WO2024098838A1 - 游戏中任务的提示方法、装置以及电子终端 - Google Patents

游戏中任务的提示方法、装置以及电子终端 Download PDF

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Publication number
WO2024098838A1
WO2024098838A1 PCT/CN2023/109104 CN2023109104W WO2024098838A1 WO 2024098838 A1 WO2024098838 A1 WO 2024098838A1 CN 2023109104 W CN2023109104 W CN 2023109104W WO 2024098838 A1 WO2024098838 A1 WO 2024098838A1
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Prior art keywords
behavior
target interactive
target
game
virtual
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PCT/CN2023/109104
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English (en)
French (fr)
Inventor
钟姊晏
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网易(杭州)网络有限公司
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Publication of WO2024098838A1 publication Critical patent/WO2024098838A1/zh

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Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/533Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game for prompting the player, e.g. by displaying a game menu

Definitions

  • the present disclosure relates to the field of game technology, and in particular to a method, device and electronic terminal for prompting tasks in a game.
  • the virtual characters controlled by the players need to complete some game tasks in the game scene, such as deciphering codes, obtaining virtual objects, rescuing virtual characters, operating virtual switches, etc.
  • the prompting method for these game tasks is to indicate the number of game tasks to be performed or the number of game tasks that have been completed. For example, by judging that each time a game task is completed, a data refresh is triggered, and the interface information display of the completed number is synchronized to the front end.
  • the purpose of the present disclosure is to provide a method, device and electronic terminal for prompting tasks in a game, so as to alleviate the current technical problem of low efficiency in prompting game tasks.
  • an embodiment of the present disclosure provides a method for prompting a task in a game, wherein a graphical user interface is provided through a first terminal device, and a game scene of the game at least includes a first virtual character controlled by the first terminal device and at least one second virtual object controlled by a second terminal device; the method comprises:
  • a game scene, a scene map corresponding to the game scene, and a task area are displayed in the graphical user interface, wherein target interactive objects are respectively set at at least two designated positions in the game scene; an object position identifier of the corresponding target interactive object is displayed at a map position corresponding to the designated position in the scene map;
  • controlling the first virtual character In response to a control instruction directed to the first virtual character, controlling the first virtual character to perform a target interaction behavior with a target interaction object located at the designated position;
  • the object state identifier corresponding to the target interactive object is changed according to the state parameter, and the updated object state identifier is displayed on a second terminal device corresponding to the at least one second virtual object.
  • a task prompting device in a game which provides a graphical user interface through a first terminal device, wherein the game scene of the game at least includes a first virtual character controlled by the first terminal device and at least one second virtual object controlled by a second terminal device; the device comprises:
  • a display module is used to display a game scene, a scene map corresponding to the game scene, and a task area in the graphical user interface, wherein at least two designated positions in the game scene are respectively provided with target interactive objects; and an object position identifier of the corresponding target interactive object is displayed at a map position corresponding to the designated position in the scene map;
  • the display module is further used to display an object status identifier corresponding to the target interactive object in the task area, wherein the object position identifier corresponds to the object status identifier in a one-to-one manner;
  • a control module configured to respond to a control instruction directed to the first virtual character and control the first virtual character to perform a target interaction behavior with a target interaction object located at the designated position;
  • a determination module configured to determine a state parameter of the target interaction object according to the target interaction behavior
  • a changing module is used to change the object state identifier corresponding to the target interactive object according to the state parameter, and display the updated object state identifier on a second terminal device corresponding to the at least one second virtual object.
  • an embodiment of the present disclosure provides an electronic terminal, including a memory and a processor, wherein the memory stores a computer program executable on the processor, and when the processor executes the computer program, the method described in the first aspect or the second aspect is implemented.
  • an embodiment of the present disclosure further provides a computer-readable storage medium, wherein the computer-readable storage medium stores computer-executable instructions.
  • the computer-executable instructions When the computer-executable instructions are called and executed by a processor, the computer-executable instructions cause the processor to execute the method described in the first aspect or the second aspect above.
  • the disclosed embodiments provide a method, device and electronic terminal for prompting a task in a game, which can display a game scene, a scene map corresponding to the game scene, and a task area in a graphical user interface, wherein target interaction objects are respectively set at at least two designated positions in the game scene, an object position identifier of the corresponding target interaction object is displayed at a map position corresponding to the designated position in the scene map, and an object state identifier corresponding to the target interaction object is displayed in the task area, the object position identifier and the object state identifier correspond one to one, and in response to a control instruction for a first virtual character, the first virtual character is controlled to perform a target interaction behavior with the target interaction object located at the designated position, a state parameter of the target interaction object is determined according to the target interaction behavior, and the state parameter corresponding to the target interaction object is changed according to the state parameter.
  • the object status identifier is displayed on a second terminal device corresponding to at least one second virtual object.
  • the designated position of the target interactive object is prompted to the player, and the state parameters of the target interactive object are determined according to the target interactive behavior performed with the target interactive object, and then the object status identifier corresponding to the target interactive object on each terminal device is changed according to the state parameters, so as to more effectively prompt the designated position of the target interactive object that has not yet performed the target interactive behavior, so that the player can know the designated position of each target interactive object that really needs to perform the target interactive behavior, and avoid the situation where the target interactive behavior performed with the target interactive object has been completed or the target interactive behavior is being performed when the virtual character arrives at the designated position, resulting in the need to change the point again, thereby improving the player's gaming experience and the prompt efficiency of game tasks such as interactive behaviors, alleviating the current technical problem of low prompt efficiency for game tasks, and reducing the processing burden of the terminal device and saving power of the terminal device.
  • FIG1 is a schematic diagram of an application scenario provided by one embodiment of the present disclosure.
  • FIG2 shows a schematic structural diagram of a mobile phone provided by one embodiment of the present disclosure
  • FIG3 shows a schematic diagram of a use scenario of a touch terminal provided by one embodiment of the present disclosure
  • FIG4 is a schematic diagram of a flowchart of a method for prompting a task in a game provided by one embodiment of the present disclosure
  • FIG5 shows a schematic diagram of a terminal device displaying a graphic user interface provided by one embodiment of the present disclosure
  • FIG6 shows a schematic diagram of another terminal device for displaying a graphic user interface provided by one embodiment of the present disclosure
  • FIG7 shows a schematic diagram of another terminal device for displaying a graphic user interface provided by one embodiment of the present disclosure
  • FIG8 is a schematic diagram showing another terminal device for displaying a graphic user interface provided by one embodiment of the present disclosure.
  • FIG9 is a schematic diagram of the structure of a task prompt device in a game provided by one embodiment of the present disclosure.
  • FIG. 10 shows a schematic structural diagram of an electronic device provided by one embodiment of the present disclosure.
  • the status prompts of the escapee's decoding target only indicate the number of target decodings and the number of completed decodings.
  • the display mechanism in existing games is to refresh the data based on the completion of decoding, and synchronize to the front end to update the display of the completed number, that is, by judging each time the decoding is completed, the data is refreshed, and the interface information display of the completed number is synchronized to the front end.
  • this current display mechanism its solution has many disadvantages.
  • the display format is "X passwords have not yet been decoded", where X is initially the target number of passwords to be decoded, and the data is refreshed each time a decoding point is decoded, that is, X-1.
  • the decoding point information is not displayed on the user interface, it will often appear in the early stage that the decoding point that you run to has been decoded or a teammate is decoding, and you need to change the point again.
  • the dynamically changing information is only numbers, and there is no feedback on the status change, so it is difficult for players to know the specific decoding situation.
  • the upper part of the graphical user interface displays the information of the decrypted target in a symbolic manner.
  • the display format is 5 dots representing the number of decrypted targets, all of which are gray at the beginning.
  • a new gray dot is added from left to right to replace the white dot display refresh.
  • the dot symbol does not display the status of the decryption point.
  • the decryption point is not displayed in association with the dot symbol in the user interface, that is, the meaning represented by the 5 dots has a large understanding cost for the user, which affects the player's gaming experience.
  • the existing prompt scheme cannot provide effective game task prompts to players, resulting in low efficiency of game task prompts.
  • the embodiments of the present disclosure provide a method, device and electronic terminal for prompting tasks in a game, through which the current technical problem of low efficiency in prompting game tasks can be alleviated.
  • the method for prompting a task in a game can be run on a local terminal device or a server.
  • the method for prompting a task in a game is run on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction 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 running body of the game program and the main body of the game screen presentation are separated, and the storage and operation of the prompt method of the task in the game are in the cloud.
  • the client device is used for receiving and sending data and presenting the game screen, which is completed on the game server.
  • the client device can be a display device with data transmission function close to the user, such as a mobile terminal, TV, computer, PDA, etc.; but the cloud game server in the cloud is responsible for information processing.
  • the player operates the client device to send operation instructions to the cloud game server.
  • the cloud game server runs the game according to the operation instructions, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, 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 a method for prompting tasks 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 interaction system mentioned above.
  • FIG1 is a schematic diagram of an application scenario provided by an embodiment of the present disclosure.
  • the application scenario may include a touch terminal (e.g., a mobile phone 102) and a server 101, and the touch terminal may communicate with the server 101 through a wired network or a wireless network.
  • the touch terminal is used to run a virtual desktop, and through the virtual desktop, it can interact with the server 101 to control the content in the server 101.
  • the touch terminal of this embodiment is described by taking a mobile phone 102 as an example.
  • the mobile phone 102 includes components such as a radio frequency (RF) circuit 110, a memory 120, a touch screen 130, and a processor 140.
  • RF radio frequency
  • FIG. 2 does not constitute a limitation on the mobile phone, and may include more or fewer components than shown in the figure, or combine certain components, or split certain components, or arrange the components differently.
  • the touch screen 130 belongs to a user interface (UI), and the mobile phone 102 may include a user interface than shown in the figure or less.
  • UI user interface
  • the RF circuit 110 can also communicate with the network and other devices through wireless communication.
  • the wireless communication can use any communication standard or protocol, including but not limited to Global System of Mobile communication (GSM), General Packet Radio Service (GPRS), Code Division Multiple Access (CDMA), Wideband Code Division Multiple Access (WCDMA), Long Term Evolution (LTE), email, Short Messaging Service (SMS), etc.
  • GSM Global System of Mobile communication
  • GPRS General Packet Radio Service
  • CDMA Code Division Multiple Access
  • WCDMA Wideband Code Division Multiple Access
  • LTE Long Term Evolution
  • SMS Short Messaging Service
  • the memory 120 can be used to store software programs and modules.
  • the processor 140 executes various functional applications and data processing of the mobile phone 102 by running the software programs and modules stored in the memory 120. It mainly includes a program storage area and a data storage area, wherein the program storage area can store an operating system, at least one application required for a function, etc.; the data storage area can store data created according to the use of the mobile phone 102, etc.
  • the memory 120 may include a high-speed random access memory, and may also include a non-volatile memory, such as at least one disk storage device, a flash memory device, or other volatile solid-state storage devices.
  • Processor 140 is the control center of mobile phone 102. It uses various interfaces and lines to connect various parts of the entire mobile phone. It executes various functions of mobile phone 102 and processes data by running or executing software programs and/or modules stored in memory 120, and calling data stored in memory 120, thereby monitoring the mobile phone as a whole.
  • FIG4 is a flow chart of a method for prompting a task in a game provided by an embodiment of the present disclosure.
  • the method can be applied to a terminal device that can present a graphical user interface (e.g., the mobile phone 102 shown in FIG2 ), wherein the graphical user interface is provided by a first terminal device, and the game scene of the game at least includes a first virtual character controlled by the first terminal device, and at least one second virtual object controlled by a second terminal device.
  • the method includes:
  • Step S410 displaying the game scene, the scene map corresponding to the game scene, and the task area in the graphical user interface.
  • target interactive objects are respectively set at at least two designated positions in the game scene; and the object position identifier of the corresponding target interactive object is displayed at the map position corresponding to the designated position in the scene map.
  • each game task can be directly displayed one-to-one in the graphical user interface for each game task.
  • the point of deciphering the password that is, the deciphering position of the password, can be directly displayed one-to-one in the graphical user interface.
  • the location marker can be a relatively large area on the graphical user interface, or a relatively small area on the graphical user interface.
  • the location marker can be square, rectangular, frame-shaped, or other shapes (for example, circular, etc.).
  • the content presented by the graphical user interface can include the entire location marker, or it can be a part of the content hotspot. For example, when the location marker is enlarged and displayed in the graphical user interface, the local content of the content hotspot is displayed on the graphical user interface of the terminal device.
  • the location marker can be displayed in the upper left, upper right, or other positions in the graphical user interface, and this exemplary embodiment is not limited.
  • position mark can be indicated in various forms.
  • a position mark in text form directly indicates the designated position for executing the game task through text.
  • a position mark in image form which indicates the designated position for executing the game task through graphics and images.
  • the designated position for executing the game task can also be indicated in the form of a combination of text and images.
  • the designated location for executing each game task can be indicated in the scene map, so that the player can use the small map to quickly find the designated location for executing each game task.
  • the object location identifier can be any form of identifier such as letters, numbers, patterns, etc. For example, as shown in FIG5 , in the small map corresponding to the game scene All the decryption points "A”, “B”, “C”, “D”, and “E” are displayed in 501, and the designated locations for executing each game task correspond to different locations in the small map.
  • the small map on the left side of the interface displays the codes of all decryption points (object location identifiers corresponding to game tasks), so that players can use the small map to quickly find the decryption points even if they are not familiar with the level layout, reducing the learning cost of novices.
  • Step S420 displaying the object status identifier corresponding to the target interactive object in the task area.
  • the object position identifier corresponds to the object state identifier in a one-to-one manner.
  • the object state identifier can be changed in any one or more of the following ways: changing color, changing brightness, changing transparency, changing shape, and dynamically changing effects.
  • the object state mark can also be displayed in the task area, to echo the game task prompt in the map, so that the player can check the game task related information more clearly.
  • the object position mark shown in the scene map and the object state mark shown in the task area correspond one to one, and the task area is located in the area outside the scene map.
  • the deciphering point shows the unique code (the object state mark corresponding to the game task) of this point one to one
  • the point code (object state mark) shown in the task area can echo the point code (object position mark) shown in the small map on the left, so that the object state mark in the task area echoes the object position mark prompt in the scene map, so that the player can check the game task related information more clearly.
  • Step S430 responding to the control instruction for the first virtual character, controlling the first virtual character to perform a target interactive behavior with a target interactive object located at a designated position.
  • the interactive behaviors in the embodiments of the present disclosure may be various types of behaviors with continuous processes, such as game tasks such as deciphering a password, obtaining a virtual object, rescuing a virtual character, operating a virtual switch, etc.
  • game tasks such as deciphering a password, obtaining a virtual object, rescuing a virtual character, operating a virtual switch, etc.
  • the embodiments of the present disclosure are described by taking the game task of deciphering behavior as an example.
  • Step S440 determining the state parameters of the target interactive object according to the target interactive behavior.
  • the status parameters include any one or more of the following: the behavior has not started to be executed, the behavior is in the process of being executed, the behavior is completed, the behavior is in progress, the behavior is in the stage of execution, the behavior is interrupted, and the behavior is stopped.
  • Step S450 changing the object state identifier corresponding to the target interactive object according to the state parameter, and displaying the updated object state identifier on a second terminal device corresponding to at least one second virtual object.
  • the behavior execution progress data of the target interactive object is read from the server in real time, and the client refreshes the display form of the object state identifier corresponding to the target interactive object in the graphical user interface according to the progress data.
  • the identifier of the deciphering position of the password is cancelled in the graphical user interface, that is, the position identifier corresponding to the deciphered password is no longer displayed, so that the player no longer needs to pay attention to the deciphered password, that is, the game task that has been completed has been executed.
  • the designated position of the target interactive object is prompted to the player, and the state parameter of the target interactive object is determined according to the target interactive behavior performed with the target interactive object, and then the state parameters of each terminal are changed according to the state parameters.
  • the object status identifier corresponding to the target interactive object on the device can more effectively prompt the designated position of the target interactive object that has not yet performed the target interactive behavior, so that the player can know the designated position of each target interactive object that really needs to perform the target interactive behavior, and avoid the situation where the target interactive behavior performed with the target interactive object has been completed or the target interactive behavior is being performed when the virtual character arrives at the designated position, resulting in the need to change the point again.
  • This improves the player's gaming experience and the prompt efficiency of game tasks such as interactive behaviors, alleviates the current technical problem of low prompt efficiency for game tasks, and also reduces the processing burden of the terminal device and saves power of the terminal device.
  • the location identifier corresponding to the game task can also be used to synchronously display the changes in various execution states of the game task, such as the real-time synchronous decoding progress of the decoding point.
  • the execution status of the game task may include any one or more of the following: not started, in progress, completed, progress, or stage.
  • the password decryption status may include not started, in progress, progress, or completed.
  • step S450 may include the following steps:
  • Step c) changes the object state identifier corresponding to the target interactive object according to the behavior execution progress of the target interactive object, and displays the updated behavior execution progress at the object state identifier on the second terminal device corresponding to at least one second virtual object.
  • the decoding progress (execution progress) of the third decoding point is indicated by a circular progress bar 601.
  • the changes in the execution status of the game tasks can be indicated by special display forms.
  • progress bars in different states are used to indicate different progress conditions such as task execution stop, task execution interruption, task execution reversal, and the code exchange stage during task execution.
  • the display state of the update progress bar is green and has a rotating state with a directional arrow.
  • the progress bar is displayed in a static state.
  • the decoding is suddenly interrupted, due to the special reversal mechanism of the game, the progress is displayed in red during the reversal period, and the dark red part of the red represents the progress that will be deducted over time if the decoding is not continued.
  • the decoder moves out of the decoding range and stops the increase of the progress bar; when the decoding stops, the progress bar does not move.
  • 33% and 66% are saved nodes. If the decoding progress is interrupted when it is less than 33%, the progress bar will drop back to 0% within a certain period of time; if the decoding progress is interrupted when it is greater than 33% and less than 66%, the progress bar will drop back to 33% within a certain period of time; if the decoding progress is interrupted when it is greater than 66% and less than 100%, the progress bar will drop back to 66% within a certain period of time.
  • a special mechanism can be set up for the game to go to a specific location to hand in the password.
  • the point information is replaced by display key 701.
  • Handing in a password key represents the completion of a decryption goal.
  • the changes in the execution progress of a game task can be indicated, so as to utilize special colors, shapes and dynamic effects to enhance the status feedback of task execution, such as the status feedback of deciphering the midpoint.
  • step S450 may include the following steps:
  • Step d) if the state parameter indicates that the target interactive behavior corresponding to the target interactive object is completed, then the object state identifier corresponding to the target interactive object is canceled, and the object state identifier is canceled on the second terminal device corresponding to at least one second virtual object.
  • handing in a password key means completing a deciphering target, and all relevant identifiers of the game task, such as location identifiers, object status identifiers, etc., may no longer be displayed in the graphical user interface.
  • the point [C] in the mission area becomes an empty slot, and the point code C in the small map 501 on the left disappears simultaneously, indicating that the decryption target has been completed at this point, making it easier for players to find that the game mission no longer needs to be paid attention to.
  • the game task may also be performed by several second virtual characters other than the first virtual character controlled by the player, and the system may also monitor the execution of the game task by these second virtual characters in real time, so as to effectively and quickly monitor the changes in the execution status of the game task.
  • the first virtual character controlled by the player may have at least one teammate, and the second virtual characters controlled by these teammates may also perform the game task corresponding to the first virtual character, that is, the game task in the disclosed embodiment may be completed as a team task by multiple virtual characters in the team.
  • the system can monitor the execution of the game tasks by these second virtual characters in real time. For example, the monitoring starts when the second virtual character starts to execute the game task, the monitoring starts when the second virtual character reaches the designated location, and so on, thereby achieving the goal of effectively and quickly monitoring the changes in the execution status of the game tasks in a timely manner.
  • the task content corresponding to each game task can also be displayed in the graphical user interface, for example, the location mark and the task content are displayed together, so that the player can directly view the task content to be performed.
  • the method can also include the following steps:
  • Step f) displaying the content of the target interaction behavior corresponding to each target interaction object in the task area.
  • the content of the target interactive behavior and the object state identifier are associated.
  • the position identifier can be greater than or equal to the task content, that is, the content of the target interactive behavior.
  • the four password positions namely password position 503, password position 504, password position 505, and password position 506, represent the number of decryption targets.
  • the initial state that has not been decrypted is all the default state "-", indicating that only by completing the decryption of four passwords can all the game task requirements be completed.
  • the player can choose any four of them. As long as the decryption of any four of them is completed, The decoding point completes all four code positions, that is, completes all the game task requirements, thereby reducing the difficulty of completing the game tasks through the player's free choice.
  • the content of the target interactive behavior includes any one or more of the following: deciphering a password, obtaining a virtual object, rescuing a virtual character, and operating a virtual switch.
  • the display mode of the content of the target interactive behavior is the style of the target interactive object.
  • the decryption target is graphically represented as a password board in the upper part of the user interface to assist the user in understanding the decryption behavior and fit the user's psychological model.
  • the task content corresponding to each game task displayed through the graphical user interface can be displayed in combination with the location identifier and the task content, so that players can directly view the task content of each game task to be performed and its corresponding location identifier, so that the task content and its corresponding location identifier can be matched, which is convenient for players to view and determine the game tasks to be performed.
  • the method can also include the following steps:
  • Step g) in response to the target interactive behavior corresponding to the target interactive object being executed, updating the content of the target interactive behavior corresponding to the target interactive object in the task area to the interactive behavior execution result corresponding to the target interactive object.
  • the task execution results corresponding to the content of the game task can be in various forms such as numbers, text, and patterns.
  • the display mechanism is that the four password bits represent the number of cracking targets, all of which are the default initial state "-" that has not been cracked. After each cracking target is completed, a number "8" is added from left to right, that is, the initial state "-" is replaced from left to right with a digital display representing the cracked password.
  • the prompt feedback of the game task completion effect is made more intuitive and easier for players to observe.
  • the feedback prompt of the completion of the game task can also be displayed through dynamic effects, so as to strengthen the visual feedback of the completion of the game task and make the feedback prompt of the completion of the game task more obvious and convenient for players to observe.
  • the method before updating the content of the target interactive behavior corresponding to the target interactive object in the task area to the interactive behavior execution result corresponding to the target interactive object in the above step g), the method can also include the following steps:
  • Step h in response to the target interactive behavior corresponding to the target interactive object being executed, displaying the association effect between the content of the target interactive behavior and the object state identifier according to a preset dynamic display effect.
  • a visual effect that dynamically connects the decoding point to the decoding target is played once, and then the task completion result displayed by the decoding target is refreshed, thereby increasing the correlation between the decoding point and the decoding target, and at the same time strengthening the visual feedback of the decoding target state change.
  • FIG9 provides a schematic diagram of the structure of a task prompting device in a game.
  • the device can be applied to a terminal device; a graphical user interface is provided through a first terminal device, and the game scene of the game at least includes a first virtual character controlled by the first terminal device and at least one second virtual object controlled by a second terminal device.
  • the task prompting device 900 in the game includes:
  • Display module 901 used to display a game scene, a scene map corresponding to the game scene, and a task area in the graphical user interface, wherein at least two designated positions in the game scene are respectively provided with target interactive objects; and an object position identifier of the corresponding target interactive object is displayed at a map position corresponding to the designated position in the scene map;
  • the display module is further used to display an object status identifier corresponding to the target interactive object in the task area, wherein the object position identifier corresponds to the object status identifier in a one-to-one manner;
  • a control module 902 is used to respond to a control instruction for the first virtual character and control the first virtual character to perform a target interaction behavior with a target interaction object located at the designated position;
  • a determination module 903 configured to determine a state parameter of the target interaction object according to the target interaction behavior
  • the changing module 904 is used to change the object state identifier corresponding to the target interactive object according to the state parameter, and display the updated object state identifier on the second terminal device corresponding to the at least one second virtual object.
  • the designated position of the target interactive object is prompted to the player, and the state parameters of the target interactive object are determined by executing the target interactive behavior with the target interactive object, and then the object state identifier corresponding to the target interactive object on each terminal device is changed according to the state parameters, so as to more effectively prompt the designated position of the target interactive object that has not yet executed the target interactive behavior, so that the player can know the designated position of each target interactive object that really needs to execute the target interactive behavior, and avoid the situation where the target interactive behavior executed with the target interactive object has been completed or the target interactive behavior is being executed when the virtual character arrives at the designated position, resulting in the need to change the point again, thereby improving the player's gaming experience and the prompt efficiency of game tasks such as interactive behaviors, alleviating the current technical problem of low prompt efficiency for game tasks, and reducing the processing burden of the terminal device and saving power of the terminal device.
  • the state parameters include any one or more of the following:
  • the behavior has not started, the behavior is in the process of execution, the behavior is completed, the behavior is in progress, the behavior is in the stage of execution, the behavior is interrupted, and the behavior is stopped.
  • the object status identifier is changed in any one or more of the following ways:
  • the change module is specifically used to:
  • the object state identifier corresponding to the target interactive object is changed, and the updated behavior execution progress is displayed at the object state identifier on the second terminal device corresponding to the at least one second virtual object.
  • the change module is specifically used to:
  • the object state identifier corresponding to the target interactive object is canceled, and the object state identifier is canceled on the second terminal device corresponding to the at least one second virtual object.
  • the display module is also used for:
  • the content of the target interaction behavior corresponding to each target interaction object is displayed in the task area; wherein the content of the target interaction behavior is associated with the object state identifier.
  • the content of the target interactive behavior includes any one or more of the following:
  • the display mode of the content of the target interactive behavior is the style of the target interactive object.
  • the device further comprises:
  • the updating module is used for updating the content of the target interactive behavior corresponding to the target interactive object in the task area to the interactive behavior execution result corresponding to the target interactive object in response to the target interactive behavior corresponding to the target interactive object being executed.
  • the display module is also used for:
  • the association effect between the content of the target interactive behavior and the object state identifier is displayed according to a preset dynamic display effect.
  • the device for prompting a task in a game provided by the embodiment of the present disclosure has the same technical features as the method for prompting a task in a game provided by the above-mentioned embodiment, and therefore can solve the same technical problems and achieve the same technical effects.
  • FIG10 shows a schematic diagram of the structure of an electronic device provided by an embodiment of the present disclosure, including: a processor 1001, a storage medium 1002 and a bus 1003, wherein the storage medium 1002 stores machine-readable instructions executable by the processor 1001.
  • the processor 1001 communicates with the storage medium 1002 via the bus 1003, and the processor 1001 executes the machine-readable instructions.
  • the processor 1001 performs the preamble of the method item to perform the following steps:
  • a game scene, a scene map corresponding to the game scene, and a task area are displayed in the graphical user interface, wherein target interactive objects are respectively set at at least two designated positions in the game scene; an object position identifier of the corresponding target interactive object is displayed at a map position corresponding to the designated position in the scene map;
  • controlling the first virtual character In response to a control instruction directed to the first virtual character, controlling the first virtual character to perform a target interaction behavior with a target interaction object located at the designated position;
  • the object state identifier corresponding to the target interactive object is changed according to the state parameter, and the updated object state identifier is displayed on a second terminal device corresponding to the at least one second virtual object.
  • the state parameters include any one or more of the following:
  • the behavior has not started, the behavior is in the process of execution, the behavior is completed, the behavior is in progress, the behavior is in the stage of execution, the behavior is interrupted, and the behavior is stopped.
  • the object status identifier is changed in any one or more of the following ways:
  • the processor changes the object state identifier corresponding to the target interactive object according to the state parameter and displays the updated object state identifier on the second terminal device corresponding to the at least one second virtual object, it is specifically used to:
  • the object state identifier corresponding to the target interactive object is changed, and the updated behavior execution progress is displayed at the object state identifier on the second terminal device corresponding to the at least one second virtual object.
  • the processor changes the object state identifier corresponding to the target interactive object according to the state parameter and displays the updated object state identifier on the second terminal device corresponding to the at least one second virtual object, it is specifically used to:
  • the object state identifier corresponding to the target interactive object is canceled, and the object state identifier is canceled on the second terminal device corresponding to the at least one second virtual object.
  • the processor is further configured to:
  • the content of the target interaction behavior corresponding to each target interaction object is displayed in the task area; wherein the content of the target interaction behavior is associated with the object state identifier.
  • the content of the target interactive behavior includes any one or more of the following:
  • the display mode of the content of the target interactive behavior is the style of the target interactive object.
  • the processor is further configured to:
  • the content of the target interactive behavior corresponding to the target interactive object in the task area is updated to the interactive behavior execution result corresponding to the target interactive object.
  • the processor before updating the content of the target interactive behavior corresponding to the target interactive object in the task area to the interactive behavior execution result corresponding to the target interactive object, the processor is further configured to:
  • the association effect between the content of the target interactive behavior and the object state identifier is displayed according to a preset dynamic display effect.
  • the designated position of the target interactive object is prompted to the player, and the state parameters of the target interactive object are determined by executing the target interactive behavior with the target interactive object, and then the object state identifier corresponding to the target interactive object on each terminal device is changed according to the state parameters, so as to more effectively prompt the designated position of the target interactive object that has not yet executed the target interactive behavior, so that the player can know the designated position of each target interactive object that really needs to execute the target interactive behavior, and avoid the situation where the target interactive behavior executed with the target interactive object has been completed or the target interactive behavior is being executed when the virtual character arrives at the designated position, resulting in the need to change the point again, thereby improving the player's gaming experience and the prompt efficiency of game tasks such as interactive behaviors, alleviating the current technical problem of low prompt efficiency for game tasks, and reducing the processing burden of the terminal device and saving power of the terminal device.
  • the memory 1001 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 1004 (which may be wired or wireless), and the Internet, wide area network, local area network, metropolitan area network, etc. may be used.
  • the bus 1003 may be an ISA bus, a PCI bus or an EISA bus, etc.
  • the bus may be divided into an address bus, a data bus, a control bus, etc.
  • address bus a data bus
  • control bus etc.
  • bidirectional arrow only one bidirectional arrow is used in FIG10, but this does not mean that there is only one bus or one type of bus.
  • the memory 1001 is used to store programs, and the processor 1002 executes the program after receiving the execution instruction.
  • the method executed by the device defined by the process disclosed in any embodiment of the present disclosure can be applied to the processor 1002 or implemented by the processor 1002.
  • the processor 1002 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 1002 or the instruction in the form of software.
  • the above processor 1002 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 disclosed methods, steps and logic block diagrams 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 1001, and the processor 1002 reads the information in the memory 1001 and completes the steps of the above method in combination with its hardware.
  • the present disclosure also provides a computer-readable storage medium, on which a computer program is stored.
  • the computer program is executed when a processor is running, and the processor performs the following steps:
  • a game scene, a scene map corresponding to the game scene, and a task area are displayed in the graphical user interface, wherein target interactive objects are respectively set at at least two designated positions in the game scene; an object position identifier of the corresponding target interactive object is displayed at a map position corresponding to the designated position in the scene map;
  • controlling the first virtual character In response to a control instruction directed to the first virtual character, controlling the first virtual character to perform a target interaction behavior with a target interaction object located at the designated position;
  • the object state identifier corresponding to the target interactive object is changed according to the state parameter, and the updated object state identifier is displayed on a second terminal device corresponding to the at least one second virtual object.
  • the state parameters include any one or more of the following:
  • the behavior has not started, the behavior is in the process of execution, the behavior is completed, the behavior is in progress, the behavior is in the stage of execution, the behavior is interrupted, and the behavior is stopped.
  • the object status identifier is changed in any one or more of the following ways:
  • the processor changes the object state identifier corresponding to the target interactive object according to the state parameter and displays the updated object state identifier on the second terminal device corresponding to the at least one second virtual object, it is specifically used to:
  • the object state identifier corresponding to the target interactive object is changed, and the updated behavior execution progress is displayed at the object state identifier on the second terminal device corresponding to the at least one second virtual object.
  • the processor changes the object state identifier corresponding to the target interactive object according to the state parameter and displays the updated object state identifier on the second terminal device corresponding to the at least one second virtual object, it is specifically used to:
  • the object state identifier corresponding to the target interactive object is canceled, and the object state identifier is canceled on the second terminal device corresponding to the at least one second virtual object.
  • the processor is further configured to:
  • the content of the target interaction behavior corresponding to each target interaction object is displayed in the task area; wherein the content of the target interaction behavior is associated with the object state identifier.
  • the content of the target interactive behavior includes any one or more of the following:
  • the display mode of the content of the target interactive behavior is the style of the target interactive object.
  • the processor is further configured to:
  • the content of the target interactive behavior corresponding to the target interactive object in the task area is updated to the interactive behavior execution result corresponding to the target interactive object.
  • the processor before updating the content of the target interactive behavior corresponding to the target interactive object in the task area to the interactive behavior execution result corresponding to the target interactive object, the processor is further configured to:
  • the association effect between the content of the target interactive behavior and the object state identifier is displayed according to a preset dynamic display effect.
  • the designated position of the target interactive object is prompted to the player, and the state parameters of the target interactive object are determined by executing the target interactive behavior with the target interactive object, and then the object state identifier corresponding to the target interactive object on each terminal device is changed according to the state parameters, so as to more effectively prompt the designated position of the target interactive object that has not yet executed the target interactive behavior, so that the player can know the designated position of each target interactive object that really needs to execute the target interactive behavior, and avoid the situation where the target interactive behavior executed with the target interactive object has been completed or the target interactive behavior is being executed when the virtual character arrives at the designated position, resulting in the need to change the point again, thereby improving the player's gaming experience and the prompt efficiency of game tasks such as interactive behaviors, alleviating the current technical problem of low prompt efficiency for game tasks, and reducing the processing burden of the terminal device and saving power of the terminal device.
  • the computer program can also execute other machine-readable instructions when run by the processor to execute other methods described in the embodiments.
  • specific execution method steps and principles please refer to the description of the embodiments, which will not be repeated here.
  • the disclosed devices and methods can be implemented in other ways.
  • the device embodiments described above are merely schematic.
  • the division of the units is only a logical function division. There may be other division methods in actual implementation.
  • multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed.
  • Another point is that the mutual coupling or direct coupling or communication connection shown or discussed can be through some communication interfaces, and the indirect coupling or communication connection of devices or units can be electrical, mechanical or other forms.
  • each box in the flowchart or block diagram may represent a module, a program segment, or a portion of a code, and the module, program segment, or a portion of the code contains one or more executable instructions for implementing the specified logical functions.
  • the functions marked in the boxes may also occur in an order different from that marked in the accompanying drawings. For example, two consecutive boxes can actually be executed substantially in parallel, and they may sometimes be executed in the opposite order, depending on the functions involved.
  • the units described as separate components may or may not be physically separated, and the components shown as units may or may not be physical units, that is, they may be located in one place or distributed on multiple network units. Some or all of the units may be selected according to actual needs to achieve the purpose of the solution of this embodiment.
  • each functional unit in the embodiments provided in the present disclosure may be integrated into one processing unit, or each unit may exist physically separately, or two or more units may be integrated into one unit.
  • 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, or the part that contributes to the relevant technology or the part of the technical solution, can be embodied in the form of a software product.
  • the computer software product is stored in a storage medium, including several instructions to enable a computer device (which can be a personal computer, server, or network device, etc.) to execute all or part of the steps of the task prompt method in the game described in each embodiment of the present disclosure.
  • the aforementioned storage media include: U disk, mobile hard disk, read-only memory (ROM), random access memory (RAM), disk or optical disk, and other media that can store program codes.

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Abstract

本公开提供了一种游戏中任务的提示方法、装置以及电子终端,涉及游戏技术领域,缓解了目前对游戏任务的提示效率较低的技术问题。该方法包括:在所述图形用户界面中显示游戏场景、与所述游戏场景对应的场景地图,以及任务区域;在所述任务区域显示与所述目标交互对象对应的对象状态标识;响应针对所述第一虚拟角色的控制指令,控制所述第一虚拟角色与位于所述指定位置的目标交互对象执行目标交互行为;根据所述目标交互行为确定所述目标交互对象的状态参数;根据所述状态参数变更与所述目标交互对象相对应的对象状态标识,并在与所述至少一第二虚拟对象对应的第二终端设备上显示更新后的所述对象状态标识。

Description

游戏中任务的提示方法、装置以及电子终端
相关申请的交叉引用
本公开要求于2022年11月11日提交中国国家知识产权局的申请号为202211414919.6、名称为“游戏中任务的提示方法、装置以及电子终端”的中国专利申请的优先权,其全部内容通过引用结合在本公开中。
技术领域
本公开涉及游戏技术领域,尤其是涉及一种游戏中任务的提示方法、装置以及电子终端。
背景技术
在很多游戏中,玩家控制的虚拟角色需要在游戏场景中完成一些游戏任务,例如,破译密码、获取虚拟物体、解救虚拟角色、操作虚拟开关等等游戏任务。目前,对于这些游戏任务的提示方式是对要执行的游戏任务的数量或已经完成的游戏任务数量进行指示。例如,通过判断每次执行完成游戏任务触发进行数据刷新,同步到前端更新已完成数量的界面信息显示。
但是,对于目前这种提示方式,经常出现玩家控制虚拟角色跑到的任务执行地点时已经完成任务或者有队友在正在执行任务,导致虚拟角色需要再次换点,影响玩家的游戏体验。因此,现有的提示方案无法对玩家进行有效的游戏任务提示,导致目前对游戏任务的提示效率较低。
发明内容
本公开的目的在于提供一种游戏中任务的提示方法、装置以及电子终端,以缓解目前对游戏任务的提示效率较低的技术问题。
第一方面,本公开实施例提供了一种游戏中任务的提示方法,通过第一终端设备提供图形用户界面,所述游戏的游戏场景中至少包含通过所述第一终端设备控制的第一虚拟角色,以及通过第二终端设备控制的至少一第二虚拟对象;所述方法包括:
在所述图形用户界面中显示游戏场景、与所述游戏场景对应的场景地图,以及任务区域,其中,所述游戏场景中的至少两个指定位置分别设置目标交互对象;所述场景地图中与所述指定位置相对应的地图位置处显示对应的目标交互对象的对象位置标识;
在所述任务区域显示与所述目标交互对象对应的对象状态标识,所述对象位置标识与所述对象状态标识一一对应;
响应针对所述第一虚拟角色的控制指令,控制所述第一虚拟角色与位于所述指定位置的目标交互对象执行目标交互行为;
根据所述目标交互行为确定所述目标交互对象的状态参数;
根据所述状态参数变更与所述目标交互对象相对应的对象状态标识,并在与所述至少一第二虚拟对象对应的第二终端设备上显示更新后的所述对象状态标识。
第二方面,提供了一种游戏中任务的提示装置,通过第一终端设备提供图形用户界面,所述游戏的游戏场景中至少包含通过所述第一终端设备控制的第一虚拟角色,以及通过第二终端设备控制的至少一第二虚拟对象;包括:
显示模块,用于在所述图形用户界面中显示游戏场景、与所述游戏场景对应的场景地图,以及任务区域,其中,所述游戏场景中的至少两个指定位置分别设置目标交互对象;所述场景地图中与所述指定位置相对应的地图位置处显示对应的目标交互对象的对象位置标识;
所述显示模块还用于在所述任务区域显示与所述目标交互对象对应的对象状态标识,所述对象位置标识与所述对象状态标识一一对应;
控制模块,用于响应针对所述第一虚拟角色的控制指令,控制所述第一虚拟角色与位于所述指定位置的目标交互对象执行目标交互行为;
确定模块,用于根据所述目标交互行为确定所述目标交互对象的状态参数;
变更模块,用于根据所述状态参数变更与所述目标交互对象相对应的对象状态标识,并在与所述至少一第二虚拟对象对应的第二终端设备上显示更新后的所述对象状态标识。
第三方面,本公开实施例又提供了一种电子终端,包括存储器、处理器,所述存储器中存储有可在所述处理器上运行的计算机程序,所述处理器执行所述计算机程序时实现上述的第一方面或第二方面所述方法。
第四方面,本公开实施例又提供了一种计算机可读存储介质,所述计算机可读存储介质存储有计算机可运行指令,所述计算机可运行指令在被处理器调用和运行时,所述计算机可运行指令促使所述处理器运行上述的第一方面或第二方面所述方法。
本公开实施例带来了以下有益效果:
本公开实施例提供的一种游戏中任务的提示方法、装置以及电子终端,能够在图形用户界面中显示游戏场景、与游戏场景对应的场景地图,以及任务区域,其中,游戏场景中的至少两个指定位置分别设置目标交互对象,场景地图中与指定位置相对应的地图位置处显示对应的目标交互对象的对象位置标识,在任务区域显示与目标交互对象对应的对象状态标识,对象位置标识与对象状态标识一一对应,响应针对第一虚拟角色的控制指令,控制第一虚拟角色与位于指定位置的目标交互对象执行目标交互行为,根据目标交互行为确定目标交互对象的状态参数,根据状态参数变更与目标交互对象相对应的 对象状态标识,并在与至少一第二虚拟对象对应的第二终端设备上显示更新后的对象状态标识,本方案中,通过向玩家提示出目标交互对象的指定位置,并根据与目标交互对象执行目标交互行为确定目标交互对象的状态参数,进而根据该状态参数变更各终端设备上与目标交互对象相对应的对象状态标识,进而更加有效的提示出还未执行目标交互行为的目标交互对象的指定位置,使玩家能够知晓每个确实需要前去执行目标交互行为的目标交互对象的指定位置,避免虚拟角色到达该指定位置时与目标交互对象执行的目标交互行为已经完成或者该目标交互行为正在执行而导致需要再次换点的情况,提高了玩家的游戏体验以及交互行为等游戏任务的提示效率,缓解了目前对游戏任务的提示效率较低的技术问题,而且还降低了终端设备的处理负担,节省了终端设备的电量。
为使本公开的上述目的、特征和优点能更明显易懂,下文特举较佳实施例,并配合所附附图,作详细说明如下。
附图说明
为了更清楚地说明本公开具体实施方式或相关技术中的技术方案,下面将对具体实施方式或相关技术描述中所需要使用的附图作简单地介绍,显而易见地,下面描述中的附图是本公开的一些实施方式,对于本领域普通技术人员来讲,在不付出创造性劳动的前提下,还可以根据这些附图获得其他的附图。
图1示出了本公开其中之一实施例提供的应用场景示意图;
图2示出了本公开其中之一实施例提供的一种手机的结构示意图;
图3示出了本公开其中之一实施例提供的一种触控终端的使用场景示意图;
图4为本公开其中之一实施例提供的游戏中任务的提示方法的流程示意图;
图5示出了本公开其中之一实施例提供一种显示图像用户界面的终端设备示意图;
图6示出了本公开其中之一实施例提供另一种显示图像用户界面的终端设备示意图;
图7示出了本公开其中之一实施例提供另一种显示图像用户界面的终端设备示意图;
图8示出了本公开其中之一实施例提供另一种显示图像用户界面的终端设备示意图;
图9为本公开其中之一实施例提供的一种游戏中任务的提示装置的结构示意图;
图10示出了本公开其中之一实施例所提供的一种电子设备的结构示意图。
具体实施方式
为使本公开实施例的目的、技术方案和优点更加清楚,下面将结合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,本领域普通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。
本公开实施例中所提到的术语“包括”和“具有”以及它们的任何变形,意图在于覆盖不排他的包含。例如包含了一系列步骤或单元的过程、方法、系统、产品或设备没有限定于已列出的步骤或单元,而是可选地还包括其他没有列出的步骤或单元,或可选地还包括对于这些过程、方法、产品或设备固有的其它步骤或单元。
目前,在很多非对称竞技游戏中,对于逃走方破译目标的状态提示,仅进行了目标破译数量和已经完成数量的指示。现有游戏中的显示机制是以完成破译为触发,进行数据刷新,同步到前端更新已完成数量的显示,即通过判断每次破译完成触发进行数据刷新,同步到前端更新已完成数量的界面信息显示。但是,在目前的这个显示机制中,其方案存在较多的缺点。
例如,在游戏过程中,图形用户界面中上方仅文字显示破译目标信息。如显示形式为“X条密码尚未破译”,其中,X初始为破译密码的目标数量,每次一个破译点位破译完成后数据刷新,即X-1。在该现有方案中,对于需要尽快破译完成所有的目标点才能够进入撤离阶段的逃走方,由于用户界面上未显示破译点位信息,前期会经常出现跑到的破译点位已经破译完成或者有队友在正在破译,需要再次换点。再者,这种文字的显示方式中动态变化信息仅有数字,并无状态变化的反馈,玩家较难得知具体的破译情况。
又例如,图形用户界面中上方符号化显示破译目标信息。如显示形式为5个圆点代表破译目标数量,初始全部为灰色,每次1个破译点位破译完成后,从左到右新增一个灰点替换为白点的显示刷新。对于这种方案,圆点符号未针对破译点位状态显示,前期会经常出现跑到的破译点位已经破译完成或者有队友在正在破译,需要再次换点的情况。此外,破译点位在用户界面中并未与圆点符号做关联显示,即5个点所代表的含义对用户而言具有较大的理解成本,影响玩家的游戏体验。
因此,现有的提示方案无法对玩家进行有效的游戏任务提示,导致目前对游戏任务的提示效率较低。
基于此,本公开实施例提供了一种游戏中任务的提示方法、装置以及电子终端,通过该方法可以缓解目前对游戏任务的提示效率较低的技术问题。
在本公开其中一种实施例中的游戏中任务的提示方法可以运行于本地终端设备或者是服务器。当游戏中任务的提示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,游戏中任务的提示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任务的提示方法,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。
例如,如图1所示,图1为本公开实施例提供的应用场景示意图。该应用场景可以包括触控终端(例如,手机102)和服务器101,该触控终端可以通过有线网络或无线网络与服务器101进行通信。其中触控终端用于运行虚拟桌面,通过该虚拟桌面,可以与服务器101进行交互,以实现对服务器101中的内容进行控制。
本实施例的触控终端以手机102为例进行说明。手机102包括射频(Radio Frequency,简称RF)电路110、存储器120、触摸屏130、处理器140等部件。本领域技术人员可以理解,图2中示出的手机结构并不构成对手机的限定,可以包括比图示更多或更少的部件,或者组合某些部件,或者拆分某些部件,或者不同的部件布置。本领领域技术人员可以理解触摸屏130属于用户界面(User Interface,简称UI),且手机102可以包括比图示或者更少的用户界面。
RF电路110还可以通过无线通信与网络和其他设备通信。所述无线通信可以使用任一通信标准或协议,包括但不限于全球移动通讯系统(Global System of Mobile communication,简称GSM)、通用分组无线服务(General Packet Radio Service,简称GPRS)、码分多址(Code Division Multiple Access,简称CDMA)、宽带码分多址(Wideband Code Division Multiple Access,简称WCDMA)、长期演进(Long Term Evolution,简称LTE)、电子邮件、短消息服务(Short Messaging Service,简称SMS)等。
存储器120可用于存储软件程序以及模块,处理器140通过运行存储在存储器120的软件程序以及模块,从而执行手机102的各种功能应用以及数据处理。存储器120可 主要包括存储程序区和存储数据区,其中,存储程序区可存储操作系统、至少一个功能所需的应用程序等;存储数据区可存储根据手机102的使用所创建的数据等。此外,存储器120可以包括高速随机存取存储器,还可以包括非易失性存储器,例如至少一个磁盘存储器件、闪存器件、或其他易失性固态存储器件。
处理器140是手机102的控制中心,利用各种接口和线路连接整个手机的各个部分,通过运行或执行存储在存储器120内的软件程序和/或模块,以及调用存储在存储器120内的数据,执行手机102的各种功能和处理数据,从而对手机进行整体监控。
下面结合附图对本公开实施例进行进一步地介绍。
图4为本公开实施例提供的一种游戏中任务的提示方法的流程示意图。其中,该方法可以应用于可呈现图形用户界面的终端设备(例如图2所示的手机102),通过第一终端设备提供图形用户界面,游戏的游戏场景中至少包含通过第一终端设备控制的第一虚拟角色,以及通过第二终端设备控制的至少一第二虚拟对象。如图4所示,该方法包括:
步骤S410,在图形用户界面中显示游戏场景、与游戏场景对应的场景地图,以及任务区域。
其中,游戏场景中的至少两个指定位置分别设置目标交互对象;场景地图中与指定位置相对应的地图位置处显示对应的目标交互对象的对象位置标识。
在实际应用中,虚拟角色需要执行的游戏任务可以有多个,例如,与目标交互对象执行目标交互行为等的游戏任务。在图形用户界面中能够针对各个游戏任务直接一对一的显示每个游戏任务的执行位置。例如,游戏任务为破译密码,本步骤中能够在图形用户界面中直接一对一显示破译密码的点位,即密码的破译位置。
在一种可选的实施方式中,位置标识可以是图形用户界面上比较大的区域范围,也可以是图形用户界面上比较小的区域范围。位置标识可以是方形、矩形、框型,也可以是其它形状(比如,圆形等)。图形用户界面所呈现的内容可以包含位置标识的全部,也可以是内容热区的局部。例如,当位置标识在图形用户界面中被放大显示时,在终端设备的图形用户界面上显示内容热区的局部内容。位置标识可以显示在图形用户界面中左上方、右上方或者其它位置,本示例性实施例不作限制。
需要说明的是,位置标识的指示形式可以有多种。例如,文字形式的位置标识,通过文字直接写明执行游戏任务的指定位置。又例如,图像形式的位置标识,通过图形图像等表明执行游戏任务的指定位置。当然,也可以文字和图像结合等指示形式表明执行游戏任务的指定位置。
可选的,可以在场景地图中提示执行每个游戏任务的指定位置,以使玩家能够利用小地图快速找到执行各个游戏任务的指定位置。在实际应用中,对象位置标识可以为字母、数字、图案等任意形式的标识。示例性的,如图5所示,在游戏场景对应的小地图 501中显示所有的破译点位“A”、“B”、“C”、“D”、“E”,执行各个游戏任务的指定位置对应小地图中各个不同的地点。
例如,界面左侧的小地图中显示所有破译点位的代号(游戏任务对应的对象位置标识),从而玩家在不熟悉关卡布局的情况下也能够利用小地图快速的找到破译点位,降低游戏新手的学习成本。
步骤S420,在任务区域显示与目标交互对象对应的对象状态标识。
对象位置标识与对象状态标识一一对应。对象状态标识的变更方式包括下述任意一项或多项:变更颜色、变更亮度、变更透明度、变更形状、动态变更效果。
对象状态标识还可以显示在任务区域中,以与地图中的游戏任务提示相呼应,使玩家查看游戏任务相关信息更加清晰。其中,场景地图中显示的对象位置标识和任务区域中显示的对象状态标识一一对应,任务区域位于场景地图以外的区域。例如,如图5所示,图形用户界面中上方的任务区域502和小地图501中均显示所有的破译点位“A”、“B”、“C”、“D”、“E”,即游戏任务,破译点位一对一显示该点位的唯一代号(游戏任务对应的对象状态标识),任务区域中显示的点位代号(对象状态标识)可以和左侧小地图中显示的点位代号(对象位置标识)呼应,以使任务区域中的对象状态标识与场景地图中的对象位置标识提示相呼应,使玩家查看游戏任务相关信息更加清晰。
步骤S430,响应针对第一虚拟角色的控制指令,控制第一虚拟角色与位于指定位置的目标交互对象执行目标交互行为。
本公开实施例中的交互行为可以是多种类型的具有持续过程的行为,例如,破译密码、获取虚拟物体、解救虚拟角色、操作虚拟开关,等等游戏任务。本公开实施例以游戏任务是破译行为为例进行说明。
步骤S440,根据目标交互行为确定目标交互对象的状态参数。
状态参数包括下述任意一项或多项:行为未开始执行、行为执行过程中、行为执行完成、行为执行进度、行为执行阶段、行为执行中断、行为执行停止。
步骤S450,根据状态参数变更与目标交互对象相对应的对象状态标识,并在与至少一第二虚拟对象对应的第二终端设备上显示更新后的对象状态标识。
在一种可选的实施方式中,当多个交互对象中的某个目标交互对象的对象状发生变化时,实时读取服务器该目标交互对象的行为执行进度数据,客户端根据该进度数据刷新图形用户界面中该目标交互对象对应对象状态标识的显示形式。
示例性的,当多个待破译密码中的某一个破译密码已经被破译完,对破译该密码的破译位置的标识在图形用户界面中进行取消显示,即不再显示这个已经被破译的密码对应的位置标识,使玩家无需再关注这个已经被破译的密码即已经执行完成的游戏任务。
本公开实施例中,通过向玩家提示出目标交互对象的指定位置,并根据与目标交互对象执行目标交互行为确定目标交互对象的状态参数,进而根据该状态参数变更各终端 设备上与目标交互对象相对应的对象状态标识,进而更加有效的提示出还未执行目标交互行为的目标交互对象的指定位置,使玩家能够知晓每个确实需要前去执行目标交互行为的目标交互对象的指定位置,避免虚拟角色到达该指定位置时与目标交互对象执行的目标交互行为已经完成或者该目标交互行为正在执行而导致需要再次换点的情况,提高了玩家的游戏体验以及交互行为等游戏任务的提示效率,缓解了目前对游戏任务的提示效率较低的技术问题,而且还降低了终端设备的处理负担,节省了终端设备的电量。
下面对上述步骤进行详细介绍。
在一些实施例中,通过游戏任务对应的位置标识还可以同步展示出该游戏任务的各类执行状态的变化情况,如实时同步破译点位的破译进度,通过在显示游戏任务对应的位置标识的同时明确每个游戏任务的执行状态,能够便于玩家对每个游戏任务可以提前进行更具策略性的选择再去前往对应的指定位置,防止由于破译点位状态不明确而跑空的情况,增加玩家控制虚拟角色的行为有效性。
其中,游戏任务的执行状态可以包括下述任意一项或多项:未开始执行、执行过程中、执行完成、执行进度、执行阶段。如密码的破译状态可以包括未开始破译、破译进行中、破译进度情况、已完成破译,等等。
作为一个示例,上述步骤S450可以包括如下步骤:
步骤c),根据目标交互对象的行为执行进度,变更与目标交互对象相对应的对象状态标识,并在与至少一第二虚拟对象对应的第二终端设备上的对象状态标识处显示更新后的行为执行进度。
示例性的,如图6所示,其中的第三个破译点即破译点【C】的破译进度(执行进度)通过环形进度601条来指示。破译点【A】【B】【D】【E】上无进度条显示,代表这些破译点的破译进度为0。
在实际应用中,可以通过特殊显示形式来表示游戏任务的执行状态的变化。示例性的,利用不同状态的进度条指示任务执行停止、任务执行中断、任务执行倒退、任务执行中的交密码阶段,等不同的进度进展情况。
例如,在检测到破译点正在被破译时,更新进度条的显示状态为绿色同时有带方向箭头的转动状态。再例如,在检测到该破译点位破译停止时进度条显示为静止的状态。再例如,当破译突然中断,由于游戏特殊倒退机制,进度在倒退期间显示为红色,该红色中的暗红色部分代表如果不继续破译将随时间扣除的进度。示例性的,破译中断情况下,破译者移动出破译范围,停止进度条的增加;破译停止情况下,进度条不动。例如,以33%、66%为保存节点。如果破译进度在小于33%时中断,进度条会在一定时间内掉回0%;如果破译进度在大于33%小于66%时中断,进度条会在一定时间内掉回33%;如果破译进度在大于66%小于100%时中断,进度条会在一定时间内掉回66%。
又例如,如图7所示,当破译进度达到100%,可以设置游戏特殊需要去特定地点交密码的机制,破译完成交密码期间,点位信息替换为显示钥匙701,交完一个密码钥匙代表完成一次破译目标。
通过变更某游戏任务对应的位置标识的显示颜色和/或显示形状来指示某游戏任务的执行进度的变化情况,以利用特殊颜色形状和动态效果等来增强任务执行的状态反馈,如破译中点位的状态反馈。
作为另一个示例,上述步骤S450可以包括如下步骤:
步骤d),如果状态参数表示目标交互对象对应的目标交互行为执行完成,则取消显示与目标交互对象相对应的对象状态标识,并在与至少一第二虚拟对象对应的第二终端设备上取消显示对象状态标识。
示例性的,点位信息替换为钥匙后,交完一个密码钥匙后即表示完成一次破译目标后,可以在图形用户界面中不再显示该游戏任务的所有相关标识,如位置标识、对象状态标识等。
例如,如图8所示,任务区域中的点位【C】变为空槽,左侧小地图501中的点位代号C同步消失,代表该点已完成破译目标,便于玩家发现该游戏任务无需再关注。
在一些实施例中,游戏任务也有可能由玩家控制的第一虚拟角色以外的若干个第二虚拟角色来执行,系统还可以实时的监测这些第二虚拟角色对游戏任务的执行情况,以有效且快速及时的监测到游戏任务的执行状态的变化情况。在实际应用中,玩家控制的第一虚拟角色可以有至少一个队友,这些队友控制的第二虚拟角色也可以执行第一虚拟角色对应的游戏任务,即本公开实施例中的游戏任务可以作为团队任务来由团队中的多个虚拟角色完成。
本公开实施例中,系统可以实时的监测这些第二虚拟角色对游戏任务的执行情况,例如,第二虚拟角色开始执行游戏任务时便开始监测,第二虚拟角色到达指定位置处时便开始监测,等等,进而达到有效且快速及时的监测到游戏任务的执行状态的变化情况。
在一些实施例中,图形用户界面中还可以显示各个游戏任务对应的任务内容,例如,位置标识和任务内容结合显示,以便于玩家直接查看到要执行的任务内容。作为一个示例,该方法还可以包括以下步骤:
步骤f),在任务区域中显示每个目标交互对象对应的目标交互行为的内容。
其中,目标交互行为的内容和对象状态标识之间关联。位置标识可以大于或等于任务内容,即目标交互行为的内容,例如,如图5所示,在这种破译点位和破译目标结合的显示形式中,四个密码位即密码位503、密码位504、密码位505、密码位506代表破译目标数量,还未破译的初始状态全部为缺省状态“-”,表示只有完成四个密码的破译才可以完成所有的游戏任务要求,对于破译点【A】【B】【C】【D】【E】这五个破译点位(位置标识),玩家可以选择其中的任意四个破译点,只要完成破译其中的任意四个 破译点便完成了所有的这四个密码位,即完成所有的游戏任务要求,从而通过玩家的可自由选择降低了游戏任务的完成难度。
本公开实施例中,目标交互行为的内容包括下述任意一项或多项:破译密码、获取虚拟物体、解救虚拟角色、操作虚拟开关。
在实际应用中,目标交互行为的内容的显示模式为目标交互对象的样式。例如,如图5所示,用户界面中上方将破译目标图形化为密码板的样式,辅助用户对破译行为的理解,贴合用户心理模型。
通过图形用户界面显示的各个游戏任务对应的任务内容,能够使位置标识和任务内容结合显示,以便于玩家直接查看到要执行的各个游戏任务的任务内容及其对应的位置标识,使任务内容及其对应的位置标识能够对应起来,便于玩家查看并确定要去执行的游戏任务。
基于上述步骤f),在游戏任务执行完成时可以同步刷新其对应显示的游戏内容,使其显示对应的任务执行结果,使游戏任务完成效果的提示更加直观。作为一个示例,该方法还可以包括以下步骤:
步骤g),响应于目标交互对象对应的目标交互行为执行完成,将任务区域中目标交互对象对应的目标交互行为的内容更新为目标交互对象对应的交互行为执行结果。
在实际应用中,游戏任务即目标交互行为的内容对应的任务执行结果可以为数字、文字、图案等多种形式。例如,通过执行破译密码时所使用的密码板来表示的解码内容中,如图8所示,显示机制为四个密码位代表破译目标数量,全部为未破译的缺省初始状态“-”,每次完成一个破译目标后,从左到右新增一个数字“8”,即从左到右将初始状态的“-”替换为代表已破译密码的数字显示刷新。
通过在每次执行完成任务后,刷新任务内容显示为任务执行结果,即刷新显示为游戏任务对应的任务执行结果,使游戏任务完成效果的提示反馈更加直观便于玩家观察。
基于上述步骤g),在游戏任务执行完成时还可以通过动态效果展示出游戏任务执行完成的反馈提示,加强游戏任务的执行完成的视觉反馈,使游戏任务完成的反馈提示更加明显便于玩家观察。作为一个示例,在上述步骤g)中将任务区域中目标交互对象对应的目标交互行为的内容更新为目标交互对象对应的交互行为执行结果之前,该方法还可以包括以下步骤:
步骤h),响应于目标交互对象对应的目标交互行为执行完成,按照预设动态显示效果显示目标交互行为的内容和对象状态标识之间的关联效果。
示例性的,在破译点位(位置标识)和破译目标(目标交互行为的内容)结合显示的形式中,每次完成破译目标后,完成播放一次从破译点位动态连接到破译目标的视觉特效,再刷新破译目标显示的任务完成结果,进而增加破译点位与破译目标的关联性,同时加强破译目标状态变化的视觉反馈。
图9提供了一种游戏中任务的提示装置的结构示意图。该装置可以应用于终端设备;通过第一终端设备提供图形用户界面,所述游戏的游戏场景中至少包含通过所述第一终端设备控制的第一虚拟角色,以及通过第二终端设备控制的至少一第二虚拟对象。如图9所示,游戏中任务的提示装置900包括:
显示模块901,用于在所述图形用户界面中显示游戏场景、与所述游戏场景对应的场景地图,以及任务区域,其中,所述游戏场景中的至少两个指定位置分别设置目标交互对象;所述场景地图中与所述指定位置相对应的地图位置处显示对应的目标交互对象的对象位置标识;
所述显示模块还用于在所述任务区域显示与所述目标交互对象对应的对象状态标识,所述对象位置标识与所述对象状态标识一一对应;
控制模块902,用于响应针对所述第一虚拟角色的控制指令,控制所述第一虚拟角色与位于所述指定位置的目标交互对象执行目标交互行为;
确定模块903,用于根据所述目标交互行为确定所述目标交互对象的状态参数;
变更模块904,用于根据所述状态参数变更与所述目标交互对象相对应的对象状态标识,并在与所述至少一第二虚拟对象对应的第二终端设备上显示更新后的所述对象状态标识。
通过上述方式,向玩家提示出目标交互对象的指定位置,并根据与目标交互对象执行目标交互行为确定目标交互对象的状态参数,进而根据该状态参数变更各终端设备上与目标交互对象相对应的对象状态标识,进而更加有效的提示出还未执行目标交互行为的目标交互对象的指定位置,使玩家能够知晓每个确实需要前去执行目标交互行为的目标交互对象的指定位置,避免虚拟角色到达该指定位置时与目标交互对象执行的目标交互行为已经完成或者该目标交互行为正在执行而导致需要再次换点的情况,提高了玩家的游戏体验以及交互行为等游戏任务的提示效率,缓解了目前对游戏任务的提示效率较低的技术问题,而且还降低了终端设备的处理负担,节省了终端设备的电量。
在一个可行的实施方案中,所述状态参数包括下述任意一项或多项:
行为未开始执行、行为执行过程中、行为执行完成、行为执行进度、行为执行阶段、行为执行中断、行为执行停止。
在一个可行的实施方案中,所述对象状态标识的变更方式包括下述任意一项或多项:
变更颜色、变更亮度、变更透明度、变更形状、动态变更效果。
在一个可行的实施方案中,变更模块具体用于:
根据所述目标交互对象的行为执行进度,变更与所述目标交互对象相对应的对象状态标识,并在与所述至少一第二虚拟对象对应的第二终端设备上的所述对象状态标识处显示更新后的行为执行进度。
在一个可行的实施方案中,变更模块具体用于:
如果所述状态参数表示所述目标交互对象对应的目标交互行为执行完成,则取消显示与所述目标交互对象相对应的对象状态标识,并在与所述至少一第二虚拟对象对应的第二终端设备上取消显示所述对象状态标识。
在一个可行的实施方案中,显示模块还用于:
在所述任务区域中显示每个所述目标交互对象对应的目标交互行为的内容;其中,所述目标交互行为的内容和所述对象状态标识之间关联。
在一个可行的实施方案中,所述目标交互行为的内容包括下述任意一项或多项:
破译密码、获取虚拟物体、解救虚拟角色、操作虚拟开关。
在一个可行的实施方案中,所述目标交互行为的内容的显示模式为所述目标交互对象的样式。
在一个可行的实施方案中,该装置还包括:
更新模块,用于响应于所述目标交互对象对应的目标交互行为执行完成,将所述任务区域中所述目标交互对象对应的目标交互行为的内容更新为所述目标交互对象对应的交互行为执行结果。
在一个可行的实施方案中,显示模块还用于:
响应于所述目标交互对象对应的目标交互行为执行完成,按照预设动态显示效果显示所述目标交互行为的内容和所述对象状态标识之间的关联效果。
本公开实施例提供的游戏中任务的提示装置,与上述实施例提供的游戏中任务的提示方法具有相同的技术特征,所以也能解决相同的技术问题,达到相同的技术效果。
图10示出了本公开实施例所提供的一种电子设备的结构示意图,包括:处理器1001、存储介质1002和总线1003,所述存储介质1002存储有所述处理器1001可执行的机器可读指令,当电子设备运行如实施例中的一种101010方法时,所述处理器1001与所述存储介质1002之间通过总线1003通信,所述处理器1001执行所述机器可读指令,所述处理器1001方法项的前序部分,以执行以下步骤:
在所述图形用户界面中显示游戏场景、与所述游戏场景对应的场景地图,以及任务区域,其中,所述游戏场景中的至少两个指定位置分别设置目标交互对象;所述场景地图中与所述指定位置相对应的地图位置处显示对应的目标交互对象的对象位置标识;
在所述任务区域显示与所述目标交互对象对应的对象状态标识,所述对象位置标识与所述对象状态标识一一对应;
响应针对所述第一虚拟角色的控制指令,控制所述第一虚拟角色与位于所述指定位置的目标交互对象执行目标交互行为;
根据所述目标交互行为确定所述目标交互对象的状态参数;
根据所述状态参数变更与所述目标交互对象相对应的对象状态标识,并在与所述至少一第二虚拟对象对应的第二终端设备上显示更新后的所述对象状态标识。
在一个可行的实施方案中,所述状态参数包括下述任意一项或多项:
行为未开始执行、行为执行过程中、行为执行完成、行为执行进度、行为执行阶段、行为执行中断、行为执行停止。
在一个可行的实施方案中,所述对象状态标识的变更方式包括下述任意一项或多项:
变更颜色、变更亮度、变更透明度、变更形状、动态变更效果。
在一个可行的实施方案中,所述处理器在执行根据所述状态参数变更与所述目标交互对象相对应的对象状态标识,并在与所述至少一第二虚拟对象对应的第二终端设备上显示更新后的所述对象状态标识时,具体用于:
根据所述目标交互对象的行为执行进度,变更与所述目标交互对象相对应的对象状态标识,并在与所述至少一第二虚拟对象对应的第二终端设备上的所述对象状态标识处显示更新后的行为执行进度。
在一个可行的实施方案中,所述处理器在执行根据所述状态参数变更与所述目标交互对象相对应的对象状态标识,并在与所述至少一第二虚拟对象对应的第二终端设备上显示更新后的所述对象状态标识时,具体用于:
如果所述状态参数表示所述目标交互对象对应的目标交互行为执行完成,则取消显示与所述目标交互对象相对应的对象状态标识,并在与所述至少一第二虚拟对象对应的第二终端设备上取消显示所述对象状态标识。
在一个可行的实施方案中,所述处理器还用于:
在所述任务区域中显示每个所述目标交互对象对应的目标交互行为的内容;其中,所述目标交互行为的内容和所述对象状态标识之间关联。
在一个可行的实施方案中,所述目标交互行为的内容包括下述任意一项或多项:
破译密码、获取虚拟物体、解救虚拟角色、操作虚拟开关。
在一个可行的实施方案中,所述目标交互行为的内容的显示模式为所述目标交互对象的样式。
在一个可行的实施方案中,所述处理器还用于:
响应于所述目标交互对象对应的目标交互行为执行完成,将所述任务区域中所述目标交互对象对应的目标交互行为的内容更新为所述目标交互对象对应的交互行为执行结果。
在一个可行的实施方案中,在所述将所述任务区域中所述目标交互对象对应的目标交互行为的内容更新为所述目标交互对象对应的交互行为执行结果之前,所述处理器还用于:
响应于所述目标交互对象对应的目标交互行为执行完成,按照预设动态显示效果显示所述目标交互行为的内容和所述对象状态标识之间的关联效果。
通过上述方式,向玩家提示出目标交互对象的指定位置,并根据与目标交互对象执行目标交互行为确定目标交互对象的状态参数,进而根据该状态参数变更各终端设备上与目标交互对象相对应的对象状态标识,进而更加有效的提示出还未执行目标交互行为的目标交互对象的指定位置,使玩家能够知晓每个确实需要前去执行目标交互行为的目标交互对象的指定位置,避免虚拟角色到达该指定位置时与目标交互对象执行的目标交互行为已经完成或者该目标交互行为正在执行而导致需要再次换点的情况,提高了玩家的游戏体验以及交互行为等游戏任务的提示效率,缓解了目前对游戏任务的提示效率较低的技术问题,而且还降低了终端设备的处理负担,节省了终端设备的电量。
在实际应用中,存储器1001可能包含高速随机存取存储器(Random Access Memory,简称RAM),也可能还包括非易失性存储器(non-volatile memory),例如至少一个磁盘存储器。通过至少一个通信接口1004(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1003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10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。
其中,存储器1001用于存储程序,所述处理器1002在接收到执行指令后,执行所述程序,前述本公开任一实施例揭示的过程定义的装置所执行的方法可以应用于处理器1002中,或者由处理器1002实现。
处理器1002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1002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1002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 Processing,简称DSP)、专用集成电路(Application Specific Integrated Circuit,简称ASIC)、现成可编程门阵列(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1001,处理器1002读取存储器1001中的信息,结合其硬件完成上述方法的步骤。
本公开实施例还提供了一种计算机可读存储介质,该计算机可读存储介质上存储有计算机程序,该计算机程序被处理器运行时执行,所述处理器执行以下步骤:
在所述图形用户界面中显示游戏场景、与所述游戏场景对应的场景地图,以及任务区域,其中,所述游戏场景中的至少两个指定位置分别设置目标交互对象;所述场景地图中与所述指定位置相对应的地图位置处显示对应的目标交互对象的对象位置标识;
在所述任务区域显示与所述目标交互对象对应的对象状态标识,所述对象位置标识与所述对象状态标识一一对应;
响应针对所述第一虚拟角色的控制指令,控制所述第一虚拟角色与位于所述指定位置的目标交互对象执行目标交互行为;
根据所述目标交互行为确定所述目标交互对象的状态参数;
根据所述状态参数变更与所述目标交互对象相对应的对象状态标识,并在与所述至少一第二虚拟对象对应的第二终端设备上显示更新后的所述对象状态标识。
在一个可行的实施方案中,所述状态参数包括下述任意一项或多项:
行为未开始执行、行为执行过程中、行为执行完成、行为执行进度、行为执行阶段、行为执行中断、行为执行停止。
在一个可行的实施方案中,所述对象状态标识的变更方式包括下述任意一项或多项:
变更颜色、变更亮度、变更透明度、变更形状、动态变更效果。
在一个可行的实施方案中,所述处理器在执行根据所述状态参数变更与所述目标交互对象相对应的对象状态标识,并在与所述至少一第二虚拟对象对应的第二终端设备上显示更新后的所述对象状态标识时,具体用于:
根据所述目标交互对象的行为执行进度,变更与所述目标交互对象相对应的对象状态标识,并在与所述至少一第二虚拟对象对应的第二终端设备上的所述对象状态标识处显示更新后的行为执行进度。
在一个可行的实施方案中,所述处理器在执行根据所述状态参数变更与所述目标交互对象相对应的对象状态标识,并在与所述至少一第二虚拟对象对应的第二终端设备上显示更新后的所述对象状态标识时,具体用于:
如果所述状态参数表示所述目标交互对象对应的目标交互行为执行完成,则取消显示与所述目标交互对象相对应的对象状态标识,并在与所述至少一第二虚拟对象对应的第二终端设备上取消显示所述对象状态标识。
在一个可行的实施方案中,所述处理器还用于:
在所述任务区域中显示每个所述目标交互对象对应的目标交互行为的内容;其中,所述目标交互行为的内容和所述对象状态标识之间关联。
在一个可行的实施方案中,所述目标交互行为的内容包括下述任意一项或多项:
破译密码、获取虚拟物体、解救虚拟角色、操作虚拟开关。
在一个可行的实施方案中,所述目标交互行为的内容的显示模式为所述目标交互对象的样式。
在一个可行的实施方案中,所述处理器还用于:
响应于所述目标交互对象对应的目标交互行为执行完成,将所述任务区域中所述目标交互对象对应的目标交互行为的内容更新为所述目标交互对象对应的交互行为执行结果。
在一个可行的实施方案中,在所述将所述任务区域中所述目标交互对象对应的目标交互行为的内容更新为所述目标交互对象对应的交互行为执行结果之前,所述处理器还用于:
响应于所述目标交互对象对应的目标交互行为执行完成,按照预设动态显示效果显示所述目标交互行为的内容和所述对象状态标识之间的关联效果。
通过上述方式,向玩家提示出目标交互对象的指定位置,并根据与目标交互对象执行目标交互行为确定目标交互对象的状态参数,进而根据该状态参数变更各终端设备上与目标交互对象相对应的对象状态标识,进而更加有效的提示出还未执行目标交互行为的目标交互对象的指定位置,使玩家能够知晓每个确实需要前去执行目标交互行为的目标交互对象的指定位置,避免虚拟角色到达该指定位置时与目标交互对象执行的目标交互行为已经完成或者该目标交互行为正在执行而导致需要再次换点的情况,提高了玩家的游戏体验以及交互行为等游戏任务的提示效率,缓解了目前对游戏任务的提示效率较低的技术问题,而且还降低了终端设备的处理负担,节省了终端设备的电量。
在本公开实施例中,该计算机程序被处理器运行时还可以执行其它机器可读指令,以执行如实施例中其它所述的方法,关于具体执行的方法步骤和原理参见实施例的说明,在此不再详细赘述。
在本公开所提供的实施例中,应该理解到,所揭露装置和方法,可以通过其它的方式实现。以上所描述的装置实施例仅仅是示意性的,例如,所述单元的划分,仅仅为一种逻辑功能划分,实际实现时可以有另外的划分方式,又例如,多个单元或组件可以结合或者可以集成到另一个系统,或一些特征可以忽略,或不执行。另一点,所显示或讨论的相互之间的耦合或直接耦合或通信连接可以是通过一些通信接口,装置或单元的间接耦合或通信连接,可以是电性,机械或其它的形式。
再例如,附图中的流程图和框图显示了根据本公开的多个实施例的装置、方法和计算机程序产品的可能实现的体系架构、功能和操作。在这点上,流程图或框图中的每个方框可以代表一个模块、程序段或代码的一部分,所述模块、程序段或代码的一部分包含一个或多个用于实现规定的逻辑功能的可执行指令。也应当注意,在有些作为替换的实现方式中,方框中所标注的功能也可以以不同于附图中所标注的顺序发生。例如,两个连续的方框实际上可以基本并行地执行,它们有时也可以按相反的顺序执行,这依所涉及的功能而定。也要注意的是,框图和/或流程图中的每个方框、以及框图和/或流程 图中的方框的组合,可以用执行规定的功能或动作的专用的基于硬件的系统来实现,或者可以用专用硬件与计算机指令的组合来实现。
所述作为分离部件说明的单元可以是或者也可以不是物理上分开的,作为单元显示的部件可以是或者也可以不是物理单元,即可以位于一个地方,或者也可以分布到多个网络单元上。可以根据实际的需要选择其中的部分或者全部单元来实现本实施例方案的目的。
另外,在本公开提供的实施例中的各功能单元可以集成在一个处理单元中,也可以是各个单元单独物理存在,也可以两个或两个以上单元集成在一个单元中。
所述功能如果以软件功能单元的形式实现并作为独立的产品销售或使用时,可以存储在一个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相关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游戏中任务的提示方法的全部或部分步骤。而前述的存储介质包括:U盘、移动硬盘、只读存储器(Read-Only Memory,简称ROM)、随机存取存储器(Random Access Memory,简称RAM)、磁碟或者光盘等各种可以存储程序代码的介质。
应注意到:相似的标号和字母在下面的附图中表示类似项,因此,一旦某一项在一个附图中被定义,则在随后的附图中不需要对其进行进一步定义和解释,此外,术语“第一”、“第二”、“第三”等仅用于区分描述,而不能理解为指示或暗示相对重要性。
最后应说明的是:以上所述实施例,仅为本公开的具体实施方式,用以说明本公开的技术方案,而非对其限制,本公开的保护范围并不局限于此,尽管参照前述实施例对本公开进行了详细的说明,本领域的普通技术人员应当理解:任何熟悉本技术领域的技术人员在本公开揭露的技术范围内,其依然可以对前述实施例所记载的技术方案进行修改或可轻易想到变化,或者对其中部分技术特征进行等同替换;而这些修改、变化或者替换,并不使相应技术方案的本质脱离本公开实施例技术方案的范围。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 (13)

  1. 一种游戏中任务的提示方法,通过第一终端设备提供图形用户界面,所述游戏的游戏场景中至少包含通过所述第一终端设备控制的第一虚拟角色,以及通过第二终端设备控制的至少一第二虚拟对象;所述方法包括:
    在所述图形用户界面中显示游戏场景、与所述游戏场景对应的场景地图,以及任务区域,其中,所述游戏场景中的至少两个指定位置分别设置目标交互对象;所述场景地图中与所述指定位置相对应的地图位置处显示对应的目标交互对象的对象位置标识;
    在所述任务区域显示与所述目标交互对象对应的对象状态标识,所述对象位置标识与所述对象状态标识一一对应;
    响应针对所述第一虚拟角色的控制指令,控制所述第一虚拟角色与位于所述指定位置的目标交互对象执行目标交互行为;
    根据所述目标交互行为确定所述目标交互对象的状态参数;
    根据所述状态参数变更与所述目标交互对象相对应的对象状态标识,并在与所述至少一第二虚拟对象对应的第二终端设备上显示更新后的所述对象状态标识。
  2. 根据权利要求1所述的方法,其中,所述状态参数包括下述任意一项或多项:
    行为未开始执行、行为执行过程中、行为执行完成、行为执行进度、行为执行阶段、行为执行中断、行为执行停止。
  3. 根据权利要求1所述的方法,其中,所述对象状态标识的变更方式包括下述任意一项或多项:
    变更颜色、变更亮度、变更透明度、变更形状、动态变更效果。
  4. 根据权利要求1所述的方法,其中,所述根据所述状态参数变更与所述目标交互对象相对应的对象状态标识,并在与所述至少一第二虚拟对象对应的第二终端设备上显示更新后的所述对象状态标识,包括:
    根据所述目标交互对象的行为执行进度,变更与所述目标交互对象相对应的对象状态标识,并在与所述至少一第二虚拟对象对应的第二终端设备上的所述对象状态标识处显示更新后的行为执行进度。
  5. 根据权利要求1所述的方法,其中,所述根据所述状态参数变更与所述目标交互对象相对应的对象状态标识,并在与所述至少一第二虚拟对象对应的第二终端设备上显示更新后的所述对象状态标识,包括:
    如果所述状态参数表示所述目标交互对象对应的目标交互行为执行完成,则取消显示与所述目标交互对象相对应的对象状态标识,并在与所述至少一第二虚拟对象对应的第二终端设备上取消显示所述对象状态标识。
  6. 根据权利要求1所述的方法,其中,还包括:
    在所述任务区域中显示每个所述目标交互对象对应的目标交互行为的内容;其中,所述目标交互行为的内容和所述对象状态标识之间关联。
  7. 根据权利要求6所述的方法,其中,所述目标交互行为的内容包括下述任意一项或多项:
    破译密码、获取虚拟物体、解救虚拟角色、操作虚拟开关。
  8. 根据权利要求6所述的方法,其中,所述目标交互行为的内容的显示模式为所述目标交互对象的样式。
  9. 根据权利要求6所述的方法,其中,还包括:
    响应于所述目标交互对象对应的目标交互行为执行完成,将所述任务区域中所述目标交互对象对应的目标交互行为的内容更新为所述目标交互对象对应的交互行为执行结果。
  10. 根据权利要求9所述的方法,其中,在所述将所述任务区域中所述目标交互对象对应的目标交互行为的内容更新为所述目标交互对象对应的交互行为执行结果之前,还包括:
    响应于所述目标交互对象对应的目标交互行为执行完成,按照预设动态显示效果显示所述目标交互行为的内容和所述对象状态标识之间的关联效果。
  11. 一种游戏中任务的提示装置,通过第一终端设备提供图形用户界面,所述游戏的游戏场景中至少包含通过所述第一终端设备控制的第一虚拟角色,以及通过第二终端设备控制的至少一第二虚拟对象;包括:
    显示模块,用于在所述图形用户界面中显示游戏场景、与所述游戏场景对应的场景地图,以及任务区域,其中,所述游戏场景中的至少两个指定位置分别设置目标交互对象;所述场景地图中与所述指定位置相对应的地图位置处显示对应的目标交互对象的对象位置标识;
    所述显示模块还用于在所述任务区域显示与所述目标交互对象对应的对象状态标识,所述对象位置标识与所述对象状态标识一一对应;
    控制模块,用于响应针对所述第一虚拟角色的控制指令,控制所述第一虚拟角色与位于所述指定位置的目标交互对象执行目标交互行为;
    确定模块,用于根据所述目标交互行为确定所述目标交互对象的状态参数;
    变更模块,用于根据所述状态参数变更与所述目标交互对象相对应的对象状态标识,并在与所述至少一第二虚拟对象对应的第二终端设备上显示更新后的所述对象状态标识。
  12. 一种电子终端,包括存储器、处理器,所述存储器中存储有可在所述处理器上运行的计算机程序,所述处理器执行所述计算机程序时实现上述权利要求1至10任一项所述的方法的步骤。
  13. 一种计算机可读存储介质,所述计算机可读存储介质存储有计算机可运行指令,所述计算机可运行指令在被处理器调用和运行时,所述计算机可运行指令促使所述处理器运行所述权利要求1至10任一项所述的方法。
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