏对局界面;当前游戏对局界面包括游戏场景和位于游戏场景中的受控虚拟对象;受控虚拟对象通过终端设备进行控制;控制受控虚拟对象在游戏场景中移动;其中,游戏场景中包括多个虚拟对象;受控虚拟对象属于多个虚拟对象的其中之一;响应于指定触发事件,从指定道具集合中确定至少部分备选道具,显示备选道具;响应针对备选道具中第一道具的选中操作,控制受控虚拟对象获取第一道具;响应针对第一道具的触发操作,控制在游戏场景中执行与第一道具对应的游戏行为。上述方式中,在游戏对局中,基于对局进程确定道具集合,并从道具集合中确定备选道具,玩家可以从备选道具中选择道具;该方式丰富了游戏道具的获取渠道,可根据对局进程的变化获取不同的道具,使得游戏道具的功能、种类更加丰富,提高了玩家参与游戏对局的竞技体验,提高了服务资源的利用率,充分利用了游戏服务资源和服务器设备资源,避免了游戏服务资源和服务器设备资源的空转和浪费。
在实际实现时,上述第一道具配置为响应触发操作执行如下至少一游戏行为:控制为受控虚拟对象在游戏场景中产生增益效果;和/或,控制更新游戏场景中的指定场景对象,使受控虚拟对象和受控虚拟对象以外的虚拟对象在包含更新后的指定场景对象中执行当前游戏对局。
例如,第一道具的作用对象为受控虚拟对象自己或者队友对象,例如,补血道具,此时,可以增加受控虚拟对象的生命值,或者增加队友对象的生命值,有利于增加受控虚拟对象或者所在团队在游戏对局中的对局成绩;第一道具的作用对象也可以为受控虚拟对象以外的其他虚拟对象,例如,攻击道具,对其他虚拟对象产生伤害后,可以增加受控虚拟对象的经验值、对象等级、对象攻击能力等,提高受控虚拟对象获胜的概率,有利于提高受控虚拟对象在游戏对局中的对局成绩。
第一道具还可以更新游戏场景中的指定场景对象。游戏场景为由预先设定的不同形式、功能或是含义的虚拟对象构成的虚拟世界,游戏对局即位于该游戏场景中的由玩家控制的虚拟对象执行目标任务的过程。例如,游戏场景由虚拟地形、建筑、天气以及该场景中预先设定的变化规则构成。在本实施方式中,指定场景对象即构成游戏场景中的虚拟对象,例如,场景天气、场景地形、目标场景区域的范围等。指定场景对象被更新后,游戏场景中的全部或者部分虚拟对象受到影响。例如,改变场景天气后,游戏场景中的全部虚拟对象均受到天气的影响,如移动速度减少,生命值持续降低等。在本实施方式中,第一道具通常并不对受控虚拟对象直接产生增益效果,第一道具被释放后,游戏场景中的所有虚拟对象均会产生相同的影响,或者说根据虚拟对象的位置,对部分虚拟对象产生影响;例如,第一道具可以改变场景的局部地形,位于局部地形中的虚拟对象会产生地形相应的影响。通过第一道具更新场景中的场景对象,可以加快对局进程,减少服务器压力。
当上述指定触发事件发生后,可以为玩家提供一次免费获取道具的机会,即,获取道具不消耗受控虚拟对象的资源量。具体的,响应于指定触发事件,从指定道具集合中确定至少部分备选道具,显示备选道具,并维持受控虚拟对象的指定资源的资源量不变;例如,图形用户界面上显示有道具获取控件,玩家点击一次该道具获取控件,即可从指定道具集合中抽取部分备选道具,该抽取的过程不消耗指定资源的资源量,因而保持受控虚拟对象的指定资源的资源量不变。
进一步的,如果上述备选道具都不是玩家想要的道具,游戏系统还可以提供重新确定备选道具的机会。具体的,响应第二触发操作,更新受控虚拟对象的指定资源的资源量;从指定道具集合中重新确定至少部分备选道具,更新显示确定出的备选道具。
例如,上述第二触发操作可以为作用于道具获取控件的再次点击操作,消耗的资源量可以与第二触发操作的操作次数相关,例如,第二触发操作的次数越多,单次第二触发操作消耗的资源量就越多。前述受控虚拟对象的指定资源为:受控虚拟对象对应的游戏账号所拥有的在当前游戏对局的局外所拥有的虚拟货币,其中,虚拟货币用于在局外获取游戏提供的虚拟物品。该方式中,重新获取道具时需要消耗全局资源,即,受控虚拟对象的游戏账户中的资源,如游戏账户中的金币、虚拟货币等。
一种具体的方式中,当玩家需要获取多次确定备选道具的机会时,需要消耗资源,例如,金币、钻石、点券等。每次重新确定备选道具时,需要消耗的资源量可以相同也可以不同。一个示例中,可以预先设置五次重新确定备选道具的机会,消耗的资源量逐次递增,例如,第一次重新确定备选道具时,消耗5个金币,第二次重新确定备选道具时,消耗10个金币等。当玩家已经确定一次备选道具后,可以在道具获取控件上,或者道具获取控件的周围显示提示信息,从而提示玩家当再次点击道具获取控件确定备选道具时,需要消耗的资源量。每次确定备选道具时,都从指定道具集合中随机的抽取部分备选道具,并显示在界面上。
该方式中,玩家可以通过消耗资源,获取多次抽取道具的机会,从而提高玩家获取到想要的道具的机会,使玩家的对局决策更加多元化,提高玩家的游戏参与度和兴趣度,,提高了服务资源的利用率,充分利用了游戏服务资源和服务器设备资源,避免了游戏服务资源和服务器设备资源的空转和浪费。
表1
上述被动道具可以理解为,受控虚拟对象获得道具后,道具常驻存在,无需由受控虚拟对象主动触发,即可持续为玩家产生增益效果,被动道具和主动道具可以共同构建玩家的综合技能架构,被动
道具可以不掉落,不被其他虚拟对象拾取。被动道具可以包括下述表2中所示的道具,表2还示出了对应的道具作用:
表2
另外,除上述提供的主动道具和被动道具以外,还提供场景道具;该场景道具也可以称为战略道具,场景道具被使用后,对游戏场景的全局天气、或地形或目标场景区域的原始状态进行改变,改变游戏场景中指定对象的初始状态。在一场游戏对局中,每种场景道具可以仅被获取一次,使用后该种场景道具消失,如果得到场景道具的虚拟对象被击败,该场景道具可以掉落到游戏场景中,存活的虚拟对象可以拾取并使用;在本实施方式中,一个虚拟对象最多可携带一个场景道具。
例如,游戏场景中通常会出现目标场景区域,在一些游戏中,该目标场景区域的区域范围也称为毒圈。上述场景道具中可以包括毒圈道具,用于改变毒圈的变化速度、毒圈范围等;上述场景道具中还可以包括天气道具,用于将游戏场景中的天气变化为雾天、黑夜、雪暴、沙尘暴、雷雨等;上述场景道具还可以包括地形道具,用于在特定的场景区域生成沼泽地形、低重力地形、技能失效地形等。
基于上述各类备选道具集合,在确定指定道具集合时,一种具体的实现方式中,如果当前游戏对局的对局进程为前期进程,指定道具集合包括主动道具集合;如果当前游戏对局的对局进程为中期进程,指定道具集合包括被动道具集合;其中,在当前游戏对局中,中期进程位于前期进程之后;如果当前游戏对局的对局进程为后期进程,指定道具集合包括场景道具集合;其中,在当前游戏对局中,后期进程位于中期进程之后。
在上述方式中,可以在游戏对局初期,供玩家选择一个主动道具,然后,以该主动道具为基础,在对局中后期选择搭配被动道具,然后,在对局后期选择场景道具,从而使玩家在参数对局的过程中使用不同的道具,通过不同道具的搭配,提高竞技成绩。
作为示例,对局进程可以划分为五个进程,其中,第一进程为前期进程,指定道具集合为主动道具集合;第二进程和第三进程为中期进程,指定道具集合为被动道具集合,第四进程和第五进程为后期进程,指定道具集合包括被动道具集合和场景道具集合。
另一种方式中,基于上述各类备选道具集合,在确定指定道具集合时,一种具体的实现方式中,如果受控虚拟对象的对象等级为第一等级,指定道具集合包括主动道具集合;如果受控虚拟对象的对象等级为第二等级,指定道具集合包括被动道具集合;其中,在当前游戏对局中,第二等级高于第一等级;受控虚拟对象的对象等级从第一等级增加至第二等级;如果受控虚拟对象的对象等级为第三等级,指定道具集合包括环境道具集合;其中,在当前游戏对局中,第三等级高于第二等级;受控虚拟对象的对象等级从第二等级增加至第三等级。
在上述方式中,可以在对象等级较低时,例如第一等级,供玩家选择一个主动道具,然后,以该主动道具为基础,在对象等级为中等等级时,例如,第二等级,玩家选择搭配被动道具,然后,在较高等级时,例如第三等级,玩家选择环境道具,从而使玩家在参数对局的过程中使用不同的道具,通过不同道具的搭配,提高竞技成绩。
作为示例,对象等级可以划分为六个等级,其中,第零等级不提供获取道具的控件,第一等级时,指定道具集合为主动道具集合;第二等级和第三等级时,指定道具集合为被动道具集合;第四等级时,指定道具结合为被动道具集合和环境道具集合;第五等级时,指定道具集合为环境道具集合。
确定指定道具集合后,为了提高玩家对获取道具的兴趣度,使玩家的对局决策更加多元化,可以
通过随机的方式确定备选道具。具体的,响应于指定触发事件,从指定道具集合中随机地确定至少部分备选道具,显示备选道具。如图3中,玩家点击道具获取控件后,游戏系统从指定道具集合中随机确定三个备选道具,每个备选道具显示在界面中,同时还可以显示每个备选道具的道具用法、道具效果等信息。玩家可以从多个备选道具中选择一个道具,玩家获取该道具后可以放入背包中携带,也可以使用该道具。
在游戏中可以设置一些特殊道具,限制这些道具在一场游戏对局中使用的次数,基于此,需要在确定备选道具的过程中,限制这些道具被确定为备选道具的次数。一种具体的方式中,如果第一道具属于场景道具集合,从场景道具集合中删除第一道具,得到更新的场景道具集合;其中,更新的占领道具集合用于:在当前游戏对局中,向受控虚拟对象以外的虚拟对象提供场景道具。
在该方式中,预设了每种场景道具在一场游戏对局中仅被获取一次,基于此,如果确定出的备选道具中包括场景道具,且玩家选中了该场景道具,即上述第一道具为场景道具,则在其他玩家从场景道具集合确定备选道具时,提前将第一道具从场景道具集合中删除,避免其他玩家也选中同一个场景道具。
在实际实现时,当指定触发事件发生后,可以在游戏对局中存活的每个虚拟对象对应的终端设备上显示前述道具获取控件,但玩家操作道具获取控件的时间顺序有先后,因此,首先操作道具获取控件的玩家可以从场景道具集合的全部场景道具中随机确定备选道具,而后续操作道具获取控件的玩家需要从被删除已获取道具的场景道具集合中随机确定备选道具。
根据前述实施例,场景道具可以影响游戏场景的指定场景状态。下述实施例描述,当受控虚拟对象获取到的第一道具为场景道具时,第一道具的不同道具种类对游戏场景的具体影响。
在实际实现时,第一道具用于:更新游戏场景的指定场景状态;响应针对第一道具的释放操作,更新游戏场景的指定场景状态;基于更新后的指定场景状态,更新至少部分虚拟对象的对象状态。需要说明的是,第一道具被释放后,更新游戏场景的指定场景状态,该指定场景状态可能会影响游戏场景中全部或部分虚拟对象的对象状态,例如,场景能见度、生命值、技能释放能力等;指定场景状态可以持续影响到游戏对局结束,也可以仅影响一定的时长。
通过该方式,道具可以影响场景状态,通过场景状态影响虚拟对象的对象状态,增加了道具的丰富度,可以为玩家增加多样的游戏体验,推进游戏进程,提高了游戏的竞技性,提高了服务资源的利用率,充分利用了游戏服务资源和服务器设备资源,避免了游戏服务资源和服务器设备资源的空转和浪费。
一种场景道具的实现方式中,该场景道具可以改变目标场景区域的范围或变化速度。具体的,游戏场景中预设有目标场景区域;该目标场景区域的区域范围基于当前游戏对局的对局进程,按默认区域调整规则进行变化;例如,区域范围可以逐渐变大或者逐渐缩小;目标场景区域以外的场景区域中的虚拟对象的对象属性按照默认属性调整规则进行变化;例如,生命值逐渐减少或逐渐增加,技能属性逐渐减少或逐渐增加等。
响应针对第一道具的释放操作,根据第一道具对应的规则调整参数控制变更目标场景区域的区域范围,和/或者变更目标场景区域的区域范围变化时间,其中,规则调整参数不同于默认区域调整规则。第一道具可以增加或减少目标场景区域的区域范围,也可以变换目标场景区域在游戏场景中的位置;第一道具也可以提前或延缓区域范围的变换时间,或者暂停区域范围的变化等,第一道具释放后,改变了前述按照默认区域调整规则调整目标场景区域的方式,使得目标场景区域按照第一道具对应的规则调整参数进行调整,使目标场景区域的变化规律发生了改变。
该方式中,通过变化目标场景区域的区域范围,可以影响游戏对局中虚拟对象的对象状态,从而一定程度上改变游戏对局的对局状态,影响最终的对局结果,该道具可以提高游戏对局的不确定性,提高玩家参与游戏对局的兴趣度和新鲜感。
作为示例,目标场景区域的区域范围基于当前游戏对局的对局进程,逐渐缩小;目标场景区域以外的场景区域中的虚拟对象的生命值逐渐减少;在一些游戏中,目标场景区域的区域范围也称为毒圈,位于区域范围以外的虚拟对象,其血量在不断减少,直至被击败;位于区域范围以内的虚拟对象,血量不被环境影响。
响应针对第一道具的释放操作,基于受控虚拟对象在游戏场景中的位置,更新目标场景区域的区域范围。例如,将受控虚拟对象在游戏场景中的位置作为目标场景区域的中心位置,更新区域范围在游戏场景中的位置区域,更新后的场景位置的中心位置即受控虚拟对象的位置。另外,当第一道具被释放后,区域范围可以根据受控虚拟对象的位置立即更新,也可以在下一次更新区域范围的时间点,
根据受控虚拟对象的位置更新。为了保证区域范围更新的合理性,可以限定受控虚拟对象位于目标场景区域之内时,才可以释放第一道具。
目标场景区域的区域范围发生变化后,可能会导致部分虚拟对象从目标场景区域之内变换到目标场景区域之外,也可能导致部分虚拟对象从目标场景区域之外变换到目标场景区域之内。
该方式将游戏场景的环境进行变化,有利于受控虚拟对象处在最有利的环境区域中,可以提高受控虚拟对象的竞技成绩。
另一个示例中,目标场景区域的区域范围基于当前游戏对局的对局进程,逐渐缩小;目标场景区域以外的场景区域中的虚拟对象的生命值逐渐减少;响应针对第一道具的释放操作,如果第一道具的释放时间属于目标场景区域的区域范围静止阶段,提前或延后目标场景区域的区域范围的变化时间;如果第一道具的释放时间属于目标场景区域的区域范围变化阶段,增加或减慢目标场景区域的区域范围的变化速度。
在游戏对局中,有的时间阶段中,目标场景区域的区域范围不变,此时,称为区域范围静止阶段;而有的时间阶段中,目标场景区域的区域范围逐渐缩小,此时,称为区域范围变化阶段。当第一道具的作用为加速道具时,第一道具可以在游戏对局的任意阶段使用,如果在目标场景区域的区域范围静止阶段释放第一道具,则目标场景区域的区域范围可以提前开始缩小,如果在目标场景区域的区域范围变化阶段释放第一道具,则可以使区域范围加速缩小。
当第一道具的作用为中止道具时,第一道具可以在游戏对局的任意阶段使用,如果在目标场景区域的区域范围静止阶段释放第一道具,则目标场景区域的区域范围可以延后缩小,如果在目标场景区域的区域范围变化阶段释放第一道具,则可以使区域范围的缩小进程暂停预设的时间段,如1分钟。
在上述方式中,场景道具可以改变游戏场景中目标场景区域的变化规律,对游戏对局的对局状态产生较明显的影响,使对局状态对受控虚拟对象更加有利,可以提高受控虚拟对象的竞技成绩。
另一种场景道具的实现方式中,场景道具可以改变游戏场景中全部或部分区域的天气。具体的,响应针对第一道具的释放操作,控制游戏场景的场景天气转换为目标天气;其中,目标天气用于:对游戏场景中虚拟对象的对象状态产生目标天气对应的影响。在实际实现时,第一道具可以改变游戏场景的全部天气,也可以仅改变部分场景区域中的天气;该天气可以影响位于天气中的虚拟对象的对象状态,例如,生命值、移动能力、技能释放能力等,从而间接影响游戏对局的对局状态。
例如,目标天气包括雾天天气、夜晚天气、雪暴天气、沙尘暴天气或雷雨天气中的至少一种;其中,雾天天气或夜晚天气用于降低虚拟对象的可见度,不利于玩家观察周围场景环境以及其他虚拟对象;在实际实现时,对于夜晚天气,可以降低游戏场景的场景亮度,对于雾天天气,可以在游戏场景中添加烟雾特效,从而降低游戏场景中虚拟对象的视觉清晰度。
需要说明的是,位于游戏场景中的每个虚拟对象都会受到目标天气的影响,包括受控虚拟对象在内。
对于雪暴天气,该雪暴天气用于降低虚拟对象的生命值,也可以设置一定的条件,例如,当虚拟对象的能量值较低时,雪暴天气可以持续降低虚拟对象的生命值;具体的,可以在游戏场景中增加雪暴特效,同时,控制游戏场景中的虚拟对象的生命值按照持续降低,例如,预设生命值的降低规律,基于该规律,降低虚拟对象的生命值。
对于沙尘暴天气,该沙尘暴天气用于降低虚拟对象的移动能力;虚拟对象进入沙尘暴天气后,移动速度降低;具体可以在游戏场景中增加沙尘暴特效,同时,降低虚拟对象的移动速度,例如,玩家发出相同的移动控制指令时,在默认的移动速度基础上,乘以一个小于1的参数,从而减少虚拟对象的移动速度。
对于雷雨天气,该雷雨天气用于降低虚拟对象的射击能力,例如,在雷雨天气中,虚拟对象瞄准准确率降低,使用枪械道具射击后,后坐力提升,降低了射击稳定度。游戏场景中也可以增加雷区天气的特效,当玩家控制枪械道具进行射击时,在该枪械道具默认的后坐力参数值基础上,增加一定的后坐力参数值,从而降低该枪械道具的射击稳定度。
在实际实现时,第一道具被释放后,目标天气可以在未来一定时间段内出现,例如,目标天气出现一分钟,一分钟结束后回复正常天气。为了保证游戏对局的正常进行,可以设置游戏场景中同时只能出现一种目标天气,当前目标天气生效的时间段,其他天气无法生效。
另一种场景道具的实现方式中,场景道具可以改变游戏场景中全部或部分区域的地形,通过地形的变化影响虚拟对象的对象状态。具体的,响应针对第一道具的释放操作,基于第一道具的道具释放
位置,确定道具作用区域;在道具作用区域生成指定地形;其中,该指定地形用于:对指定地形中的虚拟对象产生指定地形对应的影响。
该道具释放位置可以与受控虚拟对象的位置相同,或者不同;一种实现方式中,可以从场景地图中选择道具释放位置,道具释放范围可以预先设置为固定的大小,也可以从场景地图中缩放释放范围,基于道具释放位置和道具释放范围,即可确定道具作用区域,进而在道具作用区域生成指定地形。
不同的地形对虚拟对象产生的影响通常不同。作为示例,指定地形包括沼泽地形、低重力地形或技能失效地形;在游戏场景中,当第一道具被释放后,可以更换道具作用区域的区域贴图或者区域模型结构,从而显示地形效果。然后,检测位于指定地形中的虚拟对象,按照指定地形的地形特定,改变虚拟对象的相关对象参数。
具体的,沼泽地形用于:降低沼泽地形中虚拟对象的移动能力;具体的,可以降低沼泽地形中虚拟对象的移动速度;例如,玩家发出相同的移动控制指令时,在默认的移动速度基础上,乘以一个小于1的参数,从而减少虚拟对象的移动速度。
上述低重力地形用于:降低低重力地形中虚拟对象的跳跃能力;例如,虚拟对象弹跳后,可以弹跳的很高的高度,但下落速度很慢;玩家发出跳跃控制指令后,在默认的跳跃高度基础上,增加跳跃高度,在默认的下落速度基础上,减少下落速度。该方式可能会使虚拟对象暴露位置,增加被其他虚拟对象击中的概率。
上述技能失效地形用于:降低技能失效地形中虚拟对象的技能释放能力;例如,在技能失效地形中,虚拟对象无法使用全部或部分道具技能。玩家发出技能释放指令后,不响应该技能释放指令,或者降低技能的释放功能,例如,降低技能的伤害能力,或者减少技能的释放范围等。
对应于上述方法实施例,参见图4所示的一种游戏中的交互控制装置的示意图,通过终端设备提供一图形用户界面;所述图形用户界面中包括当前游戏对局界面;所述当前游戏对局界面包括游戏场景和位于所述游戏场景中的受控虚拟对象;所述受控虚拟对象通过所述终端设备进行控制;该装置包括:
移动控制模块40,用于控制所述受控虚拟对象在所述游戏场景中移动;其中,所述游戏场景中包括多个虚拟对象;所述受控虚拟对象属于所述多个虚拟对象的其中之一;
道具显示模块42,用于响应于指定触发事件,从指定道具集合中确定至少部分备选道具,显示所述备选道具;
道具获取模块44,用于响应针对所述备选道具中第一道具的选中操作,控制所述受控虚拟对象获取所述第一道具;
道具触发模块46,用于响应针对所述第一道具的触发操作,控制在所述游戏场景中执行与所述第一道具对应的游戏行为。
上述游戏中的交互控制装置,通过终端设备提供一图形用户界面;图形用户界面中包括当前游戏对局界面;当前游戏对局界面包括游戏场景和位于游戏场景中的受控虚拟对象;受控虚拟对象通过终端设备进行控制;控制受控虚拟对象在游戏场景中移动;其中,游戏场景中包括多个虚拟对象;受控虚拟对象属于多个虚拟对象的其中之一;响应于指定触发事件,从指定道具集合中确定至少部分备选道具,显示备选道具;响应针对备选道具中第一道具的选中操作,控制受控虚拟对象获取第一道具;响应针对第一道具的触发操作,控制在游戏场景中执行与第一道具对应的游戏行为。在游戏对局中,从道具集合中确定备选道具,玩家可以从备选道具中选择道具;该方式丰富了游戏道具的获取渠道,可根据对局进程的变化获取不同的道具,使得游戏道具的功能、种类更加丰富,提高了玩家参与游戏对局的竞技体验,提高了服务资源的利用率,充分利用了游戏服务资源和服务器设备资源,避免了游戏服务资源和服务器设备资源的空转和浪费。
可选地,第一道具配置为响应触发操作执行如下至少一游戏行为:控制为受控虚拟对象在游戏场景中产生增益效果;和/或,控制更新游戏场景中的指定场景对象,使受控虚拟对象和受控虚拟对象以外的虚拟对象在包含更新后的指定场景对象中执行当前游戏对局。
可选地,道具显示模块,还用于响应于指定触发事件,从指定道具集合中确定至少部分备选道具,显示备选道具,并维持受控虚拟对象的指定资源的资源量不变;上述装置还包括更新显示模块,用于:响应第二触发操作,更新受控虚拟对象的指定资源的资源量;从指定道具集合中重新确定至少部分备选道具,更新显示确定出的备选道具。
可选地,受控虚拟对象的指定资源为:受控虚拟对象对应的游戏账号所拥有的在当前游戏对局的局外所拥有的虚拟货币,其中,虚拟货币用于在局外获取游戏提供的虚拟物品。
可选地,道具显示模块,还用于:响应于当前游戏对局到达预设对局进程,从指定道具集合中确
定至少部分备选道具,显示备选道具。
可选地,道具显示模块,还用于响应于当前游戏对局的持续时长达到预设时长,从指定道具集合中确定至少部分备选道具,显示备选道具。
可选地,道具显示模块,还用于响应于受控虚拟对象在游戏对局中的对象等级增加,从指定道具集合中确定至少部分备选道具,显示备选道具。
可选地,游戏中的交互控制装置还包括:等级增加模块,用于:按照预设规则增加受控虚拟对象的经验参数;响应于经验参数达到预设的经验阈值,增加受控虚拟对象在游戏对局中的对象等级。
可选地,道具显示模块,还用于响应于指定触发事件,在图形用户界面中显示道具获取控件;响应作用于道具获取控件的第一触发操作,从指定道具集合中确定至少部分备选道具,显示备选道具;其中,指定道具集合基于当前游戏对局的对局进程确定。
可选地,道具显示模块,还用于响应于指定触发事件,在图形用户界面中显示交互提示控件;其中,交互提示控件用于:提示执行获取道具的交互操作;响应针对交互提示控件的触发操作,在图形用户界面中显示道具获取控件。
可选地,装置还包括集合确定模块,用于基于当前游戏对局的对局进程或者受控虚拟对象的对局等级,从多个备选道具集合中确定至少一个指定道具集合;其中,不同备选道具集合中道具的道具属性不同。
可选地,备选道具集合包括主动道具集合、被动道具集合和场景道具集合;其中,主动道具集合中包括主动道具,主动道具被执行释放操作后,针对主动道具的道具释放目标对象释放道具功能;被动道具集合中包括被动道具,被动道具被受控虚拟对象获取后,针对被动道具的道具释放目标对象释放道具功能;场景道具集合中包括场景道具,场景道具被执行释放操作后,针对场景道具的道具释放目标场景位置释放道具功能,受控虚拟对象和虚拟对象均受到影响。
可选地,集合确定模块,还用于如果当前游戏对局的对局进程为前期进程,指定道具集合包括主动道具集合;如果当前游戏对局的对局进程为中期进程,指定道具集合包括被动道具集合;其中,在当前游戏对局中,中期进程位于前期进程之后;如果当前游戏对局的对局进程为后期进程,指定道具集合包括场景道具集合;其中,在当前游戏对局中,后期进程位于中期进程之后。
可选地,集合确定模块,还用于:如果受控虚拟对象的对象等级为第一等级,指定道具集合包括主动道具集合;如果受控虚拟对象的对象等级为第二等级,指定道具集合包括被动道具集合;其中,在当前游戏对局中,第二等级高于第一等级;受控虚拟对象的对象等级从第一等级增加至第二等级;如果受控虚拟对象的对象等级为第三等级,指定道具集合包括环境道具集合;其中,在当前游戏对局中,第三等级高于第二等级;受控虚拟对象的对象等级从第二等级增加至第三等级。
可选地,道具显示模块,还用于响应于指定触发事件,从指定道具集合中随机地确定至少部分备选道具,显示备选道具。
可选地,道具获取模块,还用于如果第一道具属于场景道具集合,从场景道具集合中删除第一道具,得到更新的场景道具集合;其中,更新的场景道具集合用于:在当前游戏对局中,向受控虚拟对象以外的虚拟对象提供场景道具。
可选地,第一道具用于:更新游戏场景的指定场景状态;上述道具触发模块,还用于响应针对第一道具的释放操作,更新游戏场景的指定场景状态;基于更新后的指定场景状态,更新至少部分虚拟对象的对象状态。
可选地,游戏场景中预设有目标场景区域;目标场景区域的区域范围基于当前游戏对局的对局进程,按照默认区域调整规则进行变化;目标场景区域以外的场景区域中的虚拟对象的对象属性按照默认属性调整规则进行变化;上述道具触发模块,还用于:响应针对第一道具的释放操作,根据第一道具对应的规则调整参数控制变更目标场景区域的区域范围,和/或者变更目标场景区域的区域范围变化时间,其中,规则调整参数不同于默认区域调整规则。
可选地,目标场景区域的区域范围基于当前游戏对局的对局进程,逐渐缩小;目标场景区域以外的场景区域中的虚拟对象的生命值逐渐减少;上述道具触发模块,还用于:响应针对第一道具的释放操作,基于受控虚拟对象在游戏场景中的位置,更新目标场景区域的区域范围。
可选地,目标场景区域的区域范围基于当前游戏对局的对局进程,逐渐缩小;目标场景区域以外的场景区域中的虚拟对象的生命值逐渐减少;上述道具触发模块,还用于:响应针对第一道具的释放操作,如果第一道具的释放时间属于目标场景区域的区域范围静止阶段,提前或延后目标场景区域的区域范围的变化时间;如果第一道具的释放时间属于目标场景区域的区域范围变化阶段,增加或减慢目标场景区域的区域范围的变化速度。
可选地,道具触发模块,还用于:响应针对第一道具的释放操作,控制游戏场景的场景天气转换
为目标天气;其中,目标天气用于:对游戏场景中虚拟对象的对象状态产生目标天气对应的影响。
可选地,目标天气包括如下至少一种:雾天天气、夜晚天气、雪暴天气、沙尘暴天气或雷雨天气;其中,雾天天气或夜晚天气用于降低虚拟对象的可见度;雪暴天气用于降低虚拟对象的生命值;沙尘暴天气用于降低虚拟对象的移动能力;雷雨天气用于降低虚拟对象的射击能力。
可选地,道具触发模块,还用于:响应针对第一道具的释放操作,基于第一道具的道具释放位置,确定道具作用区域;在道具作用区域生成指定地形;其中,指定地形用于:对指定地形中的虚拟对象产生指定地形对应的影响。
可选地,指定地形包括如下至少之一:沼泽地形、低重力地形,和技能失效地形;其中,沼泽地形用于:降低沼泽地形中虚拟对象的移动能力;低重力地形用于:降低低重力地形中虚拟对象的跳跃能力;技能失效地形用于:降低技能失效地形中虚拟对象的技能释放能力。
本实施例还提供一种电子设备,包括处理器和存储器,存储器存储有能够被处理器执行的机器可执行指令,处理器执行机器可执行指令以实现上述游戏中的交互控制方法。该电子设备可以是服务器,也可以是终端设备。
参见图5所示,该电子设备包括处理器100和存储器101,该存储器101存储有能够被处理器100执行的机器可执行指令,该处理器100执行机器可执行指令以实现上述游戏中的交互控制方法。
进一步地,图5所示的电子设备还包括总线102和通信接口103,处理器100、通信接口103和存储器101通过总线102连接。
其中,存储器101可能包含高速随机存取存储器(RAM,Random Access Memory),也可能还包括非不稳定的存储器(non-volatile memory),例如至少一个磁盘存储器。通过至少一个通信接口103(可以是有线或者无线)实现该系统网元与至少一个其他网元之间的通信连接,可以使用互联网,广域网,本地网,城域网等。总线102可以是ISA总线、PCI总线或EISA总线等。所述总线可以分为地址总线、数据总线、控制总线等。为便于表示,图5中仅用一个双向箭头表示,但并不表示仅有一根总线或一种类型的总线。
处理器100可能是一种集成电路芯片,具有信号的处理能力。在实现过程中,上述方法的各步骤可以通过处理器100中的硬件的集成逻辑电路或者软件形式的指令完成。上述的处理器100可以是通用处理器,包括中央处理器(Central Processing Unit,简称CPU)、网络处理器(Network Processor,简称NP)等;还可以是数字信号处理器(Digital Signal Processor,简称DSP)、专用集成电路(Application Specific Integrated Circuit,简称ASIC)、现场可编程门阵列(Field-Programmable Gate Array,简称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的公开的各方法、步骤及逻辑框图。通用处理器可以是微处理器或者该处理器也可以是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译码处理器执行完成,或者用译码处理器中的硬件及软件模块组合执行完成。软件模块可以位于随机存储器,闪存、只读存储器,可编程只读存储器或者电可擦写可编程存储器、寄存器等本领域成熟的存储介质中。该存储介质位于存储器101,处理器100读取存储器101中的信息,结合其硬件完成前述实施例的方法的步骤。
上述电子设备中的处理器,通过执行机器可执行指令,可以实现上述游戏中的交互控制方法中的下述操作:
通过终端设备提供一图形用户界面;图形用户界面中包括当前游戏对局界面;当前游戏对局界面包括游戏场景和位于游戏场景中的受控虚拟对象;受控虚拟对象通过终端设备进行控制;控制受控虚拟对象在游戏场景中移动;其中,游戏场景中包括多个虚拟对象;受控虚拟对象属于多个虚拟对象的其中之一;响应于指定触发事件,从指定道具集合中确定至少部分备选道具,显示备选道具;响应针对备选道具中第一道具的选中操作,控制受控虚拟对象获取第一道具;响应针对第一道具的触发操作,控制在游戏场景中执行与第一道具对应的游戏行为。
可选地,第一道具配置为响应触发操作执行如下至少一游戏行为:控制为受控虚拟对象在游戏场景中产生增益效果;和/或,控制更新游戏场景中的指定场景对象,使受控虚拟对象和受控虚拟对象以外的虚拟对象在包含更新后的指定场景对象中执行当前游戏对局。
可选地,响应于指定触发事件,从指定道具集合中确定至少部分备选道具,显示备选道具,并维持受控虚拟对象的指定资源的资源量不变;响应第二触发操作,更新受控虚拟对象的指定资源的资源量;从指定道具集合中重新确定至少部分备选道具,更新显示确定出的备选道具。
可选地,受控虚拟对象的指定资源为:受控虚拟对象对应的游戏账号所拥有的在当前游戏对局的局外所拥有的虚拟货币,其中,虚拟货币用于在局外获取游戏提供的虚拟物品。
可选地,响应于当前游戏对局到达预设对局进程,从指定道具集合中确定至少部分备选道具,显示备选道具。
可选地,响应于当前游戏对局的持续时长达到预设时长,从指定道具集合中确定至少部分备选道具,显示备选道具。
可选地,响应于受控虚拟对象在游戏对局中的对象等级增加,从指定道具集合中确定至少部分备选道具,显示备选道具。
可选地,按照预设规则增加受控虚拟对象的经验参数;响应于经验参数达到预设的经验阈值,增加受控虚拟对象在游戏对局中的对象等级。
可选地,响应于指定触发事件,在图形用户界面中显示道具获取控件;响应作用于道具获取控件的第一触发操作,从指定道具集合中确定至少部分备选道具,显示备选道具;其中,指定道具集合基于当前游戏对局的对局进程确定。
可选地,响应于指定触发事件,在图形用户界面中显示交互提示控件;其中,交互提示控件用于:提示执行获取道具的交互操作;响应针对交互提示控件的触发操作,在图形用户界面中显示道具获取控件。
可选地,基于当前游戏对局的对局进程或者受控虚拟对象的对局等级,从多个备选道具集合中确定至少一个指定道具集合;其中,不同备选道具集合中道具的道具属性不同。
可选地,备选道具集合包括主动道具集合、被动道具集合和场景道具集合;其中,主动道具集合中包括主动道具,主动道具被执行释放操作后,针对主动道具的道具释放目标对象释放道具功能;被动道具集合中包括被动道具,被动道具被受控虚拟对象获取后,针对被动道具的道具释放目标对象释放道具功能;场景道具集合中包括场景道具,场景道具被执行释放操作后,针对场景道具的道具释放目标场景位置释放道具功能,受控虚拟对象和虚拟对象均受到影响。
可选地,如果当前游戏对局的对局进程为前期进程,指定道具集合包括主动道具集合;如果当前游戏对局的对局进程为中期进程,指定道具集合包括被动道具集合;其中,在当前游戏对局中,中期进程位于前期进程之后;如果当前游戏对局的对局进程为后期进程,指定道具集合包括场景道具集合;其中,在当前游戏对局中,后期进程位于中期进程之后。
可选地,如果受控虚拟对象的对象等级为第一等级,指定道具集合包括主动道具集合;如果受控虚拟对象的对象等级为第二等级,指定道具集合包括被动道具集合;其中,在当前游戏对局中,第二等级高于第一等级;受控虚拟对象的对象等级从第一等级增加至第二等级;如果受控虚拟对象的对象等级为第三等级,指定道具集合包括环境道具集合;其中,在当前游戏对局中,第三等级高于第二等级;受控虚拟对象的对象等级从第二等级增加至第三等级。
可选地,响应于指定触发事件,从指定道具集合中随机地确定至少部分备选道具,显示备选道具。
可选地,如果第一道具属于场景道具集合,从场景道具集合中删除第一道具,得到更新的场景道具集合;其中,更新的场景道具集合用于:在当前游戏对局中,向受控虚拟对象以外的虚拟对象提供场景道具。
可选地,响应针对第一道具的释放操作,更新游戏场景的指定场景状态;基于更新后的指定场景状态,更新至少部分虚拟对象的对象状态。
可选地,游戏场景中预设有目标场景区域;目标场景区域的区域范围基于当前游戏对局的对局进程,按照默认区域调整规则进行变化;目标场景区域以外的场景区域中的虚拟对象的对象属性按照默认属性调整规则进行变化;响应针对第一道具的释放操作,根据第一道具对应的规则调整参数控制变更目标场景区域的区域范围,和/或者变更目标场景区域的区域范围变化时间,其中,规则调整参数不同于默认区域调整规则。
可选地,目标场景区域的区域范围基于当前游戏对局的对局进程,逐渐缩小;目标场景区域以外的场景区域中的虚拟对象的生命值逐渐减少;响应针对第一道具的释放操作,基于受控虚拟对象在游戏场景中的位置,更新目标场景区域的区域范围。
可选地,目标场景区域的区域范围基于当前游戏对局的对局进程,逐渐缩小;目标场景区域以外的场景区域中的虚拟对象的生命值逐渐减少;响应针对第一道具的释放操作,如果第一道具的释放时间属于目标场景区域的区域范围静止阶段,提前或延后目标场景区域的区域范围的变化时间;如果第一道具的释放时间属于目标场景区域的区域范围变化阶段,增加或减慢目标场景区域的区域范围的变化速度。
可选地,响应针对第一道具的释放操作,控制游戏场景的场景天气转换为目标天气;其中,目标天气用于:对游戏场景中虚拟对象的对象状态产生目标天气对应的影响。
可选地,目标天气包括如下至少一种:雾天天气、夜晚天气、雪暴天气、沙尘暴天气或雷雨天气;其中,雾天天气或夜晚天气用于降低虚拟对象的可见度;雪暴天气用于降低虚拟对象的生命值;沙尘暴天气用于降低虚拟对象的移动能力;雷雨天气用于降低虚拟对象的射击能力。
可选地,响应针对第一道具的释放操作,基于第一道具的道具释放位置,确定道具作用区域;在道具作用区域生成指定地形;其中,指定地形用于:对指定地形中的虚拟对象产生指定地形对应的影响。
可选地,指定地形包括如下至少之一:沼泽地形、低重力地形,和技能失效地形;其中,沼泽地形用于:降低沼泽地形中虚拟对象的移动能力;低重力地形用于:降低低重力地形中虚拟对象的跳跃能力;技能失效地形用于:降低技能失效地形中虚拟对象的技能释放能力。
上述方式中,在游戏对局中,从道具集合中确定备选道具,玩家可以从备选道具中选择道具;该方式丰富了游戏道具的获取渠道,可根据对局进程的变化获取不同的道具,使得游戏道具的功能、种类更加丰富,提高了玩家参与游戏对局的竞技体验,提高了服务资源的利用率,充分利用了游戏服务资源和服务器设备资源,避免了游戏服务资源和服务器设备资源的空转和浪费。
本实施例还提供一种机器可读存储介质,机器可读存储介质存储有机器可执行指令,机器可执行指令在被处理器调用和执行时,机器可执行指令促使处理器实现上述游戏中的交互控制方法。
上述机器可读存储介质存储中的机器可执行指令,通过执行该机器可执行指令,可以实现上述游戏中的交互控制方法中的下述操作:
通过终端设备提供一图形用户界面;图形用户界面中包括当前游戏对局界面;当前游戏对局界面包括游戏场景和位于游戏场景中的受控虚拟对象;受控虚拟对象通过终端设备进行控制;控制受控虚拟对象在游戏场景中移动;其中,游戏场景中包括多个虚拟对象;受控虚拟对象属于多个虚拟对象的其中之一;响应于指定触发事件,从指定道具集合中确定至少部分备选道具,显示备选道具;响应针对备选道具中第一道具的选中操作,控制受控虚拟对象获取第一道具;响应针对第一道具的触发操作,控制在游戏场景中执行与第一道具对应的游戏行为。
可选地,第一道具配置为响应触发操作执行如下至少一游戏行为:控制为受控虚拟对象在游戏场景中产生增益效果;和/或,控制更新游戏场景中的指定场景对象,使受控虚拟对象和受控虚拟对象以外的虚拟对象在包含更新后的指定场景对象中执行当前游戏对局。
可选地,响应于指定触发事件,从指定道具集合中确定至少部分备选道具,显示备选道具,并维持受控虚拟对象的指定资源的资源量不变;响应第二触发操作,更新受控虚拟对象的指定资源的资源量;从指定道具集合中重新确定至少部分备选道具,更新显示确定出的备选道具。
可选地,受控虚拟对象的指定资源为:受控虚拟对象对应的游戏账号所拥有的在当前游戏对局的局外所拥有的虚拟货币,其中,虚拟货币用于在局外获取游戏提供的虚拟物品。
可选地,响应于当前游戏对局到达预设对局进程,从指定道具集合中确定至少部分备选道具,显示备选道具。
可选地,响应于当前游戏对局的持续时长达到预设时长,从指定道具集合中确定至少部分备选道具,显示备选道具。
可选地,响应于受控虚拟对象在游戏对局中的对象等级增加,从指定道具集合中确定至少部分备选道具,显示备选道具。
可选地,按照预设规则增加受控虚拟对象的经验参数;响应于经验参数达到预设的经验阈值,增加受控虚拟对象在游戏对局中的对象等级。
可选地,响应于指定触发事件,在图形用户界面中显示道具获取控件;响应作用于道具获取控件的第一触发操作,从指定道具集合中确定至少部分备选道具,显示备选道具;其中,指定道具集合基于当前游戏对局的对局进程确定。
可选地,响应于指定触发事件,在图形用户界面中显示交互提示控件;其中,交互提示控件用于:提示执行获取道具的交互操作;响应针对交互提示控件的触发操作,在图形用户界面中显示道具获取控件。
可选地,基于当前游戏对局的对局进程或者受控虚拟对象的对局等级,从多个备选道具集合中确定至少一个指定道具集合;其中,不同备选道具集合中道具的道具属性不同。
可选地,备选道具集合包括主动道具集合、被动道具集合和场景道具集合;其中,主动道具集合中包括主动道具,主动道具被执行释放操作后,针对主动道具的道具释放目标对象释放道具功能;被动道具集合中包括被动道具,被动道具被受控虚拟对象获取后,针对被动道具的道具释放目标对象释放道具功能;场景道具集合中包括场景道具,场景道具被执行释放操作后,针对场景道具的道具释放目标场景位置释放道具功能,受控虚拟对象和虚拟对象均受到影响。
可选地,如果当前游戏对局的对局进程为前期进程,指定道具集合包括主动道具集合;如果当前游戏对局的对局进程为中期进程,指定道具集合包括被动道具集合;其中,在当前游戏对局中,中期
进程位于前期进程之后;如果当前游戏对局的对局进程为后期进程,指定道具集合包括场景道具集合;其中,在当前游戏对局中,后期进程位于中期进程之后。
可选地,如果受控虚拟对象的对象等级为第一等级,指定道具集合包括主动道具集合;如果受控虚拟对象的对象等级为第二等级,指定道具集合包括被动道具集合;其中,在当前游戏对局中,第二等级高于第一等级;受控虚拟对象的对象等级从第一等级增加至第二等级;如果受控虚拟对象的对象等级为第三等级,指定道具集合包括环境道具集合;其中,在当前游戏对局中,第三等级高于第二等级;受控虚拟对象的对象等级从第二等级增加至第三等级。
可选地,响应于指定触发事件,从指定道具集合中随机地确定至少部分备选道具,显示备选道具。
可选地,如果第一道具属于场景道具集合,从场景道具集合中删除第一道具,得到更新的场景道具集合;其中,更新的场景道具集合用于:在当前游戏对局中,向受控虚拟对象以外的虚拟对象提供场景道具。
可选地,响应针对第一道具的释放操作,更新游戏场景的指定场景状态;基于更新后的指定场景状态,更新至少部分虚拟对象的对象状态。
可选地,游戏场景中预设有目标场景区域;目标场景区域的区域范围基于当前游戏对局的对局进程,按照默认区域调整规则进行变化;目标场景区域以外的场景区域中的虚拟对象的对象属性按照默认属性调整规则进行变化;响应针对第一道具的释放操作,根据第一道具对应的规则调整参数控制变更目标场景区域的区域范围,和/或者变更目标场景区域的区域范围变化时间,其中,规则调整参数不同于默认区域调整规则。
可选地,目标场景区域的区域范围基于当前游戏对局的对局进程,逐渐缩小;目标场景区域以外的场景区域中的虚拟对象的生命值逐渐减少;响应针对第一道具的释放操作,基于受控虚拟对象在游戏场景中的位置,更新目标场景区域的区域范围。
可选地,目标场景区域的区域范围基于当前游戏对局的对局进程,逐渐缩小;目标场景区域以外的场景区域中的虚拟对象的生命值逐渐减少;响应针对第一道具的释放操作,如果第一道具的释放时间属于目标场景区域的区域范围静止阶段,提前或延后目标场景区域的区域范围的变化时间;如果第一道具的释放时间属于目标场景区域的区域范围变化阶段,增加或减慢目标场景区域的区域范围的变化速度。
可选地,响应针对第一道具的释放操作,控制游戏场景的场景天气转换为目标天气;其中,目标天气用于:对游戏场景中虚拟对象的对象状态产生目标天气对应的影响。
可选地,目标天气包括如下至少一种:雾天天气、夜晚天气、雪暴天气、沙尘暴天气或雷雨天气;其中,雾天天气或夜晚天气用于降低虚拟对象的可见度;雪暴天气用于降低虚拟对象的生命值;沙尘暴天气用于降低虚拟对象的移动能力;雷雨天气用于降低虚拟对象的射击能力。
可选地,响应针对第一道具的释放操作,基于第一道具的道具释放位置,确定道具作用区域;在道具作用区域生成指定地形;其中,指定地形用于:对指定地形中的虚拟对象产生指定地形对应的影响。
可选地,指定地形包括如下至少之一:沼泽地形、低重力地形,和技能失效地形;其中,沼泽地形用于:降低沼泽地形中虚拟对象的移动能力;低重力地形用于:降低低重力地形中虚拟对象的跳跃能力;技能失效地形用于:降低技能失效地形中虚拟对象的技能释放能力。
上述方式中,在游戏对局中,从道具集合中确定备选道具,玩家可以从备选道具中选择道具;该方式丰富了游戏道具的获取渠道,可根据对局进程的变化获取不同的道具,使得游戏道具的功能、种类更加丰富,提高了玩家参与游戏对局的竞技体验,提高了服务资源的利用率,充分利用了游戏服务资源和服务器设备资源,避免了游戏服务资源和服务器设备资源的空转和浪费。
本公开实施例所提供的游戏中的交互控制方法、装置和电子设备的计算机程序产品,包括存储了程序代码的计算机可读存储介质,所述程序代码包括的指令可用于执行前面方法实施例中所述的方法,具体实现可参见方法实施例,在此不再赘述。
所属领域的技术人员可以清楚地了解到,为描述的方便和简洁,上述描述的系统和装置的具体工作过程,可以参考前述方法实施例中的对应过程,在此不再赘述。
另外,在本公开实施例的描述中,除非另有明确的规定和限定,术语“安装”、“相连”、“连接”应做广义理解,例如,可以是固定连接,也可以是可拆卸连接,或一体地连接;可以是机械连接,也可以是电连接;可以是直接相连,也可以通过中间媒介间接相连,可以是两个元件内部的连通。对于本领域技术人员而言,可以具体情况理解上述术语在本公开中的具体含义。
所述功能如果以软件功能单元的形式实现并作为独立的产品销售或使用时,可以存储在一个计算机可读取存储介质中。基于这样的理解,本公开的技术方案本质上或者说对现有技术做出贡献的部分
或者该技术方案的部分可以以软件产品的形式体现出来,该计算机软件产品存储在一个存储介质中,包括若干指令用以使得一台计算机设备(可以是个人计算机,服务器,或者网络设备等)执行本公开各个实施例所述方法的全部或部分步骤。而前述的存储介质包括:U盘、移动硬盘、只读存储器(ROM,Read-Only Memory)、随机存取存储器(RAM,Random Access Memory)、磁碟或者光盘等各种可以存储程序代码的介质。
在本公开的描述中,需要说明的是,术语“中心”、“上”、“下”、“左”、“右”、“竖直”、“水平”、“内”、“外”等指示的方位或位置关系为基于附图所示的方位或位置关系,仅是为了便于描述本公开和简化描述,而不是指示或暗示所指的装置或元件必须具有特定的方位、以特定的方位构造和操作,因此不能理解为对本公开的限制。此外,术语“第一”、“第二”、“第三”仅用于描述目的,而不能理解为指示或暗示相对重要性。
最后应说明的是:以上实施例,仅为本公开的具体实施方式,用以说明本公开的技术方案,而非对其限制,本公开的保护范围并不局限于此,尽管参照前述实施例对本公开进行了详细的说明,本领域技术人员应当理解:任何熟悉本技术领域的技术人员在本公开揭露的技术范围内,其依然可以对前述实施例所记载的技术方案进行修改或可轻易想到变化,或者对其中部分技术特征进行等同替换;而这些修改、变化或者替换,并不使相应技术方案的本质脱离本公开实施例技术方案的精神和范围,都应涵盖在本公开的保护范围之内。因此,本公开的保护范围应以权利要求的保护范围为准。
Claims (27)
- 一种游戏中的交互控制方法,通过终端设备提供一图形用户界面;所述图形用户界面中包括当前游戏对局界面;所述当前游戏对局界面包括游戏场景和位于所述游戏场景中的受控虚拟对象;所述受控虚拟对象通过所述终端设备进行控制;所述方法包括:控制所述受控虚拟对象在所述游戏场景中移动;其中,所述游戏场景中包括多个虚拟对象;所述受控虚拟对象属于所述多个虚拟对象的其中之一;响应于指定触发事件,从指定道具集合中确定至少部分备选道具,显示所述备选道具;响应针对所述备选道具中第一道具的选中操作,控制所述受控虚拟对象获取所述第一道具;响应针对所述第一道具的触发操作,控制在所述游戏场景中执行与所述第一道具对应的游戏行为。
- 根据权利要求1所述的方法,其中,所述第一道具配置为响应触发操作执行如下至少一游戏行为:控制为所述受控虚拟对象在所述游戏场景中产生增益效果;和/或,控制更新所述游戏场景中的指定场景对象,使所述受控虚拟对象和所述受控虚拟对象以外的虚拟对象在包含更新后的指定场景对象中执行所述当前游戏对局。
- 根据权利要求1所述的方法,其中,所述响应于指定触发事件,从指定道具集合中确定至少部分备选道具,显示所述备选道具的步骤,包括:响应于指定触发事件,从指定道具集合中确定至少部分备选道具,显示所述备选道具,并维持所述受控虚拟对象的指定资源的资源量不变;所述响应于指定触发事件,从指定道具集合中确定至少部分备选道具,显示所述备选道具的步骤之后,所述方法还包括:响应第二触发操作,更新所述受控虚拟对象的指定资源的资源量;从所述指定道具集合中重新确定至少部分备选道具,更新显示确定出的所述备选道具。
- 根据权利要求1所述的方法,其中,所述受控虚拟对象的指定资源为:所述受控虚拟对象对应的游戏账号所拥有的在所述当前游戏对局的局外所拥有的虚拟货币,其中,所述虚拟货币用于在所述局外获取所述游戏提供的虚拟物品。
- 根据权利要求1所述的方法,其中,响应于指定触发事件,从指定道具集合中确定至少部分备选道具,显示所述备选道具的步骤,包括:响应于所述当前游戏对局到达预设对局进程,从指定道具集合中确定至少部分备选道具,显示所述备选道具。
- 根据权利要求5所述的方法,其中,响应于所述当前游戏对局到达预设对局进程,从指定道具集合中确定至少部分备选道具,显示所述备选道具的步骤,包括:响应于所述当前游戏对局的持续时长达到预设时长,从指定道具集合中确定至少部分备选道具,显示所述备选道具。
- 根据权利要求1所述的方法,其中,响应于指定触发事件,从指定道具集合中确定至少部分备选道具,显示所述备选道具的步骤,包括:响应于所述受控虚拟对象在游戏对局中的对象等级增加,从指定道具集合中确定至少部分备选道具,显示所述备选道具。
- 根据权利要求7所述的方法,其中,响应于所述受控虚拟对象在游戏对局中的对象等级增加,从指定道具集合中确定至少部分备选道具,显示所述备选道具的步骤之前,所述方法还包括:按照预设规则增加所述受控虚拟对象的经验参数;响应于所述经验参数达到预设的经验阈值,增加所述受控虚拟对象在游戏对局中的对象等级。
- 根据权利要求1所述的方法,其中,响应于指定触发事件,从指定道具集合中确定至少部分备选道具,显示所述备选道具的步骤,包括:响应于指定触发事件,在所述图形用户界面中显示道具获取控件;响应作用于所述道具获取控件的第一触发操作,从指定道具集合中确定至少部分备选道具,显示所述备选道具;其中,所述指定道具集合基于当前游戏对局的对局进程确定。
- 根据权利要求9所述的方法,其中,响应于指定触发事件,在所述图形用户界面中显示道具获取控件的步骤,包括:响应于指定触发事件,在所述图形用户界面中显示交互提示控件;其中,所述交互提示控件用于:提示执行获取道具的交互操作;响应针对所述交互提示控件的触发操作,在所述图形用户界面中显示道具获取控件。
- 根据权利要求1所述的方法,其中,响应于指定触发事件,从指定道具集合中确定至少部分 备选道具,显示所述备选道具的步骤之前,所述方法还包括:基于所述当前游戏对局的对局进程或者所述受控虚拟对象的对局等级,从多个备选道具集合中确定至少一个指定道具集合;其中,不同所述备选道具集合中道具的道具属性不同。
- 根据权利要求11所述的方法,其中,所述备选道具集合包括主动道具集合、被动道具集合和场景道具集合;其中,所述主动道具集合中包括主动道具,所述主动道具被执行释放操作后,针对所述主动道具的道具释放目标对象释放道具功能;所述被动道具集合中包括被动道具,所述被动道具被所述受控虚拟对象获取后,针对所述被动道具的道具释放目标对象释放道具功能;所述场景道具集合中包括场景道具,所述场景道具被执行释放操作后,针对所述场景道具的道具释放目标场景位置释放道具功能,所述受控虚拟对象和所述虚拟对象均受到影响。
- 根据权利要求11所述的方法,其中,基于所述当前游戏对局的对局进程,从多个备选道具集合中确定至少一个指定道具集合的步骤,包括至少如下步骤之一:如果所述当前游戏对局的对局进程为前期进程,所述指定道具集合包括主动道具集合;如果所述当前游戏对局的对局进程为中期进程,所述指定道具集合包括被动道具集合;其中,在所述当前游戏对局中,所述中期进程位于所述前期进程之后;如果所述当前游戏对局的对局进程为后期进程,所述指定道具集合包括场景道具集合;其中,在所述当前游戏对局中,所述后期进程位于所述中期进程之后。
- 根据权利要求11所述的方法,其中,基于所述受控虚拟对象的对局等级,从多个备选道具集合中确定至少一个指定道具集合的步骤,包括至少如下步骤之一:如果所述受控虚拟对象的对象等级为第一等级,所述指定道具集合包括主动道具集合;如果所述受控虚拟对象的对象等级为第二等级,所述指定道具集合包括被动道具集合;其中,在所述当前游戏对局中,所述第二等级高于所述第一等级;所述受控虚拟对象的对象等级从所述第一等级增加至所述第二等级;如果所述受控虚拟对象的对象等级为第三等级,所述指定道具集合包括环境道具集合;其中,在所述当前游戏对局中,所述第三等级高于所述第二等级;所述受控虚拟对象的对象等级从所述第二等级增加至所述第三等级。
- 根据权利要求1所述的方法,其中,响应于指定触发事件,从指定道具集合中确定至少部分备选道具,显示所述备选道具的步骤,包括:响应于指定触发事件,从指定道具集合中随机地确定至少部分备选道具,显示所述备选道具。
- 根据权利要求1所述的方法,其中,响应针对所述备选道具中第一道具的选中操作,控制所述受控虚拟对象获取所述第一道具的步骤,包括:如果所述第一道具属于场景道具集合,从所述场景道具集合中删除所述第一道具,得到更新的所述场景道具集合;其中,所述更新的场景道具集合用于:在所述当前游戏对局中,向所述受控虚拟对象以外的虚拟对象提供场景道具。
- 根据权利要求1所述的方法,其中,所述第一道具用于:更新所述游戏场景的指定场景状态;所述响应针对所述第一道具的触发操作,控制在所述游戏场景中执行与所述第一道具对应的游戏行为的步骤,包括:响应针对所述第一道具的释放操作,更新所述游戏场景的指定场景状态;基于更新后的所述指定场景状态,更新至少部分所述虚拟对象的对象状态。
- 根据权利要求17所述的方法,其中,所述游戏场景中预设有目标场景区域;所述目标场景区域的区域范围基于当前游戏对局的对局进程,按照默认区域调整规则进行变化;所述目标场景区域以外的场景区域中的虚拟对象的对象属性按照默认属性调整规则进行变化;所述响应针对所述第一道具的释放操作,更新所述游戏场景的指定场景状态的步骤,包括:响应针对所述第一道具的释放操作,根据所述第一道具对应的规则调整参数控制变更所述目标场景区域的区域范围,和/或者变更所述目标场景区域的区域范围变化时间,其中,所述规则调整参数不同于所述默认区域调整规则。
- 根据权利要求18所述的方法,其中,所述目标场景区域的区域范围基于当前游戏对局的对局进程,逐渐缩小;所述目标场景区域以外的场景区域中的虚拟对象的生命值逐渐减少;所述响应针对所述第一道具的释放操作,根据所述第一道具对应的规则调整参数控制变更所述目标场景区域的区域范围的步骤,包括:响应针对所述第一道具的释放操作,基于所述受控虚拟对象在所述游戏场景中的位置,更新所述目标场景区域的区域范围。
- 根据权利要求18所述的方法,其中,所述目标场景区域的区域范围基于当前游戏对局的对局进程,逐渐缩小;所述目标场景区域以外的场景区域中的虚拟对象的生命值逐渐减少;所述响应针对所述第一道具的释放操作,根据所述第一道具对应的规则调整参数控制变更所述目标场景区域的区域范围变化时间的步骤,包括:响应针对所述第一道具的释放操作,如果所述第一道具的释放时间属于所述目标场景区域的区域范围静止阶段,提前或延后所述目标场景区域的区域范围的变化时间;如果所述第一道具的释放时间属于所述目标场景区域的区域范围变化阶段,增加或减慢所述目标场景区域的区域范围的变化速度。
- 根据权利要求17所述的方法,其中,响应针对所述第一道具的释放操作,更新所述游戏场景的指定场景状态的步骤,包括:响应针对所述第一道具的释放操作,控制所述游戏场景的场景天气转换为目标天气;其中,所述目标天气用于:对所述游戏场景中虚拟对象的对象状态产生所述目标天气对应的影响。
- 根据权利要求21所述的方法,其中,所述目标天气包括如下至少一种:雾天天气、夜晚天气、雪暴天气、沙尘暴天气或雷雨天气;其中,所述雾天天气或所述夜晚天气用于降低所述虚拟对象的可见度;所述雪暴天气用于降低所述虚拟对象的生命值;所述沙尘暴天气用于降低所述虚拟对象的移动能力;所述雷雨天气用于降低所述虚拟对象的射击能力。
- 根据权利要求17所述的方法,其中,响应针对所述第一道具的释放操作,更新所述游戏场景的指定场景状态的步骤,包括:响应针对所述第一道具的释放操作,基于所述第一道具的道具释放位置,确定道具作用区域;在所述道具作用区域生成指定地形;其中,所述指定地形用于:对所述指定地形中的虚拟对象产生所述指定地形对应的影响。
- 根据权利要求23所述的方法,其中,所述指定地形包括如下至少之一:沼泽地形、低重力地形,和技能失效地形;其中,所述沼泽地形用于:降低所述沼泽地形中虚拟对象的移动能力;所述低重力地形用于:降低所述低重力地形中虚拟对象的跳跃能力;所述技能失效地形用于:降低所述技能失效地形中虚拟对象的技能释放能力。
- 一种游戏中的交互控制装置,通过终端设备提供一图形用户界面;所述图形用户界面中包括当前游戏对局界面;所述当前游戏对局界面包括游戏场景和位于所述游戏场景中的受控虚拟对象;所述受控虚拟对象通过所述终端设备进行控制;所述装置包括:移动控制模块,用于控制所述受控虚拟对象在所述游戏场景中移动;其中,所述游戏场景中包括多个虚拟对象;所述受控虚拟对象属于所述多个虚拟对象的其中之一;道具显示模块,用于响应于指定触发事件,从指定道具集合中确定至少部分备选道具,显示所述备选道具;道具获取模块,用于响应针对所述备选道具中第一道具的选中操作,控制所述受控虚拟对象获取所述第一道具;道具触发模块,用于响应针对所述第一道具的触发操作,控制在所述游戏场景中执行与所述第一道具对应的游戏行为。
- 一种电子设备,包括处理器和存储器,所述存储器存储有能够被所述处理器执行的机器可执行指令,所述处理器执行所述机器可执行指令以实现权利要求1-24任一项所述的游戏中的交互控制方法。
- 一种机器可读存储介质,所述机器可读存储介质存储有机器可执行指令,所述机器可执行指令在被处理器调用和执行时,所述机器可执行指令促使所述处理器实现权利要求1-24任一项所述的游戏中的交互控制方法。
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