WO2026020972A1 - 虚拟角色的控制方法、装置、设备及介质 - Google Patents
虚拟角色的控制方法、装置、设备及介质Info
- Publication number
- WO2026020972A1 WO2026020972A1 PCT/CN2025/097291 CN2025097291W WO2026020972A1 WO 2026020972 A1 WO2026020972 A1 WO 2026020972A1 CN 2025097291 W CN2025097291 W CN 2025097291W WO 2026020972 A1 WO2026020972 A1 WO 2026020972A1
- Authority
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- WIPO (PCT)
- Prior art keywords
- item
- character
- player
- chess
- player character
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- Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
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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
- A63F13/40—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
- A63F13/42—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
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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
-
- 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
- A63F13/80—Special adaptations for executing a specific game genre or game mode
- A63F13/822—Strategy games; Role-playing games
Definitions
- This application relates to the field of human-computer interaction, and in particular to a method, device, equipment and medium for controlling virtual characters.
- chess pieces are placed on the board of an auto chess game. After entering the battle phase, the chess pieces placed by both sides automatically play against each other, and the game process has a certain degree of randomness.
- the terminal interface will no longer provide operation controls that can affect the battle; that is, players can no longer influence the battle during the battle phase.
- This application provides a method, device, equipment, and medium for controlling virtual characters, which can improve the efficiency of human-computer interaction between players and terminals during combat.
- the technical solution is as follows:
- a method for controlling a virtual character comprising:
- the terminal displays the game interface of a turn-based chess game, which includes a chessboard area and the first player character, a virtual character used to represent one's own player.
- the terminal controls the first player character to move to the vicinity of the chess piece character, which is a virtual character on the chessboard area used to engage in battle.
- the terminal controls the first player character to release an effect on a piece character, the effect being used to enhance or weaken the piece character's combat ability.
- a control device for a virtual character comprising:
- the display module is used to display the game interface of the turn-based chess game.
- the game interface includes the chessboard area and the first player character, which is a virtual character used to represent the player.
- the control module is used to control the first player character to move to the vicinity of the chess piece character during the battle phase.
- the chess piece character is a virtual character on the chessboard area used to carry out the battle.
- the control module is also used to respond to effect release operations, controlling the first player character to release effects on the piece characters, and the effects are used to enhance or weaken the piece characters' combat abilities.
- a computer device comprising: a processor and a memory, the memory storing a computer program, the computer program being loaded and executed by the processor to implement the virtual character control method as described above.
- a computer-readable storage medium the storage medium storing a computer program that is loaded and executed by a processor to implement the virtual character control method described above.
- a computer program product including computer instructions stored in a computer-readable storage medium.
- a processor of a computer device reads the computer instructions from the computer-readable storage medium, and executes the computer instructions, causing the computer device to perform the virtual character control method provided in the above aspect.
- Figure 1 shows a structural block diagram of a computer system provided in an exemplary embodiment of this application
- Figure 2 shows a schematic diagram of a virtual character control method provided in an exemplary embodiment of this application
- Figure 3 shows a flowchart of a virtual character control method provided in an exemplary embodiment of this application
- Figure 4 shows a schematic diagram of the game interface of a turn-based chess game provided in an exemplary embodiment of this application
- Figure 5 shows a flowchart of a virtual character control method provided in an exemplary embodiment of this application
- Figure 6 shows a schematic diagram of a game interface provided in an exemplary embodiment of this application.
- Figure 7 shows a schematic diagram of a game interface provided in an exemplary embodiment of this application.
- Figure 8 shows a flowchart of a virtual character control method provided in an exemplary embodiment of this application
- Figure 9 shows a flowchart of a virtual character control method provided in an exemplary embodiment of this application.
- Figure 10 shows a schematic diagram of a virtual character control method provided in an exemplary embodiment of this application.
- Figure 11 shows a schematic diagram of a virtual character control method provided in an exemplary embodiment of this application.
- Figure 12 shows a flowchart of a virtual character control method provided in an exemplary embodiment of this application
- Figure 13 shows a schematic diagram of a virtual character control method provided in an exemplary embodiment of this application.
- Figure 14 shows a schematic diagram of a virtual character control method provided in an exemplary embodiment of this application.
- Figure 15 shows a schematic diagram of a virtual character control method provided in an exemplary embodiment of this application.
- Figure 16 shows a flowchart of a virtual character control method provided in an exemplary embodiment of this application
- Figure 17 shows a flowchart of a virtual character control method provided in an exemplary embodiment of this application.
- Figure 18 shows a flowchart of a virtual character control method provided in an exemplary embodiment of this application
- Figure 19 shows a structural block diagram of a virtual character control device provided in an exemplary embodiment of this application.
- Figure 20 shows a structural block diagram of a computer device provided in an exemplary embodiment of this application.
- the information including but not limited to device information, personal information, etc.
- data including but not limited to data used for analysis, stored data, displayed data, etc.
- the collection, use and processing of related data shall comply with the relevant laws, regulations and standards of the relevant countries and regions.
- Turn-based board games These are games where "pieces" are pre-arranged before the game begins, and during the game, these pieces automatically engage in combat based on the pre-arranged layout.
- the "pieces” are usually represented by virtual characters, such as virtual heroes. During the game, these virtual characters automatically unleash various skills.
- the game is typically turn-based; when all of a player's "pieces” are eliminated (i.e., their virtual character's health points drop to zero), that player loses the turn.
- each player in addition to the "piece-type virtual characters" for the game, each player also has a player character representing the current user participating in the game.
- This player character also has health points (or HP), which decrease (indicated by a loss) or remain unchanged (indicated by a win or draw) based on the outcome of each game.
- health points or HP
- turn-based board games include auto-chess.
- Auto Chess A multiplayer turn-based competitive game where players collect hero pieces in-game. For example, there are eight or six players, each occupying a section of the board. Two players engage in one-on-one battles. Each round of a game consists of two phases: a preparation phase where players purchase hero pieces from the shop and arrange them on the board; and a battle phase where both sides lock their formations, and the pieces automatically engage in combat until one side's pieces are all eliminated. The player whose pieces are all eliminated loses the round and loses health. The game continues, with new opponents being matched, until a player's health is ⁇ 0 and they are eliminated. The last remaining player wins the game (1st place).
- Chessboard refers to the area in the turn-based chess game interface used for preparing for and conducting the game.
- the chessboard can be any one of a two-dimensional virtual chessboard, a 2.5-dimensional virtual chessboard, and a three-dimensional virtual chessboard. This application embodiment does not limit this.
- the battle area consists of several identical squares used to place pieces that will engage in combat during the game.
- the piece candidate area includes several candidate piece positions for placing candidate pieces that will not participate in the battle and can be dragged and placed into the battle area during the preparation phase.
- the chessboard area provided in this embodiment does not include the piece candidate area, but only the battle area.
- the battle area includes n (rows) ⁇ m (columns) chess squares, illustratively, where n is an integer multiple of 2, and adjacent rows of chess squares are aligned, or adjacent rows of chess squares are staggered.
- the battle area is divided into two parts by rows: the player's battle area and the opponent's battle area.
- the participating users are located on the top and bottom sides of the battle interface, respectively, and during the preparation phase, users can only place chess pieces in their own battle area.
- the battle area is divided into two parts by columns: the player's battle area and the opponent's battle area, respectively, and the participating users are located on the left and right sides or the top and bottom sides of the battle interface, respectively.
- the shape of the chess squares can be any of squares, rectangles, circles, or hexagons; this application does not limit the shape of the chess squares.
- each piece can generally equip 3 pieces of equipment (or other pieces).
- Equipment provides heroes with attributes or effects such as attack power, defense, health, healing, penetration, and shields.
- Auto chess games in this technology often include a jungle element where players defeat jungle monsters to obtain equipment dropped by them, which they then collect into their inventory.
- Equipment pieces can also be combined to create higher-quality equipment.
- Auto chess games in this technology also include a draft phase where multiple candidate pieces move according to certain rules in the draft area.
- Players control their characters to approach target candidate pieces, which are carrying equipment. Upon contact, the player acquires both the piece and the equipment, and the pieces and equipment are automatically separated. The equipment can then be applied to other pieces.
- a player character is a virtual character that a player wields.
- players assume the role of a player character (also known as a Little Hero).
- Players move pieces using their player character, acquire pieces during the draft round, collect loot orbs during rounds with neutral monsters, and use unique attack/elimination effects to attack the opponent's player character upon defeating them.
- the player character is merely a medium and does not affect the actual combat between the two players' pieces.
- Figure 1 shows a structural block diagram of a computer system provided in an exemplary embodiment of this application.
- the computer system 100 includes: a first terminal 110, a server 120, and a second terminal 130.
- the first terminal 110 has a client 111 installed and running that supports a virtual environment.
- This client 111 can be a turn-based chess game program.
- the user interface of the client 111 is displayed on the screen of the first terminal 110.
- This client can be a client for an auto chess game.
- the first terminal 110 is the terminal used by the first user 112.
- the first user 112 uses the first terminal 110 to place pieces in the battle area of the chessboard.
- the first terminal 110 or the server 120 automatically controls the pieces to fight based on the attributes, skills, and layout of the pieces in the battle area.
- the second terminal 130 has a client 131 installed and running that supports a virtual environment.
- This client 131 can be a turn-based chess game program.
- the user interface of the client 131 is displayed on the screen of the second terminal 130.
- This client can be a client for an auto chess game.
- the second terminal 130 is the terminal used by the second user 132.
- the second user 132 uses the second terminal 130 to place pieces in the battle area of the chessboard.
- the second terminal 130 or the server 120 automatically controls the pieces to fight based on the attributes, skills, and layout of the pieces in the battle area.
- the pieces placed by the first user 112 via the first terminal 110 and the pieces placed by the second user 132 via the second terminal 130 are located in different battle areas on the same chessboard, meaning the first user 112 and the second user 132 are on the same chessboard in the same game.
- the pieces placed by the first user 112 via the first terminal 110 and the pieces placed by the second user 132 via the second terminal 130 are located on different chessboards, meaning the first user 112 and the second user 132 are on different chessboards in the same game.
- a game of turn-based chess is participated in by eight user accounts. In each round, the eight user accounts are matched in pairs, and the two user accounts matched together play against each other on the same chessboard in that round.
- the clients installed on the first terminal 110 and the second terminal 130 are the same, or the clients installed on the two terminals are the same type of client on different operating system platforms (Android or iOS).
- the first terminal 110 can refer to one of multiple terminals, and the second terminal 130 can refer to another of multiple terminals.
- This application embodiment only uses the first terminal 110 and the second terminal 130 as examples.
- the device types of the first terminal 110 and the second terminal 130 may be the same or different, and these device types include at least one of the following: smartphones, tablets, smart TVs, in-vehicle terminals, wearable devices, e-book readers, MP3 players, MP4 players, laptops, and desktop computers.
- the number of terminals described above can be more or less. For example, there may be only one terminal (i.e., the user plays against the artificial intelligence), or there may be six, eight, or more terminals. This application does not limit the number of terminals or the type of device.
- Figure 1 shows only two terminals, but in different embodiments, multiple other terminals 140 can access the server 120.
- one or more terminals 140 are terminals corresponding to developers, on which a development and editing platform supporting a virtual environment client is installed. Developers can edit and update the client on the terminal 140 and transmit the updated client installation package to the server 120 via wired or wireless network.
- the first terminal 110 and the second terminal 130 can download the client installation package from the server 120 to update the client.
- the first terminal 110, the second terminal 130, and other terminals 140 are connected to the server 120 via a wireless network or a wired network.
- Server 120 includes at least one of a single server, multiple servers, a cloud computing platform, and a virtualization center.
- Server 120 provides backend services for clients supporting a 3D virtual environment (clients for turn-based chess games/auto chess games).
- server 120 undertakes the primary computational work, and the terminal undertakes secondary computational work; or, server 120 undertakes secondary computational work, and the terminal undertakes primary computational work; or, server 120 and the terminal collaborate on computation using a distributed computing architecture.
- server 120 includes processor 122, user account database 123, battle service module 124, and user-facing input/output interface (I/O interface) 125.
- Processor 122 loads instructions stored in server 120 and processes data in user account database 123 and battle service module 124.
- User account database 123 stores data about user accounts used by first terminal 110, second terminal 130, and other terminals 140, such as user account avatars, nicknames, combat power indices, and the service area where the user account is located.
- Battle service module 124 provides multiple battle rooms for users to play against each other.
- User-facing I/O interface 125 establishes communication and exchanges data with first terminal 110 and/or second terminal 130 via wireless or wired network.
- Figure 2 illustrates a schematic diagram of a virtual character control method provided in an exemplary embodiment of this application. The method is illustrated by example, with the method executed by the first terminal 110 in Figure 1.
- there are multiple rounds including competitive rounds and non-competitive rounds.
- Competitive rounds are rounds where players battle against each other or between a player and a mirror image player.
- Non-competitive rounds include rounds of hunting, drafting, etc.
- a round of play consists of a preparation phase and a battle phase.
- the preparation phase is used by players to decide the types and numbers of pieces they will use, as well as their positions on the board.
- the battle phase is when the pieces of both sides automatically engage in combat on the board; the round ends when all of one side's pieces are defeated.
- the first terminal 110 displays the game interface of a turn-based chess game.
- the game interface of the turn-based chess game includes a chessboard area 201, a first chess player character 202, and multiple chess piece characters (chess pieces A, B, C, E, and G).
- Chessboard area 201 includes both your own chessboard area and your opponent's chessboard area. Your own chessboard area is used to position your pieces during the preparation phase. Your opponent's chessboard area is used to position their pieces during the preparation phase. Upon entering the battle phase, your own and opponent's chessboard areas are combined to form chessboard area 201.
- the first player character 202 is a virtual character representing your player.
- the first player character 202 can move within the chessboard area 201.
- the first player character 202 can use its carried items to buff the target chess piece character, thereby improving the target chess piece character's combat ability.
- “nearby” refers to a situation where the distance between the player and the target chess piece character is less than a distance threshold.
- this distance threshold is a preset fixed value, for example, three chess squares.
- first item type indicator 203 is displayed around the first player character 202.
- the first item type indicator 203 indicates the type of item carried by the first player character 202.
- the item is a virtual potion, and different types of virtual potions have different effects.
- the first item type indicator 203 includes three item slots (circular slots in the image), each corresponding to one item.
- the content filled in each item slot corresponds to the item type. For example, if an item slot is filled in red, it corresponds to an attack item; using an attack item increases the attack power of the piece. Another example is if an item slot is filled in blue, it corresponds to a movement speed item; using a movement speed item increases the movement speed of the piece.
- other methods can be used to represent item types. For instance, each item slot size represents a different item type, or the item slots can be filled with numerical markers, each number representing a different item type.
- the first player character 202 moves to the vicinity of a piece character.
- the second image of Figure 2 shows that when the first player character 202 moves to the vicinity of a piece character (piece A), a first number of item slots 204 will be displayed.
- the first number is the maximum number of items the first player character 202 can carry simultaneously; as shown in the second image of Figure 2, the first player character 202 is carrying the full number (three) of items.
- "vicinity" refers to a situation where the distance to the piece character is less than a distance threshold.
- this distance threshold is a preset fixed value, for example, three squares.
- a piece character is any piece character in the chessboard area used to engage in battle.
- one of the first item slots 204 displays the first item 205.
- the first item 205 will be used within its effective range 206.
- the chess piece (chess piece A) located within the effective range 206 of the first item 205 receives the effect of the first item 205. For example, if the first item 205 is an attack item, the chess piece's attack power is increased.
- This effect can be positive or negative.
- a positive effect enhances the combat ability of the chess piece, while a negative effect weakens it.
- the player can control the first player character to move near the chess piece characters and release effects on them to enhance or weaken their combat abilities.
- the player can influence the battle through a series of operations during the battle phase.
- this embodiment improves the efficiency of human-computer interaction between the player and the terminal during the battle phase.
- this embodiment enriches the gameplay mechanism, adding a degree of controllable randomness to the automatically initiated battle phase.
- Players can use positive effects to gain an advantage and achieve a comeback, or use negative effects on the opponent's chess piece characters; that is, this embodiment enriches the player's available game strategies.
- the player also controls the first player character to release effects near the chess piece characters, increasing the interaction between the first player character and the chessboard area. Since the first player character is a virtual character controlled by the player, this embodiment enhances the player's sense of immersion.
- players can acquire items through non-combat rounds.
- Non-combat rounds include at least one of draft rounds and jungle rounds.
- the draft round multiple candidate pieces move within the draft area according to certain rules.
- Players control the first player character to approach a target candidate piece.
- This piece carries equipment and items.
- the first player character simultaneously acquires the piece, its equipment, and items, and the binding relationships between them are automatically released.
- the equipment can be applied to other pieces, while the items become bound to the first player character and can be used on other pieces later.
- the first player character can only carry a maximum of a certain number of items simultaneously, such as a maximum of three. Once the first player character has reached this maximum number of items, they cannot acquire any more items even if they contact a piece.
- the interface will display the battle between your team's pieces and the jungle monsters.
- your team successfully defeats a jungle monster it will drop a random resource (optional, a loot orb marked with a question mark).
- the player controls the first player character to move to the location of the random resource, pick it up, and open it to obtain a random item, such as an attack item.
- the obtained item will be bound to the first player character, who can only carry a maximum of three items at a time. Once the first player character has reached this maximum, they cannot obtain any more items by picking up and opening random resource objects.
- a prompt message is displayed to indicate that the item quantity has reached the maximum limit and there is no need to perform the operation of acquiring items. This saves the user time by eliminating the need to control the first player character to touch pieces or pick up random resources.
- the embodiments of this application also provide a method for obtaining items through draft rounds and jungle rounds. Based on the existing draft rounds and jungle rounds in related technologies, obtaining items through draft rounds and jungle rounds rationalizes the acquisition method of items. There is no need to add additional rounds (or other acquisition methods) for obtaining items in the game, thereby reducing the complexity of the game and reducing the learning cost for users.
- Figure 3 shows a flowchart of a virtual character control method provided in an exemplary embodiment of this application, illustrated by an example of the method being executed by the first terminal 110 shown in Figure 1.
- the method includes:
- Step 320 The first terminal displays the game interface of a turn-based chess game.
- the game interface includes a chessboard area and a first player character, which is a virtual character used to represent one's own player.
- Turn-based board games refer to games where "pieces" are pre-arranged before the game begins, and during the game, these pieces automatically engage in combat based on the pre-arranged layout.
- the "pieces” are usually represented by virtual characters, such as virtual heroes. During the game, these virtual characters automatically unleash various skills to fight.
- the game is typically turn-based; when all of a player's "pieces” are eliminated (i.e., their virtual character's health points decrease to zero), that player loses the turn.
- each player in addition to the "piece-type virtual characters" for the game, each player also has a player character representing the current user participating in the game.
- This player character also has health points (or HP), which decrease (indicated by a loss) or remain unchanged (indicated by a win or draw) based on the outcome of each game.
- health points or HP
- turn-based board games include auto-chess.
- turn-based chess games will consist of multiple rounds, including competitive rounds and non-competitive rounds.
- a non-competitive round may be executed after every five competitive rounds, or at the very beginning of the game.
- Competitive rounds involve player-to-player or player-to-mirror battles. For instance, if an even number of players remain, they will be paired up in the next competitive round; if an odd number remain, the remaining player will play against the mirror image of another player.
- Non-competitive rounds include draft rounds and jungle rounds. In draft rounds, multiple player characters will compete for chess pieces in the draft arena. Successfully acquiring a chess piece also grants the player the equipment associated with that piece. In jungle rounds, the player's team of chess pieces will fight against wild monsters. Upon victory, players will receive equipment dropped by the monsters.
- the first terminal displays a game interface for a turn-based chess game, which includes a chessboard area and a first player character.
- the chessboard area includes the player's own chessboard area and the opponent's chessboard area.
- the player's own chessboard area is used to position their pieces during the preparation phase.
- the opponent's chessboard area is used to position their pieces during the preparation phase.
- the player's and opponent's chessboard areas are joined together to form the final chessboard area.
- the chessboard area includes several squares of the same size, used to place pieces used in the battle.
- the chessboard area includes n (rows) ⁇ m (columns) squares, illustratively, where n is a multiple of 2, and adjacent rows of squares are staggered.
- the shape of the squares can be any of squares, rectangles, circles, or hexagons; this embodiment does not limit the shape of the squares.
- the first player character is a virtual character representing one's own player.
- the first player character is the first player character controlled by a first terminal, which is a terminal logged into a first account, and the first account is the player's account.
- the first player character has the ability to move within the game interface.
- the game interface displays the first player character's stationary position (which could be a seat, etc.).
- the first player character is not limited to this stationary position but can move freely within the game interface, for example, from their own chessboard area to the opponent's chessboard area.
- different players may have different or the same type of player character.
- players can acquire different types of player characters by completing tasks, purchasing from the store, or receiving them as gifts from the system.
- the appearance of the player characters can be animals, human figures, anime characters, etc., and players can choose any player character they own to play.
- the game interface 400 includes a board area 401 and a first player character 402.
- the board area 401 displays several rows of intersecting squares, and the first player character 402 is represented by a Little Hero figure.
- the game interface 400 in Figure 4 also includes multiple piece characters (pieces A, B, C, E, and G).
- the game interface may also include a synergy information area, a player information area, and a preparation area.
- the Synergy Information area displays the synergy status of your team's pieces on the board.
- a "synergy building" mechanism Each piece belongs to a faction and has a role. When the number of pieces from the same faction (or role) reaches a certain threshold, a special effect occurs. For example, if there are three pieces in your team belonging to the "Wizard" role, a special effect will be triggered, such as increasing the magic damage of "Wizard" pieces.
- the Synergy Information area displays the status of several synergy relationships within the board. A synergy relationship refers to a relationship within the same faction or role, and the status indicates whether the number of pieces involved has reached a preset limit.
- the Synergy Information area also displays the number of pieces in each of the several synergy relationships within the board, and whether the number of pieces in each relationship has reached the preset limit.
- the player information area displays information about surviving chess player characters in the game, including health points, health point ranking, player character portraits, names, etc.
- the synergy information area is displayed on the left side of the game interface, and the player information area is displayed on the right side. This allows players to obtain information in real time, and the information areas are reasonably and symmetrically distributed, making it easy for players to distinguish and find information.
- the preparation area is used to place unused chess pieces. During the preparation phase, players can purchase chess pieces from the shop and place them in the preparation area, and then drag the chess pieces from the preparation area onto the chessboard area.
- synergy information area 403 displays the synergy information for the four roles (Wizard, Fighter, Shapeshifter, and Assassin).
- Player information area 404 displays the health information and health ranking information of the remaining eight players.
- Preparation area 407 displays the unplayed piece character A.
- the game interface also displays upgrade controls and purchase controls.
- the upgrade controls are used to upgrade the level of the first player character. The higher the level of the first player character, the more pieces can be played in the player's board area.
- the purchase controls are used to buy pieces from the shop. Upgrading a player character and buying pieces both require a certain amount of money, and players can allocate their spending reasonably.
- Figure 4 shows upgrade control 405 and purchase control 406. In this case, upgrade control 405 also shows that the first player character's level is 5, and purchase control 406 also shows that the player's current remaining resources are 5.
- Step 340 During the battle phase, the first terminal controls the first player character to move to the vicinity of the chess piece character, which is a virtual character on the chessboard area used to engage in battle.
- a game consists of a preparation phase and a battle phase.
- the preparation phase is for each player to set up their pieces on the board.
- the battle phase is when the pieces from both sides automatically engage in combat.
- certain algorithms and rules control the pieces in each player's and opponent's teams to fight.
- pieces can move within the board area during battle. For example, a piece designated as an "Assassin” can move to a later position in the opponent's board area to ambush stronger enemy pieces (such as a "Marksman” piece).
- the player can control the first chess player character to move on the chessboard area. For example, the player clicks on a target location on the interface, and the first chess player character navigates to that location; or, the player uses a joystick on the first terminal to control the first chess player character to move near a chess piece.
- the player can control the first chess player character's movement through gestures, voice control, eye-tracking, or other methods.
- the player can control the first chess player character's movement using VR (Virtual Reality)/AR (Augmented Reality) devices.
- the chessboard area contains both the player's own pieces and the opponent's pieces.
- Players can control their first player character to move near a piece, which can be from either their own or the opponent's team; this embodiment does not impose such limitations.
- the piece is a target selected by the player from multiple pieces on the chessboard. The player will select the piece based on their strategy developed during the battle and will then perform subsequent actions.
- Step 360 In response to the effect release operation, the first terminal controls the first player character to release an effect on the piece character.
- the effect is used to enhance or weaken the piece character's combat ability.
- the effect release operation is an operation used to indicate the release effect, which can be an operation of clicking a preset control, an operation of sliding along a preset trajectory, an operation of clicking an effect icon used to represent the effect, etc.
- This application embodiment does not limit this.
- the player can control the first chess piece character to cast effects on the chess piece character.
- effects enhance or weaken the chess piece character's combat abilities.
- effects can be items, skills, or other types of effects.
- effects can be positive or negative.
- Positive effects enhance the chess piece character's combat abilities, such as increasing the chess piece character's attack speed, movement speed, physical attack power, physical defense power, magical attack power, magical defense power, etc., or restoring the chess piece character's health or mana, etc.
- Optional positive effects could include increasing the attack range of a chess piece, reducing the cooldown time of a chess piece's skills, re-releasing the most recently released skill, randomly moving to another position on the chessboard, changing the chess piece's role or faction (used by players to create other synergies and generate other synergy effects), increasing the level of a chess piece (for example, if the original chess piece was a one-star piece, the effect would be to temporarily change the chess piece to a two-star piece), and so on.
- Negative effects are used to weaken the combat capabilities of chess pieces, such as reducing the attack speed, movement speed, physical attack power, physical defense power, magic attack power, magic defense power, etc., or deducting the health points, mana points, etc. of chess pieces.
- negative effects could include reducing the attack range of a chess piece, increasing the cooldown time of a chess piece's skills, randomly moving it to another position on the chessboard, changing the chess piece's role or faction (used by players to disrupt the synergies previously formed by opposing players), or lowering the level of a chess piece (for example, if a chess piece was originally a two-star piece, the effect would be to temporarily change it to a one-star piece), and so on.
- the effect possessed by the first player character is not inherently defined as positive or negative, but only as the way it affects the piece.
- the first player character's effect might be to adjust the piece's movement speed by 20, but it doesn't specify whether it increases or decreases the movement speed.
- the terminal responds to the effect release operation, and then determines whether to control the first player character to release a positive or negative effect on the piece based on whether the selected piece is from the player's own team or the opponent's team.
- the effect possessed by the first player character is already defined as either a positive or negative effect.
- the effect of the first player character is to reduce the movement speed of a piece by 20
- the terminal responds to the effect release operation without needing to detect whether the piece selected by the player is a piece from their own team or the opponent's team.
- the terminal can directly control the first player character to release the effect on that piece.
- the player's first player character will be penalized, such as having an effect removed, having their movement speed reduced, or having one of their pieces destroyed.
- the player can control the first player character to move near a piece character and release effects on the piece character to enhance or weaken its combat ability.
- the player can influence the battle through a series of operations during the battle phase.
- this embodiment improves the efficiency of human-computer interaction between the player and the terminal during the battle phase.
- this embodiment enriches the gameplay mechanism, adding a degree of controllable randomness to the automatically initiated battle phase.
- Players can use positive effects to gain an advantage and achieve a comeback, or use negative effects on the opponent's pieces, thus enriching the player's strategic choices.
- the player will also control the first chess player character to release effects near the chess piece character, increasing the interaction between the first chess player character and the chessboard area. Since the first chess player character is a virtual character controlled by the player, this embodiment can enhance the player's sense of immersion.
- step 360 includes step 520 shown in FIG5.
- the following example illustrates the method performed by the first terminal 110 shown in FIG1.
- Step 520 In response to the first use operation, the first terminal controls the first chess player character to use the first item within the effective range of the first item.
- the chess piece character is within the effective range of the first item, and the first item is used to produce an effect.
- the player will use the first item via a first-use operation. If the chess piece character is within the effective range of the first item, the item's effect will occur on the chess piece character. It should be noted that the effective range refers to the area on the interface where the effect occurs, i.e., a positional area.
- the first item is a virtual item used to produce an effect.
- the first item is a virtual item carried by the first player character, meaning the first item is bound to the player character.
- the first player character can carry a maximum of a first number of items simultaneously, optionally three.
- the first item is a consumable virtual item, meaning it has a quantity characteristic; each time the first item is used, the quantity of the first item decreases by one (it can also be set to decrease by two, three, etc.).
- the consumable virtual item setting allows the game to further develop the acquisition mechanism of the first item, further enriching the game's playability; moreover, the consumable virtual item setting makes players drain the first item more.
- the first item can be a virtual potion, virtual talisman, virtual card, etc.
- the effect of the first item has a time limit; it takes effect for a certain duration and then expires.
- Items can be categorized into items with short-lived effects and items with long-lived effects. Items with short-lived effects have a time limit; they take effect for a certain duration and then expire. The effective duration of different items with short-lived effects can be equal or unequal.
- Items with long-lived effects have their effects active for the entire battle phase of the current turn.
- the game differentiates items, leading more players to want items with longer durations and fewer players to want items with shorter durations. This increases the difficulty of obtaining items with longer durations and decreases the difficulty of obtaining items with shorter durations, thus requiring players to decide whether to obtain items with longer or shorter durations, enriching the game strategies available to players.
- the chess piece can be a chess piece selected by the player from their own team, and the first item can be a positive item, meaning the first item can have a positive effect on the chess piece.
- the chess piece can be a chess piece selected by the player from the opponent's team, and the first item can be a negative item, meaning the first item can have a negative effect on the chess piece.
- the first item includes attack speed items (e.g., attack speed potions), movement speed items (e.g., movement speed potions), physical attack power items (e.g., physical attack power potions), physical defense power items (e.g., physical defense potions), magic attack power items (e.g., magic attack power potions), magic defense power items (e.g., magic defense potions), etc.
- attack speed items e.g., attack speed potions
- movement speed items e.g., movement speed potions
- physical attack power items e.g., physical attack power potions
- physical defense power items e.g., physical defense potions
- magic attack power items e.g., magic attack power potions
- magic defense power items e.g., magic defense potions
- the first use operation i.e., the operation of using the first item
- the player activates the first item's effect by clicking it.
- the first use operation can be a swipe operation on the first item, such as swiping it over a chess piece.
- the player uses the first item by swiping it over the chess piece; if the chess piece's position is outside the item's effective range, a message will be displayed indicating that the item cannot be used.
- the first use operation can also be a double-click operation on the first chess piece character.
- the game system can be set (or the default setting) to double-click on the first chess piece character to use the first item.
- the effective range of the first item refers to the area within the interface where the effect of the first item applies.
- the effective range is a geometric region (circle, ellipse, rectangle, etc.) centered on the first player character, generated based on a preset length.
- the preset length can be different lengths set for different items, or it can be a single preset length shared by multiple or all items regardless of item type.
- the preset length is measured by the number of chess squares; for example, the effective range is a circular area with a radius of one chess square (or two chess squares, or half a chess square).
- the shape of the chess squares is a regular hexagon, and each "chess square" indicates the distance between two parallel sides of a chess square.
- different items may have the same display format for their effective range, or different items may have different display formats for their effective range.
- the display format may include size, shape, color, transparency, etc.
- the effective range of an attack power item is a circular area with a radius of one square centered on the first player's character
- the effective range of a movement speed item is a circular area with a radius of three squares centered on the first player's character.
- different display forms are related to the type of props, which is beneficial for targeted settings for various props. For example, for attack power props that are more important, a smaller range can be set to reflect the scarcity of attack power props, while for attack speed props that are less important, a larger range can be set to allow more pieces to enjoy the benefits.
- Figure 6 shows a game interface 600 for a turn-based board game.
- the game interface 600 includes a board area 601, a first player character 602, and multiple piece characters (including pieces A, B, C, E, etc.).
- the first player character 602 is controlled to move near a piece character (piece "A").
- the first player character 602 uses a first item 609.
- the piece character is within the effective range 610 of the first item 609, and the piece character gains the effect of the first item 609.
- Figure 7 shows an animated illustration of using the first item 609, which is used within the effective range 610 of the first item 609.
- Figures 6 and 7 also show the bond information area 603, player information area 604, upgrade control 605, purchase control 606, and preparation area 607.
- the use of props to affect chess piece characters provides a reasonable and practical way to enhance the game.
- the game can be developed and updated based on the prop system for chess player characters in the future.
- the method includes steps 820, 840 and 860 shown in FIG8.
- Step 820 If there are chess pieces near the first chess player, the first terminal displays the first number of item slots that the first chess player has, where the first number is the maximum number of items that the first chess player can carry.
- the system continuously detects whether there are any other pieces nearby. If a piece is detected nearby, the system displays the first number of item slots the first player has. These slots are used to hold items, and the first number is the maximum number of items the first player can carry.
- “nearby” refers to a situation where the distance to the first player is less than a first distance threshold.
- the first distance threshold is a preset fixed value, for example, three squares.
- the first distance threshold is determined based on the effective range of the items carried by the first player character.
- the first distance threshold is the radius of the largest effective range (circular effective range) among the items carried by the first player character. For example, if the first player character carries item A with an effective range radius of three squares, item B with an effective range radius of two squares, and item C with an effective range radius of one square, then the first distance threshold used for detection is determined to be three squares.
- Item slots are used to hold items.
- the first number of item slots can have three states: no empty slots, partially empty slots, and all empty slots. This embodiment will focus on the two states of no empty slots and partially empty slots; all empty slots indicate that the first player character is not carrying any items.
- the shape of the item slot is related to the item it holds. For example, if a slot holds an attack item, an attack icon (such as a sword) will be displayed on the top border of the slot; similarly, if a slot holds a defense item, a defense icon (such as a shield) will be displayed on the top border of the slot.
- the shape of the item slot can be square, trapezoidal, rectangular, circular, etc. In this embodiment, the item slots will hold the items carried by the first player character, allowing the user to select the first item from their carried items. Therefore, the item slot design makes the player's use of the first item more rational and convenient.
- non-empty item slots may also have prompt elements, each prompt element indicating the usage priority of the item in the currently non-empty slot. Therefore, the method further includes displaying a prompt element in each of the first number of item slots in a non-empty slot, each prompt element indicating the usage priority of the item in the currently non-empty slot.
- a dynamic effect is displayed for a non-empty item slot.
- the more elaborate the effect the higher the priority of the item in that slot, allowing the player to use it first.
- the priority refers to the order in which the current item is used.
- Different effects have different suitability for different chess piece characters. For example, a "shooter” character needs attack speed items more, while a “tank” character needs defensive items more. Therefore, when a large number of "shooter” characters are detected near the first player character, a dynamic effect prompts the player to prioritize attack speed items.
- a prompt label is displayed.
- the prompt label is located at the top border of the slot and displays a number. For example, if the number is 1, it indicates that the item in the currently non-empty slot has a usage priority of 1 among the items carried by the first player character.
- prompts on non-empty slots indicate the priority of each item, allowing players to quickly decide which item to use. It's understood that in turn-based board games, even though pieces automatically battle during the combat phase, providing players with relatively free time, players still need to perform other operations (such as considering which pieces to buy next, managing resources, and assessing other players' strength). Therefore, this embodiment prompts players on the priority of each item, facilitating quick item usage and reducing the burden on players during combat, allowing them to focus more on other tasks.
- Figure 6 shows the first number of item slots 608 carried by the first player character 602. At this time, the first number is three, and the first number of item slots 608 are in a state of no empty slots. The first slot from left to right is used to accommodate the first item 609.
- Step 840 The first terminal displays the first item in one of the first number of item slots.
- the pattern, name, and color of a first item is displayed in one of the first number of item slots to represent the first item. This slot was originally empty; after the first item is displayed in the slot, it becomes a non-empty slot.
- Figure 6 shows the pattern and color of the first item (virtual potion) 609 (different colors are represented by different fill contents in Figure 6).
- the first item 609 is an attack potion
- the pattern of the first item in Figure 6 is the pattern of an attack potion, filled with red.
- this embodiment of the application uses the first prop as an example, and the first prop is used in the subsequent step 860.
- the method may not use the first prop after executing steps 820 and 840, that is, step 860 may not be executed.
- the method further includes: when there are other chess pieces near the first player character, the terminal displays a first number of item slots possessed by the first player character, where the first number is the maximum number of items the first player character can carry; the terminal displays at least one item from the first number of item slots, such that the number of non-empty slots in the item slots equals the number of items possessed by the first player character, with each non-empty slot corresponding to one item.
- the newly acquired item can be displayed in the first empty slot after an existing non-empty slot.
- Step 860 In response to the first use operation, the first terminal controls the first chess player character to use the first item within the effective range of the first item.
- players can preview the effective range of the first item before using it, and then decide whether to use the first item within the current effective range.
- the expected effective range of the first item is displayed.
- the first triggering operation can be a long press operation (the expected effective range is displayed during the long press), a single click operation (the expected effective range is displayed after the single click), etc.
- the expected effective range is shown in Figure 6, which shows the expected effective range 610.
- control the first player character to use the first item within the expected effective range of the first item In response to a second triggering action on the first item, control the first player character to use the first item within the expected effective range of the first item.
- the second triggering action can be a click action, etc.
- This application provides a method for previewing the effective range before triggering an item. Before using the first item, players can preview its effective range and then decide whether to use it within that range. This helps players make informed decisions about the first item and avoids accidentally using it in an unsatisfactory effective range.
- the user can quickly trigger the use of the first prop by double-clicking the first prop.
- the expected effective range refers to the effective range of the previewed item.
- the expected effective range is a circular area centered on the first player's character with a preset length as its radius.
- the preset length can be different lengths set for different items, or it can be a single preset length shared by multiple or all items regardless of item type.
- different items may have the same display format for their expected effective ranges, or different items may have different display formats, including size, shape, color, and transparency.
- the display format of the expected effective range is associated with the chess piece characters within the expected effective range.
- the display format of the expected effective range is associated with at least one of the following: the number of chess piece characters of each category within the expected effective range (e.g., they can participate in forming five different synergies), the total number of chess pieces (e.g., there are five chess pieces in total), the number of each faction (e.g., three chess pieces belonging to faction A, one chess piece belonging to faction B, and one chess piece belonging to faction C), and the number of each position (e.g., three chess pieces belonging to position A and two chess pieces belonging to position B).
- the pieces belonging to faction A are the most numerous, and the background color of the expected effective area is rendered using the main color of faction A.
- the display format of the expected effective range is determined based on the number of chess pieces belonging to the first synergy group within the expected effective range of the first item, wherein the first synergy group is the synergy group corresponding to the first item.
- the first item is an item exclusive to the first synergy group.
- "Exclusive” can be understood as having the best effect on the first synergy group and a weaker effect on other synergy groups, or it can be understood as only affecting the first synergy group and not other synergy groups.
- the first item might be an attack speed item, and the first synergy group is a "Marksman" unit; or the first item might be a defensive item, and the first synergy group is a "Tank” unit, whose main purpose is to absorb enemy fire.
- the expected effective range of the first item can be displayed in multiple levels, such as Level 1, Level 2, and Level 3, corresponding to 1, 2, and 3 chess pieces respectively.
- Level 1 display will be shown; if there are two, the Level 2 display will be shown; similarly, if there are three, the Level 3 display will be shown.
- the transparency of the different display levels varies, with higher-level displays having lower transparency, meaning the expected effective range is clearer.
- the user can also be prompted whether the currently selected item (first item) is at a suitable time to be used and whether the first player character is in the optimal position. This makes it easier for the user to readjust the position of the first player character until the best effective position of the first item is found, maximizing the effect of the first item. At this time, the strategic nature of the game is further enhanced.
- a first item type indicator is displayed around the first player character, which is used to indicate the type of item carried by the first player character.
- a first item type indicator is displayed within the area where the first player character is located.
- This area refers to a geometric region (circle, ellipse, rectangle, etc.) centered on the first player character and generated based on a distance threshold.
- the first item type indicator can be displayed at any location within this area.
- this distance threshold can be different lengths set for different items, or it can be a single threshold shared by multiple or all items regardless of their type.
- this distance threshold is measured by the number of squares.
- the area where the first player character is located is a circular area with a radius of half a square.
- the squares are regular hexagons, and each "square" indicates the distance between two parallel sides of a square.
- the first item type indicator includes a first number of item slots, each corresponding to one item.
- the first number is the maximum number of items the first player character can possess simultaneously.
- each circular slot in the first item type indicator 408 represents an item slot.
- For an item slot if it is empty, it means the first player character does not possess any items; if it is filled with the color (or pattern, or other identifying filler) of the first item, it means the first player character possesses one first item.
- Figure 4 shows the first player character carrying a full quantity (three) of items.
- the first item type indicator allows players to know the type of item they are carrying in real time, which helps players to consider the use strategy of the item in real time and improves the strategic nature of the game.
- the player's interface will also display an indicator of the opponent's character's item type, allowing the player to adopt a better strategy for using their own items. For example, when the opponent carries more attack items, the player can temporarily refrain from using defensive items and only use defensive items when the opponent uses attack items.
- a second item type indicator is displayed on the player's game interface. This indicator follows the second player's character and indicates the type of item carried by that character.
- the second player is a virtual character representing the opponent.
- the second item type indicator's interface is identical to the first item type indicator, providing the same information to both players.
- the design of the second item type indicator can be referenced from the first item type indicator described above, and will not be elaborated upon further here.
- the first possible acquisition method Based on the optional embodiment shown in Figure 5 (or Figure 8), referring to Figure 9, the following steps 920 and 940 are included before step 520 (or step 820).
- Step 920 In the first non-combat round, the first terminal displays multiple player roles and multiple candidate piece roles in the field, with each player role corresponding to one of the multiple players participating in the game.
- Turn-based games consist of multiple rounds, including combat rounds and non-combat rounds.
- combat rounds are those where players fight against each other or between player mirror images, while non-combat rounds are not used for combat.
- the first non-combat round can be called a draft round.
- draft rounds in related technologies multiple player characters will compete for chess pieces in a draft arena. When a player successfully drafts a chess piece, they also acquire the equipment bound to that chess piece.
- multiple player characters and multiple candidate pieces are displayed on the field.
- the multiple candidate pieces are arranged in a circle on the field, rotating and moving end-to-end at a certain speed.
- the multiple player characters are located around the field; for example, there are eight players, with each pair of players spaced evenly apart, and the eight players are distributed end-to-end around the perimeter of an elliptical field.
- Figure 10 shows eight player characters 1001, and nine candidate pieces (pieces A, B, C, B, etc.) in the field.
- the nine candidate pieces are connected end to end and rotate at a certain speed.
- Step 940 The first terminal controls the first player character to come into contact with the target player character in the field, and obtains the target player character and the items carried by the target player character.
- the target player character is one of multiple candidate player characters.
- Each of the multiple candidate chess pieces carries at least one (it can be one, two, or more) item.
- Players control their first chess piece to interact with a target chess piece on the field, acquiring the target chess piece and its item.
- the target chess piece is one of the multiple candidate pieces.
- Players can first observe which chess piece and item they most want from the multiple candidate pieces. If the player's most desired chess piece and item are perfectly matched, they can acquire both. However, in many cases, the player's most desired chess piece and item are not matched. In this case, the player needs to weigh the options: choose the most desired chess piece, choose the most desired item, or compromise by choosing a less desirable chess piece and item that are matched. In this embodiment, the item and chess piece are matched, enriching the game's strategic depth and requiring players to consider the pieces they want to capture from multiple perspectives.
- the first player character is considered to have successfully acquired the target player character and the item carried by the target player character.
- the target player character and the item are unbound, meaning the item can still be applied to other player characters.
- FIG 11 which shows the first player character 1101 successfully contacting a chess piece character (chess piece R in the figure) and thus acquiring the chess piece character and its carried items (virtual potions).
- each of the multiple candidate chess piece characters is also bound to virtual equipment, and when the first player character 1101 successfully contacts the chess piece character, it will also acquire the equipment carried by the chess piece character.
- the embodiments of this application also provide a method for obtaining items through the first non-combat round (draft round). Based on the existing draft round in related technologies, obtaining items through the draft round rationalizes the way items are obtained. There is no need to add an extra round (or other acquisition method) for obtaining items in the game, thereby reducing the complexity of the game and reducing the learning cost for users.
- a first item type indicator is displayed around the first player character.
- the first item type indicator includes a first number of item slots, which is the maximum number of items the first player character can possess simultaneously.
- the first item type indicator includes a first number of item slots, each corresponding to one item, and the first number is the maximum number of items the first player character can possess simultaneously.
- each "circular grid" in the first item type indicator 1102 represents an item slot. For an item slot, if it is empty, it indicates that the first player character does not possess any items; if it is filled with the color (or other identifying filler such as a pattern) of a first item, it indicates that the first player character possesses one first item.
- one empty item slot in the first number of item slots is changed to a non-empty state, indicating that the number of items carried by the first player character increases by one.
- Figure 11 shows that after acquiring the first item, the first player character 1101 has one non-empty item slot and two empty item slots.
- the first item type indicator allows players to know the type of items they have obtained in real time, which helps them to consider their item acquisition strategy and decide which items to acquire next, thereby enhancing the game's strategic depth.
- a second possible method of acquisition Based on the optional embodiment shown in Figure 5 (or Figure 8), referring to Figure 12, steps 1220 and 1240 are further included before step 520 (or step 820).
- Step 1220 In the second non-combat round, if the player's team of pieces successfully defeats the virtual monster, the first terminal displays a random resource on the interface.
- the random resource corresponds to a random item.
- the second non-combat round can be called the jungle round.
- the player's own pieces will fight against the jungle monsters. After winning the battle, the player will obtain the equipment dropped by the jungle monsters.
- the game interface where the player's pieces attack the virtual monster will be displayed.
- the game interface will display the random resource dropped by the virtual monster, which corresponds to a random item.
- a random resource element refers to an interface element that contains random resources.
- a random resource element may be represented as a random loot orb. Referring to Figure 13, which shows the interface when the player's piece team 1301 battles against the virtual monster 1302, Figure 14 shows the random resource element 1402 displayed after the player's piece team 1401 successfully defeats the virtual monster.
- the random resource element 1402 is an orb with a question mark.
- Step 1240 The first terminal controls the first chess player character to move to the location of the random resource object, picks up and opens the random resource object, and obtains the item corresponding to the random resource object.
- the player controls the first chess player character 1501 to move to the location of the random resource, picks up and opens the random resource, and then obtains the first item, which is a "power potion" shown in Figure 15.
- a first item type indicator is displayed around the first player character.
- the first item type indicator includes a first number of item slots, which is the maximum number of items the first player character can possess simultaneously.
- one empty item slot in the first number of item slots is changed to a non-empty state.
- the first item type indicator includes a first number of item slots, each corresponding to one item.
- the first number is the maximum number of items a first player character can possess simultaneously.
- each circular grid in the first item type indicator 1502 represents an item slot. For an item slot, if it is empty, it indicates that the first player character does not possess the item; if it is filled with the color (or pattern, or other identifying filler) of the first item, it indicates that the first player character possesses the first item.
- Figure 15 shows that after acquiring the first item, the first player character 1501 has one non-empty item slot and two empty item slots.
- the embodiments of this application also provide a method for obtaining items through a second non-combat round (jungle round). Based on the existing jungle round in related technologies, obtaining items through the jungle round rationalizes the way items are obtained. There is no need to add an extra round (or other acquisition method) for obtaining items in the game, thereby reducing the complexity of the game and reducing the learning cost for users.
- a second non-combat round (jungle round).
- the first item type indicator allows players to know the type of items they have acquired in real time, which helps them to consider their item acquisition strategy and decide which items to acquire next, thereby enhancing the game's strategic depth.
- step 360 includes step 1620 shown in FIG16.
- Step 1620 In response to the skill release operation, the first terminal controls the first chess player character to use the first skill within the effective range of the first skill.
- the chess piece character is within the effective range of the first skill, and the first skill is used to generate an effect.
- the first player character releases a skill to affect the chess piece character.
- the first player character is controlled to use the first skill within its effective range. If the chess piece character is within the effective range of the first skill, the first skill will affect the chess piece character.
- the first skill is a skill possessed by the first player character, and the first skill can be released while not on cooldown.
- the player controls the first chess piece character to move near a chess piece character.
- a button to use the first skill is displayed. This button indicates to the player that the first skill is currently available.
- a trigger action optional, a click action
- the first skill will be used within its effective range. For chess pieces within the first skill's effective range, the first skill's effect will be applied.
- the first skill possessed by the first chess player can be either pre-configured by the player or set by the game system. If the first skill is pre-configured by the player, the player can choose to equip it from multiple skills before entering the battle phase. If the first skill is set by the game system, the game system assigns different skills to different types of chess players; for example, chess player A might have skill 'a', and chess player B might have skill 'b'.
- the first skill has a cooldown period; that is, when the first skill is on cooldown, it is unavailable. During this time, the first player character will not affect the battle between the two sides' pieces, consistent with the gameplay in related technologies. When the first skill is not on cooldown, the player can control the first player character to unleash the first skill, thus influencing the battle between the two sides' pieces.
- Figure 17 shows a flowchart of a virtual character control method provided in an exemplary embodiment of this application.
- This application embodiment provides two methods for obtaining auxiliary potions 1702. In the first method, they are obtained through the draft round 1703. In the draft round, the following steps are executed: Determine whether the player character has touched a piece 1704. If the player character has touched a piece, they obtain that piece and its accompanying auxiliary potion 1705; if the player character has not touched a piece, it is determined that the piece has not been obtained 1706, and the process ends 1707. In the second method, they are obtained through the jungle round 1708. In the jungle round, if jungle monsters are defeated, they randomly drop auxiliary potions 1709.
- the potion use is activated (1718), and the player can control the chess player character to use the potion to gain a bonus (1719), ending the process (1720). If the chess player character is not in the battlefield area, the potion cannot be used (1721), and the process ends (1722).
- a support potion mode is provided.
- players can obtain corresponding support potions through draft rounds/monster rounds.
- pieces will carry equipment and support potions.
- Players can move their Little Legends to acquire pieces with the support potions they need.
- the server randomly assigns corresponding support potions to the pieces, which is then reflected on the client's draft platform.
- the client determines whether to acquire a potion based on whether the player has touched it.
- Each player's Little Legend has three support potion slots on its left. Acquiring a potion fills one slot.
- Different potions have different colors: orange for attack potions, red for attack speed potions, blue for spell damage boost potions, and green for healing potions.
- a player can have a maximum of three support potions at a time. Once a player reaches three, they cannot acquire any more. Players can acquire new support potions after using one.
- a support potion module above its head will be activated.
- Players can press the corresponding potion to display the potion's effective range, which is a circular (or other shaped) area centered on the Little Legend. Clicking the potion will activate a buff effect within the corresponding range, and pieces within the range will receive the corresponding buff.
- players can also see the type of support potion carried by the opponent's Little Legend.
- a player can use a maximum of 3 potions per game.
- Auxiliary potions can be stacked in the same area. For example, if a player uses a mana potion and an attack speed potion at the same time, both buffs will be active in that area simultaneously. Similar buffs can be stacked. For example, using two attack speed potions allows players to choose from more combinations, such as obtaining 3 attack speed potions and using them in one area to gain a large attack speed bonus. After an auxiliary potion is used up, the usage slot will no longer be displayed and will become empty, following the player's Little Legend.
- Figure 18 shows a flowchart of a virtual character control method provided in an exemplary embodiment of this application, illustrated by an example of the method being executed by the first terminal 110 shown in Figure 1.
- the method includes:
- Step 1820 The first terminal displays the game interface of the auto chess game.
- the game interface includes a chessboard area and the first player character, which is a virtual character used to represent the player.
- Non-competitive rounds are played, including competitive and non-competitive rounds. For example, a non-competitive round occurs after every five competitive rounds, or the first non-competitive round occurs at the start of the game.
- Competitive rounds involve player-versus-player combat or player-mirror matchups. For instance, if an even number of players remain, they will be paired up in the next competitive round; if an odd number remain, the remaining player will face off against the mirror image of another player.
- Non-competitive rounds include draft rounds and jungle rounds. In draft rounds, multiple players compete for chess pieces in the draft area, gaining the equipment associated with that piece upon acquisition. In jungle rounds, players fight against neutral monsters, obtaining equipment dropped by the monsters upon victory.
- the first terminal displays a game interface for a turn-based chess game, which includes a chessboard area and a first player's character.
- the chessboard area includes the player's own chessboard area and the opponent's chessboard area.
- the player's own chessboard area is used to position their own pieces during the preparation phase.
- the opponent's chessboard area is used to position their own pieces during the preparation phase.
- the player's own chessboard area and the opponent's chessboard area are combined to form the final chessboard area.
- the first player role is a virtual character representing one's own player.
- the first player role is the first player role controlled by a first terminal, which is a terminal logged into a first account, and the first account is the player's account.
- the first player role has the ability to move within the game interface.
- the game interface displays the first player role's stationary position (which could also be a seat, etc.). The first player role is not limited to this stationary position but can move freely within the game interface.
- the game interface may also include a synergy information area, a player information area, and a preparation area.
- the Synergy Information area displays the synergy status of your team's pieces on the board.
- a "synergy building" mechanism Each piece belongs to a faction and has a specific role. When a certain number of pieces from the same faction (or role) reach a certain number, a special effect occurs. For example, if your team has three pieces in the "Wizard" role, a special effect will be triggered, such as increasing the magic damage of "Wizard" pieces.
- the Synergy Information area displays the status of various synergies on the board.
- the player information area displays information about surviving chess player characters in the game, including health points, health point ranking, player character portraits, names, etc.
- the synergy information area is displayed on the left side of the game interface, and the player information area is displayed on the right side. This allows players to obtain information in real time, and the information areas are distributed reasonably and symmetrically, making it easy for players to distinguish and find them.
- the preparation area is used to place unused chess pieces. During the preparation phase, players can purchase chess pieces from the shop and place them in the preparation area, and then drag the chess pieces from the preparation area onto the chessboard area.
- the game interface also displays upgrade and purchase controls.
- the upgrade control is used to upgrade the level of the first player character; the higher the level of the first player character, the more pieces can be played on the player's board.
- the purchase control is used to buy pieces from the shop. Upgrading the player character and buying pieces both require a certain amount of money, and players can allocate their spending wisely.
- Step 1840 During the battle phase, the first terminal controls the first player character to move to the vicinity of the chess piece character, which is a virtual character on the chessboard area used to engage in battle.
- the player can control the first chess player character to move on the chessboard area. For example, the player clicks on a target location on the interface, and the first chess player character navigates to that location; or, the player uses a joystick on a first terminal to control the first chess player character to move near a chess piece. Alternatively, the player can control the first chess player character's movement through gestures, voice control, eye control, etc. Optionally, the player can control the first chess player character's movement through a VR/AR device.
- Step 1860 In response to the first use operation, the first terminal controls the first player character to use the first item within the effective range of the first item, the chess piece character is within the effective range of the first item, and the first item is used to produce an effect.
- the player will use the first item via a first-use operation. If the chess piece character is within the effective range of the first item, the item's effect will occur on the chess piece character. It should be noted that the effective range refers to the area on the interface where the effect occurs, i.e., a positional area.
- the first item is a virtual item carried by the first chess player character, and it is a consumable virtual item.
- the first item is displayed in one of the first number of item slots.
- Schematic, at least one of the following: pattern, name, and color, is displayed in one of the first number of item slots to represent the first item.
- the first player character In response to an operation to use the first item, the first player character is controlled to use the first item within its effective range.
- the expected effective range of the first item in response to a first trigger operation on the first item, is displayed; in response to a second trigger operation on the first item, the first player character is controlled to use the first item within its expected effective range.
- the player before using the first item, the player can preview its effective range and decide whether to use it within that range.
- the expected effective range is displayed.
- the first triggered action can be a long press (displaying the expected effective range during the long press), a single click (displaying the expected effective range after a single click), etc.
- the player controls the first chess character to use the first item within its expected effective range.
- the second triggered action can be a single click, etc.
- a prompt element is displayed in each of the first number of item slots that is not empty, and each prompt element is used to indicate the usage priority of the item in the currently non-empty slot.
- a first item type indicator is displayed around the first player character to indicate the type of item the first player character is carrying.
- the first item type indicator includes a first number of item slots, each corresponding to one item, where the first number is the maximum number of items the first player character can possess simultaneously. For an item slot, if it is empty, it indicates that the first player character does not possess any items; if it is filled with the color of a first item, it indicates that the first player character possesses one first item.
- a second item type indicator is displayed, following a second player character.
- the second item type indicator indicates the type of item carried by the second player character, a virtual character representing the opponent.
- the second item type indicator has the same interface as the first item type indicator, and both the player and the opponent have the same information available from the second item type indicator.
- multiple player characters and multiple candidate piece characters are displayed on the field, with each player character corresponding to one of the multiple players participating in the game; by controlling the first player character to come into contact with the target piece character on the field, the target piece character and the items carried by the target piece character are obtained, and the target piece character is one of the multiple candidate piece characters.
- a random resource object is displayed on the interface, which corresponds to a random item.
- the player controls the first player character to move to the location of the random resource object, picks it up, and opens it to obtain the item corresponding to the random resource object.
- a first item type indicator is displayed around the first player character.
- the first item type indicator includes a first number of item slots, which is the maximum number of items the first player character can possess simultaneously.
- one empty item slot in the first number of item slots is changed to a non-empty state.
- Figure 19 illustrates a virtual character control device provided in an exemplary embodiment of this application.
- the device includes:
- Display module 1901 is used to display the game interface of a turn-based chess game.
- the game interface includes a chessboard area and a first player character, which is a virtual character used to represent one's own player.
- the control module 1902 is used to control the first player character to move to the vicinity of the chess piece character during the battle phase.
- the chess piece character is a virtual character on the chessboard area used to carry out the battle.
- the control module 1902 is also used to respond to effect release operations, controlling the first player character to release effects on the piece characters, the effects being used to enhance or weaken the piece characters' combat abilities.
- control module 1902 is further configured to, in response to a first use operation, control a first player character to use the first item within the effective range of the first item, wherein the chess piece character is within the effective range of the first item, and the first item is used to produce an effect.
- the first item is a virtual item carried by the first player character, and the first item is a consumable virtual item.
- the display module 1901 is further configured to: display a first number of item slots possessed by the first player character when there are other chess pieces nearby, the first number being the maximum number of items the first player character can carry; display the first item in one of the first number of item slots; and the control module 1902 is further configured to: control the first player character to use the first item within the effective range of the first item in response to an operation of using the first item.
- control module 1902 is further configured to, in response to a first triggering operation on the first item, display the expected effective range of the first item; and, in response to a second triggering operation on the first item, control the first player character to use the first item within the expected effective range of the first item.
- the display module 1901 is further configured to display a prompt element in each of the first number of item slots that is not empty, each prompt element indicating the usage priority of the item in the currently non-empty slot.
- control module 1902 is further configured to determine the display form of the expected effective range based on the number of chess piece characters belonging to the first synergy group within the expected effective range of the first item; wherein, the first synergy group is the synergy group corresponding to the first item.
- the display module 1901 is further configured to, when there are chess piece characters near the first chess player character, display a first number of item slots possessed by the first chess player character, the first number being the maximum number of items the first chess player character can carry; and display the first chess player character's items in at least one of the first number of item slots.
- the display module 1901 is further configured to display a prompt element in each of the first number of item slots that is not empty, each prompt element indicating the usage priority of the item in the currently non-empty slot.
- the display module 1901 is further configured to display a first item type indicator around the first player character, the first item type indicator being used to indicate the type of item carried by the first player character.
- the display module 1901 is further configured to display a second prop type indicator, which follows the display around the second player character and indicates the type of prop carried by the second player character, who is a virtual character used to represent the opponent's player.
- the display module 1901 is further configured to display multiple player roles and multiple candidate piece roles in the field during the first non-competition round, wherein the multiple player roles correspond one-to-one with the multiple players participating in the game.
- the control module 1902 is also used to control the first player character to come into contact with the target player character in the field, and to obtain the target player character and the items carried by the target player character.
- the target player character is one of a number of candidate player characters.
- the display module 1901 is further configured to display a random resource in the interface during a second non-battle round, provided that the player's team of pieces has successfully defeated the virtual monster.
- the random resource corresponds to a random item.
- the control module 1902 is also used to control the first player character to move to the location of the random resource object, pick up and open the random resource object, and obtain the item corresponding to the random resource object.
- a first item type indicator is displayed around the first player character, the first item type indicator including a first number of item slots, the first number being the maximum number of items the first player character can possess at any given time.
- the display module 1901 is also used to change an empty item slot in the first number of item slots to a non-empty state in response to the first player character acquiring an item.
- control module 1902 is further configured to, in response to a skill release operation, control the first player character to use the first skill within the effective range of the first skill, the chess piece character being within the effective range of the first skill, and the first skill being used to produce an effect.
- the first skill is a skill possessed by the first player character, and the first skill can be released while it is not on cooldown.
- the player can control their first chess character to move near a chess piece during the battle phase, releasing effects to enhance or weaken the piece's combat capabilities. That is, the player can influence the battle through a series of actions during the battle phase.
- this embodiment improves the efficiency of human-computer interaction between the player and the terminal during the battle phase.
- the embodiments of this application enrich the existing gameplay mechanism, making the battle between the two sides' pieces, which is automatically conducted after entering the battle stage in related technologies, more subject to human-controlled randomness.
- Players can use positive effects to gain an advantageous position and achieve the effect of turning defeat into victory, or use negative effects on the opponent's pieces.
- the embodiments of this application enrich the game strategies that the player can choose.
- the player will also control the first player character to release effects near the piece character, increasing the interaction between the first player character and the chessboard area. Since the first player character is a virtual character controlled by the player, this embodiment can enhance the player's sense of immersion.
- FIG 20 shows a structural block diagram of a computer device 2000 provided in an exemplary embodiment of this application.
- the computer device 2000 may be a portable mobile terminal, such as a smartphone, tablet computer, MP3 player (Moving Picture Experts Group Audio Layer III), MP4 player (Moving Picture Experts Group Audio Layer IV), smart TV, in-vehicle terminal, or wearable device.
- the computer device 2000 may also be referred to as a user device, portable terminal, or other names.
- a computer device 2000 typically includes a processor 2001 and a memory 2002.
- Processor 2001 may include one or more processing cores, such as a quad-core processor, an octa-core processor, etc.
- Processor 2001 may be implemented using at least one hardware form selected from DSP (Digital Signal Processing), FPGA (Field-Programmable Gate Array), and PLA (Programmable Logic Array).
- processor 2001 may integrate a GPU (Graphics Processing Unit), which is responsible for rendering and drawing the content to be displayed on the screen.
- processor 2001 may also include an AI (Artificial Intelligence) processor, which is used to handle computational operations related to machine learning.
- AI Artificial Intelligence
- the memory 2002 may include one or more computer-readable storage media, which may be tangible and non-transitory.
- the memory 2002 may also include high-speed random access memory and non-volatile memory, such as one or more disk storage devices or flash memory devices.
- the non-transitory computer-readable storage media in the memory 2002 are used to store at least one instruction, which is executed by the processor 2001 to implement the virtual character control method provided in the embodiments of this application.
- the computer device 2000 may also optionally include: a peripheral device interface 2003 and at least one peripheral device.
- the peripheral device includes at least one of: a radio frequency circuit 2004, a touch display screen 2005, a camera assembly 2006, an audio circuit 2007, and a power supply 2008.
- Peripheral interface 2003 can be used to connect at least one I/O (Input/Output) related peripheral device to processor 2001 and memory 2002.
- I/O Input/Output
- the radio frequency (RF) circuit 2004 is used to receive and transmit RF (Radio Frequency) signals, also known as electromagnetic signals.
- the RF circuit 2004 communicates with communication networks and other communication devices via electromagnetic signals.
- the RF circuit 2004 converts electrical signals into electromagnetic signals for transmission, or converts received electromagnetic signals into electrical signals.
- the touch display screen 2005 is used to display a user interface (UI). This UI may include graphics, text, icons, video, and any combination thereof.
- UI user interface
- the touch display screen 2005 also has the ability to acquire touch signals on or above its surface. These touch signals can be input as control signals to the processor 2001 for processing.
- the touch display screen 2005 is used to provide virtual buttons and/or a comment keyboard, also known as soft buttons and/or a soft keyboard.
- the camera assembly 2006 is used to capture images or videos.
- the camera assembly 2006 includes a front-facing camera and a rear-facing camera.
- the front-facing camera is used for video calls or selfies
- the rear-facing camera is used for taking photos or videos.
- Audio circuitry 2007 provides an audio interface between the user and computer device 2000.
- Audio circuitry 2007 may include a microphone and a speaker.
- the microphone is used to collect sound waves from the user and the environment, converting the sound waves into electrical signals that are input to processor 2001 for processing, or input to radio frequency circuitry 2004 to enable voice communication.
- Power supply 2008 is used to supply power to the various components in computer device 2000.
- Power supply 2008 can be AC power, DC power, a disposable battery, or a rechargeable battery.
- the rechargeable battery can be a wired rechargeable battery or a wireless rechargeable battery.
- a wired rechargeable battery is a battery that is charged via a wired line
- a wireless rechargeable battery is a battery that is charged via a wireless coil.
- the rechargeable battery can also be used to support fast charging technology.
- the computer device 2000 further includes one or more sensors 2009.
- the one or more sensors 2009 include, but are not limited to, an accelerometer 2010, a gyroscope 2011, a pressure sensor 2012, an optical sensor 2013, and a proximity sensor 2014.
- This application also provides a computer device, which includes a processor and a memory.
- the memory stores at least one instruction, at least one program, code set, or instruction set.
- the at least one instruction, the at least one program, the code set, or the instruction set is loaded and executed by the processor to implement the virtual character control method provided in the above method embodiments.
- This application also provides a computer-readable storage medium storing at least one instruction, which is loaded and executed by a processor to implement the virtual character control method provided in the above method embodiments.
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Abstract
本申请公开了虚拟角色的控制方法、装置、设备及介质,属于人机交互领域。该方法包括:终端显示出回合制棋类游戏的对局界面,对局界面包括棋盘区域和第一棋手角色,第一棋手角色是用于表征本方棋手的虚拟角色(320);终端在战斗阶段,控制第一棋手角色移动至棋子角色附近,棋子角色是棋盘区域上用于展开对战的虚拟角色(340);响应于效果释放操作,终端控制第一棋手角色对棋子角色释放效果,效果用于增强或减弱棋子角色的战斗能力(360)。本申请能提高战斗阶段下玩家与终端之间的人机交互效率。
Description
本申请要求于2024年07月22日提交、申请号为202410994819.8、发明名称为“虚拟角色的控制方法、装置、设备及介质”的中国专利申请的优先权,其全部内容通过引用结合在本申请中。
本申请实施例属于人机交互领域,特别涉及一种虚拟角色的控制方法、装置、设备及介质。
随着游戏技术的不断发展,自走棋游戏成为一种热门的游戏类型。
相关技术中,自走棋游戏的棋盘上将布局棋子角色。进入战斗阶段后,双方布局的棋子角色自动对弈,对弈过程具有一定的随机性。
相关技术中,进入战斗阶段后,终端界面将不再提供可影响战斗的操作控件,即战斗阶段中玩家无法再影响战斗。
本申请提供了一种虚拟角色的控制方法、装置、设备及介质,本申请能提高战斗阶段下玩家与终端之间的人机交互效率。所述技术方案如下:
根据本申请的一方面,提供了一种虚拟角色的控制方法,所述方法包括:
终端显示出回合制棋类游戏的对局界面,对局界面包括棋盘区域和第一棋手角色,第一棋手角色是用于表征本方棋手的虚拟角色;
所述终端在战斗阶段,控制第一棋手角色移动至棋子角色附近,棋子角色是棋盘区域上用于展开对战的虚拟角色;
响应于效果释放操作,所述终端控制第一棋手角色对棋子角色释放效果,效果用于增强或减弱棋子角色的战斗能力。
根据本申请的另一方面,提供了一种虚拟角色的控制装置,该装置包括:
显示模块,用于显示出回合制棋类游戏的对局界面,对局界面包括棋盘区域和第一棋手角色,第一棋手角色是用于表征本方棋手的虚拟角色;
控制模块,用于在战斗阶段,控制第一棋手角色移动至棋子角色附近,棋子角色是棋盘区域上用于展开对战的虚拟角色;
控制模块,还用于响应于效果释放操作,控制第一棋手角色对棋子角色释放效果,效果用于增强或减弱棋子角色的战斗能力。
根据本申请的一个方面,提供了一种计算机设备,所述计算机设备包括:处理器和存储器,所述存储器存储有计算机程序,所述计算机程序由所述处理器加载并执行以实现如上所述的虚拟角色的控制方法。
根据本申请的另一方面,提供了一种计算机可读存储介质,所述存储介质存储有计算机程序,所述计算机程序由处理器加载并执行以实现如上所述的虚拟角色的控制方法。
根据本申请的另一方面,提供了一种计算机程序产品,所述计算机程序产品包括计算机指令,该计算机指令存储在计算机可读存储介质中。计算机设备的处理器从计算机可读存储介质读取该计算机指令,处理器执行该计算机指令,使得该计算机设备执行上述方面提供的虚拟角色的控制方法。
图1示出了本申请一个示例性实施例提供的计算机系统的结构框图;
图2示出了本申请一个示例性实施例提供的虚拟角色的控制方法的示意图;
图3示出了本申请一个示例性实施例提供的虚拟角色的控制方法的流程图;
图4示出了本申请一个示例性实施例提供的回合制棋类游戏的对局界面的示意图;
图5示出了本申请一个示例性实施例提供的虚拟角色的控制方法的流程图;
图6示出了本申请一个示例性实施例提供的对局界面的示意图;
图7示出了本申请一个示例性实施例提供的对局界面的示意图;
图8示出了本申请一个示例性实施例提供的虚拟角色的控制方法的流程图;
图9示出了本申请一个示例性实施例提供的虚拟角色的控制方法的流程图;
图10示出了本申请一个示例性实施例提供的虚拟角色的控制方法的示意图;
图11示出了本申请一个示例性实施例提供的虚拟角色的控制方法的示意图;
图12示出了本申请一个示例性实施例提供的虚拟角色的控制方法的流程图;
图13示出了本申请一个示例性实施例提供的虚拟角色的控制方法的示意图;
图14示出了本申请一个示例性实施例提供的虚拟角色的控制方法的示意图;
图15示出了本申请一个示例性实施例提供的虚拟角色的控制方法的示意图;
图16示出了本申请一个示例性实施例提供的虚拟角色的控制方法的流程图;
图17示出了本申请一个示例性实施例提供的虚拟角色的控制方法的流程图;
图18示出了本申请一个示例性实施例提供的虚拟角色的控制方法的流程图;
图19示出了本申请一个示例性实施例提供的虚拟角色的控制装置的结构框图;
图20示出了本申请一个示例性实施例提供的计算机设备的结构框图。
应当理解的是,在本文中提及的“若干个”是指一个或者多个,“多个”是指两个或两个以上。“和/或”,描述关联对象的关联关系,表示可以存在三种关系,例如,A和/或B,可以表示:单独存在A,同时存在A和B,单独存在B这三种情况。字符“/”一般表示前后关联对象是一种“或”的关系。
需要说明的是,本申请所涉及的信息(包括但不限于设备信息、个人信息等)和数据(包括但不限于用于分析的数据、存储的数据、展示的数据等),均为经对象授权或者经过各方充分授权的信息和数据,且相关数据的收集、使用和处理需要遵守相关国家和地区的相关法律法规和标准。
首先,对本申请实施例中涉及的名词进行简单介绍:
回合制棋类游戏:是指通过在棋局对战之前预先对“棋子”进行布局,在对战过程中,“棋子”能够根据预先布局进行自动对战的棋类游戏。“棋子”通常以虚拟角色进行表示,比如可称为虚拟英雄。在对战过程中,虚拟角色自动释放各种技能进行对战。对战通常采用回合制,当对战一方的“棋子”全部阵亡(即虚拟角色的生命值降低至零),则该方是本回合对战的失败方。在一些实施例中,对战双方除了具有进行对局的“棋子型虚拟角色”,还分别设置有一棋手角色表示参与对战的当前用户,该棋手角色也设置有生命值(或血量),该棋手角色的生命值根据每局对战结果进行相应的减少(对战失败)或不变(对战获胜或打平),当该虚拟角色的生命值降低至零时,该棋手角色对应的用户退出对战,剩余用户继续进行对战。可选的,回合制棋类游戏包括自走棋。
自走棋:是一种局内集换式英雄棋子多人制回合竞技游戏。比如,在游戏中共有八位或六位玩家,他们各自占据棋盘上的一块区域。多位玩家中的两位玩家进行一对一对战。在一局对战的每一回合中,包含备战阶段和战斗阶段两个阶段:备战阶段,用户在商店购买棋子(英雄)并在棋盘上排兵布阵;战斗阶段,双方阵容锁定,棋子将自动交战直至一方棋子全部死亡。棋子全灭者为本回合败方,将被扣除一定血量。不断重复游戏回合,匹配新的对手,直到玩家生命值≤0时被淘汰出局。最后仅存的一位玩家将会获得游戏的胜利(第1名)。
棋盘:指回合制棋类游戏对战界面中用于准备对战和进行对战的区域,该棋盘可以为二维虚拟棋盘、2.5维虚拟棋盘和三维虚拟棋盘中的任意一种,本申请实施例对此不加以限定。
传统自走棋的棋盘被划分为对战区域和棋子候选区。其中,对战区域包括若干个大小相同的棋格,该棋格用于放置对战过程中进行对战的棋子;棋子候选区包括若干个候选棋子位置,该候选棋子位置用于放置候选棋子,该候选棋子在对战过程中并不会参与对战,可在备战阶段被拖动放置在对战区域。本申请实施例提供的棋盘区域,不包括棋子候选区,仅包括对战区域。
关于对战区域中棋格的设置方式,在一些实施例中,对战区域中包括n(行)×m(列)个棋格,示意性的,n为2的整数倍,且相邻两行棋格对齐,或者,相邻两行棋格交错。此外,对战区域按照行均分为两部分,分别为己方对战区域和敌方对战区域,参与对战的用户分别位于对战界面的上下两侧,且在备战阶段,用户仅能够在己方对战区域放置棋子。在另一些实施例中,对战区域按照列均分为两部分,分别为己方对战区域和敌方对战区域,参与对战的用户分别位于对战界面的左右两侧或上下两侧。棋格的形状可以是正方形、矩形、圆形、六边形中的任意一种,本申请实施例对棋格的形状不加以限定。
装备:自走棋游戏中,一般情况下每个棋子均可以穿戴3件装备(或其它件装备),装备可以为英雄提供诸如:攻击力、防御力、生命值、治疗、穿透、护盾等属性或效果。相关技术中的自走棋游戏通常拥有打野环节,玩家通过战胜野怪后,获得野怪掉落出装备,拾取装备到背包。而装备也可以进行散件与散件之间的合成,从而获得更高品质的装备。相关技术中的自走棋游戏也拥有选秀环节,多个候选棋子在选秀场地中按照一定规则移动,玩家通过控制棋手角色接触目标候选棋子,该棋子身上携带有装备,棋手角色接触该棋子后,玩家同时获得该棋子和装备,并自动将棋子与装备分离,该装备可应用在其他棋子身上。
棋手角色:是指一种玩家扮演的虚拟角色。相关技术的自走棋游戏中,玩家会将自身以棋手角色(也称为小小英雄)的形象带入游戏。游戏中玩家会通过棋手角色移动棋子、在选秀回合移动棋手角色去获取棋子、在野怪等回合通过移动棋手角色到掉落的战利品法球位置拾取战利品法球以获得对应奖励,以及在战胜对方时使用棋手角色独有的攻击/淘汰特效去攻击对方的棋手角色。相关技术中,棋手角色仅仅是一个媒介工具人,不会影响双方棋子的战斗。
图1给出了本申请一个示例性实施例提供的计算机系统的结构框图。该计算机系统100包括:第一终端110、服务器120、第二终端130。
第一终端110安装和运行有支持虚拟环境的客户端111,该客户端111可以是回合制棋类游戏程序。当第一终端110运行客户端111时,第一终端110的屏幕上显示客户端111的用户界面。该客户端可以是自走棋游戏的客户端。第一终端110是第一用户112使用的终端。第一用户112在对局的备战阶段使用第一终端110在棋盘的对战区域布局棋子,由第一终端110或服务器120在对战阶段根据对战区域上棋子的属性、技能以及布局,自动控制棋子进行对战。
第二终端130安装和运行有支持虚拟环境的客户端131,该客户端131可以是回合制棋类游戏程序。当第二终端130运行客户端131时,第二终端130的屏幕上显示客户端131的用户界面。该客户端可以是自走棋游戏的客户端。第二终端130是第二用户132使用的终端。第二用户132在对局的备战阶段使用第二终端130在棋盘的对战区域布局棋子,由第二终端130或服务器120在对战阶段根据对战区域上棋子的属性、技能以及布局,自动控制棋子进行对战。
可选地,第一用户112通过第一终端110以及第二用户132通过第二终端130布局的棋子位于同一棋盘上不同的对战区域,即第一用户112和第二用户132处于同一场对局的同一棋盘中。或者,第一用户112通过第一终端110以及第二用户132通过第二终端130布局的棋子位于不同棋盘上,即,第一用户112和第二用户132处于同一场对局的不同棋盘中。需要说明的是,在一种可选的实施例中,回合制棋类游戏的一场对局由八个用户账号共同参与,每一回合将八个用户账号两两匹配,匹配到一起的两个用户账号在本回合内在同一棋盘中进行对战。
可选地,第一终端110和第二终端130上安装的客户端是相同的,或两个终端上安装的客户端是不同操作系统平台(安卓或IOS)上的同一类型客户端。第一终端110可以泛指多个终端中的一个,第二终端130可以泛指多个终端中的另一个,本申请实施例仅以第一终端110和第二终端130来举例说明。第一终端110和第二终端130的设备类型相同或不同,该设备类型包括:智能手机、平板电脑、智能电视、车载终端、可穿戴设备、电子书阅读器、MP3播放器、MP4播放器、膝上型便携计算机和台式计算机中的至少一种。
本领域技术人员可以知晓,上述终端的数量可以更多或更少。比如上述终端可以仅为一个(即用户与人工智能进行对局),或者上述终端为6个或8个或者更多数量。本申请实施例对终端的数量和设备类型不加以限定。
图1中仅示出了两个终端,但在不同实施例中存在多个其它终端140可以接入服务器120。可选地,还存在一个或多个终端140是开发者对应的终端,在终端140上安装有支持虚拟环境的客户端的开发和编辑平台,开发者可在终端140上对客户端进行编辑和更新,并将更新后的客户端安装包通过有线或无线网络传输至服务器120,第一终端110和第二终端130可从服务器120下载客户端安装包实现对客户端的更新。
第一终端110、第二终端130以及其它终端140通过无线网络或有线网络与服务器120相连。
服务器120包括一台服务器、多台服务器、云计算平台和虚拟化中心中的至少一种。服务器120用于为支持三维虚拟环境的客户端(回合制棋类游戏的客户端/自走棋游戏的客户端)提供后台服务。可选地,服务器120承担主要计算工作,终端承担次要计算工作;或者,服务器120承担次要计算工作,终端承担主要计算工作;或者,服务器120和终端之间采用分布式计算架构进行协同计算。
在一个示意性的例子中,服务器120包括处理器122、用户账号数据库123、对战服务模块124、面向用户的输入/输出接口(Input/Output Interface,I/O接口)125。其中,处理器122用于加载服务器120中存储的指令,处理用户账号数据库123和对战服务模块124中的数据;用户账号数据库123用于存储第一终端110、第二终端130以及其它终端140所使用的用户账号的数据,比如用户账号的头像、用户账号的昵称、用户账号的战斗力指数,用户账号所在的服务区;对战服务模块124用于提供多个对战房间供用户进行对战;面向用户的I/O接口125用于通过无线网络或有线网络和第一终端110和/或第二终端130建立通信交换数据。
图2示出了本申请一个示例性实施例提供的虚拟角色的控制方法的示意图。以该方法由图1中的第一终端110执行进行举例说明。在回合制棋类游戏中,包括多个回合,多个回合包括对战回合和非对战回合,对战回合是玩家与玩家之间或玩家与镜像玩家之间对战的回合,非对战回合包括打野回合、选秀回合等。
在一个对战回合中,包括备战阶段和战斗阶段。备战阶段,用于玩家决定上场棋子的种类、个数和棋子在棋盘上的位置等。战斗阶段,指对战双方的棋子在棋盘上自动战斗的阶段,当一方的棋子被全部击败时,当前回合战斗结束。
在本申请实施例中,第一终端110显示出回合制棋类游戏的对局界面。如图2的第一张图所示,在战斗阶段,回合制棋类游戏的对局界面包括棋盘区域201、第一棋手角色202和多个棋子角色(棋子A、B、C、E、G)。
棋盘区域201,包括本方棋盘区域和对方棋盘区域。本方棋盘区域,用于在备战阶段布局本方的棋子角色。对方棋盘区域,用于对方在备战阶段布局棋子角色。进入战斗阶段时,会将本方棋盘区域和对方棋盘区域拼接起来,得到棋盘区域201。第一棋手角色202,是用于表征本方棋手的虚拟角色。
在本申请实施例中,在战斗阶段,第一棋手角色202可以在棋盘区域201中移动。当第一棋手角色202移动至目标棋子角色附近时,可以使用自身携带的道具对目标棋子角色进行增益,以提高目标棋子角色的战斗能力。可选的,“附近”是指与目标棋子角色之间的距离小于距离阈值的情况,可选的,该距离阈值为预设的固定值,比如说,该距离阈值为三个棋格。
在图2的第一张图中,其示出了第一棋手角色202在棋盘区域201移动时,第一棋手角色202的周围跟随显示有第一道具类型指示器203。第一道具类型指示器203用于指示第一棋手角色202携带的道具的类型。可选的,道具为虚拟药水,不同类型的虚拟药水具有不同的效果。
如图2的第一张图所示,第一道具类型指示器203包括三个道具格(图中的“圆形格口”),每个道具格对应一个道具,每个道具格中的填充内容与道具的类型相对应。比如说,一个道具格被填充为红色,该道具格对应为攻击型道具,攻击型道具被使用时将增加棋子角色的攻击力。又比如说,另一个道具格被填充为蓝色,该道具格对应为移动速度型道具,移动速度型道具被使用时将增加棋子角色的移动速度。除填充颜色之外还可以采用其他方式来表示道具的类型。例如,每种道具格尺寸表示一种道具类型,表示的道具类型不同,或者,道具格中填充有数字标记,每种数字标记表示一种道具类型。
在战斗阶段,响应于接收到移动操作,控制第一棋手角色202移动至棋子角色附近。图2的第二张图示出了第一棋手角色202移动至棋子角色(棋子A)附近时,将显示出第一数量的道具槽位204。第一数量是第一棋手角色202最多可同时携带的道具的数量,如图2的第二张图所示,此时第一棋手角色202携带有满数量(三个)的道具。可选的,“附近”是指与棋子角色之间的距离小于距离阈值的情况,可选的,该距离阈值为预设的固定值,比如说,该距离阈值为三个棋格。棋子角色为棋盘区域中的任一个用于展开对战的棋子角色。
可以观察得到,第一数量的道具槽位204中的一个槽位显示有第一道具205。响应于第一道具205接收到点击操作,将在第一道具205的生效范围206内使用第一道具205。
在图2的第三张图中,位于第一道具205的生效范围206内的棋子角色(棋子A),获得第一道具205的效果。比如说,第一道具205为攻击型道具,棋子角色的攻击力得到提高。
其中,该效果可以为正向效果或负向效果,正向效果用于增强棋子角色的战斗能力,负向效果用于减弱棋子角色的战斗能力。
从上面介绍可以看出,在本申请实施例中,玩家在战斗阶段可以控制第一棋手角色移动至棋子角色附近,为棋子角色释放效果,以增强或减弱棋子角色的战斗能力。本申请实施例中玩家可以在战斗阶段通过一系列操作影响战斗,相比于相关技术中玩家无法在进入战斗阶段后再影响战斗结果,本申请实施例提高了战斗阶段中玩家与终端之间的人机交互效率。并且,本申请实施例丰富了玩法机制,使得进入战斗阶段后即自动进行的战斗有了一定人为可控制的随机性,玩家可在战斗时使用正向效果来获得优势地位,达到反败为胜的效果,或者对对方的棋子角色使用负向效果,即本申请实施例丰富了玩家可选择的游戏策略。并且,本申请实施例中玩家还会控制第一棋手角色到棋子角色附近释放效果,增加了第一棋手角色与棋盘区域的互动,由于第一棋手角色是玩家控制的虚拟角色,进而本申请实施例可增强玩家的代入感。
在一个实施例中,玩家可通过非战斗回合获得道具。非战斗回合包括选秀回合和打野回合中的至少一种。
选秀回合中,多个候选棋子在选秀场地中按照一定规则移动,玩家通过控制第一棋手角色接触目标待选棋子,该棋子身上携带有装备和道具,第一棋手角色接触该棋子后,玩家同时获得该棋子、装备和道具,并自动解除棋子、装备和道具之间的绑定关系,该装备可应用在其他棋子身上,而道具将绑定在第一棋手角色身上后续可用于其他棋子。可选的,第一棋手角色身上最多可同时绑定(携带)第一数量的道具,如最多携带3个道具。则在第一棋手角色的道具数量达到第一数量的情况下,即使控制第一棋手角色接触棋子,也无法再获取道具。
打野回合中,界面中将显示本方棋子队伍与野怪的战斗画面,当本方棋子队伍成功击败野怪后,被击败的野怪将掉落随机资源体(可选的,为带有问号的战利品法球),玩家通过控制第一棋手角色移动至随机资源体的位置,拾取并打开随机资源体,将获得一个随机的道具,比如说,随机获得一个攻击型道具。获得的道具将绑定在第一棋手角色身上,第一棋手角色身上最多可同时绑定(携带)第一数量(如三个)的道具。则在第一棋手角色的道具数量达到第一数量的情况下,即使控制第一棋手角色拾取并打开随机资源体,也无法再获取道具。
可选地,在第一棋手角色的道具数量达到第一数量的情况下,显示提示信息,该提示信息用于提示道具数量已达到最大数量,无需再执行获取道具的操作,以便用户不再执行控制第一棋手角色接触棋子或拾取随机资源体的操作,节省用户的时间。
即,本申请实施例还提供了通过选秀回合、打野回合获取道具的方式。在相关技术已有选秀回合、打野回合的基础上,通过选秀回合、打野回合获得道具,合理化了道具的获取途径,游戏中无需再额外增加获取道具的回合(或其他获取途径),进而降低了游戏的复杂度,降低了用户的学习成本。
图3示出了本申请一个示例性实施例提供的虚拟角色的控制方法的流程图,以该方法由图1示出的第一终端110执行进行举例说明,该方法包括:
步骤320,第一终端显示出回合制棋类游戏的对局界面,对局界面包括棋盘区域和第一棋手角色,第一棋手角色是用于表征本方棋手的虚拟角色。
回合制棋类游戏,是指通过在棋局对战之前预先对“棋子”进行布局,在对战过程中,“棋子”能够根据预先布局进行自动对战的棋类游戏。“棋子”通常以虚拟角色进行表示,比如可称为虚拟英雄。在对战过程中,虚拟角色自动释放各种技能进行对战。对战通常采用回合制,当对战一方的“棋子”全部阵亡(即虚拟角色的生命值降低至零),则该方是本回合对战的失败方。在一些实施例中,对战双方除了具有进行对局的“棋子型虚拟角色”,还分别设置有一棋手角色表示参与对战的当前用户,该棋手角色也设置有生命值(或血量),该棋手角色的生命值根据每局对战结果进行相应的减少(对战失败)或不变(对战获胜或打平),当该虚拟角色的生命值降低至零时,该棋手角色对应的用户退出对战,剩余用户继续进行对战。可选的,回合制棋类游戏包括自走棋。
在一些实施例中,回合制棋类游戏将进行多个回合,多个回合中包括对战回合和非对战回合,比如每五个对战回合之后执行一个非对战回合,在第一个回合执行一个非对战回合。对战回合中,将执行玩家与玩家之间或玩家与镜像玩家之间的对战,比如说,若当前游戏还剩余偶数名玩家,则下一个对战回合中偶数名玩家将两两配对进行对战,若还剩余奇数名玩家,则下一个对战回合中两两配对后剩余的一名玩家,将与其他玩家中一名玩家的镜像进行对战。在非对战回合中,包括选秀回合和打野回合。选秀回合中,多个棋手角色将在选秀场地中争夺棋子角色,当争夺到棋子角色时,还同时会获得该棋子角色绑定的装备。打野回合中,己方的棋子队伍将与野怪进行战斗,战斗胜利后,玩家将获得野怪掉落的装备。
在一些实施例中,在一个对战回合中,第一终端显示出回合制棋类游戏的对局界面,对局界面包括棋盘区域和第一棋手角色。
棋盘区域,包括本方棋盘区域和对方棋盘区域。本方棋盘区域,用于在备战阶段布局本方的棋子角色。对方棋盘区域,用于对手在备战阶段布局对方的棋子角色。进入战斗阶段时,会将本方棋盘区域和对方棋盘区域拼接起来,得到棋盘区域。在一些实施例中,棋盘区域中包括若干个大小相同的棋格,棋格用于放置对战过程中进行对战的棋子。可选的,棋盘区域中包括n(行)×m(列)个棋格,示意性的,n为2的整数倍,且相邻两行棋格交错。可选的,棋格的形状可以是正方形、矩形、圆形、六边形中的任意一种,本申请实施例对棋格的形状不加以限定。
第一棋手角色,是用于表征本方棋手的虚拟角色,或者说,第一棋手角色是第一终端控制的第一棋手角色,第一终端是登录有第一账号的终端,第一账号是本方棋手的账号。在一些实施例中,第一棋手角色具有在对局界面中移动的能力。示意性的,对局界面中显示有第一棋手角色的站桩位置(也可以是座位等),第一棋手角色并不局限在站桩位置上,而可以在对局界面中任意移动。比如,从本方棋盘区域移动到对方棋盘区域。可选的,不同的棋手对应的棋手角色的类型不同或相同。在回合制棋类游戏中,棋手可以通过完成任务、商城购买、系统赠送等方式获取不同类型的棋手角色,棋手角色的形象可以是动物、人物、动漫形象等,棋手可以任意选择一个已拥有的棋手角色上场。
结合参考图4,图4示出了回合制棋类游戏的对局界面400。对局界面400包括棋盘区域401和第一棋手角色402,棋盘区域401显示出若干行交错的棋格,第一棋手角色402通过一个小小英雄的形象表征。图4中对局界面400还包括多个棋子角色(棋子A、B、C、E、G)。
在一些实施例中,对局界面还包括羁绊信息区域、玩家信息区域和备战区域。
羁绊信息区域,用于显示棋盘区域中本方棋子队伍的羁绊情况。在回合制棋类游戏中,存在一种“凑羁绊”的机制,游戏中每个棋子角色属于一个阵营以及具有一个定位,当属于同一阵营(或同一定位)的棋子数量达到一定数量时,将产生一定的特殊效果,比如说,本方棋子队伍中同属于“巫师”定位的棋子数量为三,将触发对应的特殊效果,比如说增加“巫师”定位的棋子的魔法伤害。在羁绊信息区域中,将显示出棋盘区域中包含的若干个羁绊关系的达成情况。羁绊关系,指同一阵营或同一定位的关系,达成情况指包含的棋子数量是否达到预设数量的信息。在羁绊信息区域中,将显示出棋盘区域包含的若干个羁绊关系中各个羁绊关系具有的棋子数量,以及棋子数量是否达到预设数量的信息。
玩家信息区域,用于显示游戏中还存活的棋手角色的信息,包括生命值信息、生命值排序信息、棋手角色的头像、名称等等。在本申请实施例中,在对局界面的左侧将显示羁绊信息区域,在对局界面的右侧将显示玩家信息区域,这有利于玩家实时获知信息,信息区域的位置分布合理且对称,便于玩家区分和查找。
备战区域,用于放置未上场的棋子角色。在备战阶段,玩家可以从商店购买棋子角色并放置在备战区域,并将棋子角色从备战区域拖动至棋盘区域上。
结合参考图4,图4示出了羁绊信息区域403、玩家信息区域404和备战区域407。此时羁绊信息区域403示出了四种定位(巫师、格斗家、换形师和杀手)的羁绊信息,玩家信息区域404示出了剩余的八名玩家的生命值信息和生命值排序信息,备战区域407示出了未上场的棋子角色A。
在一些实施例中,对局界面还示出了升级控件和购买控件,升级控件用于升级第一棋手角色的等级,第一棋手角色的等级越高,本方棋盘区域可上场的棋子越多。购买控件用于从商店中购买棋子。棋手角色的升级和购买棋子均需要花费一定的费用,玩家可合理分配费用的支出。结合参考图4,图4示出了升级控件405和购买控件406,此时,升级控件405还示出了第一棋手角色的等级为5级,购买控件406还示出了本方棋手当前的剩余费用为5。
步骤340,第一终端在战斗阶段,控制第一棋手角色移动至棋子角色附近,棋子角色是棋盘区域上用于展开对战的虚拟角色。
在一个对战回合中,包括备战阶段和战斗阶段。备战阶段,用于各个棋手在棋盘上布局各自的棋子队伍。战斗阶段,指双方棋子角色自动对战的阶段。在战斗过程中,将通过一定的算法和规则,控制本方棋子队伍中的棋子角色和对方棋子队伍中的棋子角色进行战斗。可选的,战斗过程中,棋子角色可以在棋盘区域中移动,比如说,对于定位为“刺客”的棋子,可以移动到对方棋盘区域的靠后位置,突袭对方棋子队伍中攻击能力较强的棋子(比如,定位为“射手”的棋子)。
在本申请实施例中,玩家可以控制第一棋手角色在棋盘区域上移动。比如说,玩家点击界面上的目标位置,第一棋手角色寻路至目标位置;又比如说,玩家通过第一终端上的移动遥杆,控制第一棋手角色移动至棋子角色附近。还比如说,玩家通过手势操作、语音控制、眼球控制等方式控制第一棋手角色移动。可选的,玩家通过VR(Virtual Reality,虚拟现实)/AR(Augmented Reality,增强现实)设备控制第一棋手角色移动。
在战斗阶段,棋盘区域上存在本方棋子队伍和对方棋子队伍,玩家可以控制第一棋手角色移动至棋子角色附近,棋子角色可以是本方棋子队伍中的棋子角色,也可以是对方棋子队伍中的棋子角色,本申请实施例对此不加以限制。棋子角色是玩家从棋盘上的多个棋子角色中选择的目标,玩家将基于自身在棋子对战过程中形成的策略,选中棋子角色执行后续操作。
步骤360,响应于效果释放操作,第一终端控制第一棋手角色对棋子角色释放效果,效果用于增强或减弱棋子角色的战斗能力。
其中,效果释放操作是用于指示释放效果的操作,可以为点击预设控件的操作、按照预设轨迹滑动的操作、点击用于表示该效果的效果图标的操作等,本申请实施例对此不做限定。
当玩家控制第一棋手角色移动至棋子角色附近后,玩家可控制第一棋手角色对棋子角色释放效果,效果用于增强或减弱棋子角色的战斗能力,该效果可以为道具或者技能或者其他类型的效果等。可选的,效果包括正向效果或负向效果。正向效果用于增强棋子角色的战斗能力,比如,提高棋子角色的攻击速度、移动速度、物理攻击力、物理防御力、魔法攻击力、魔法防御力等等,又比如,恢复棋子角色的生命值、魔法值等等。
可选的,正向效果可以是提高棋子角色的攻击距离、降低棋子角色的技能冷却时间、再次释放最近一次释放的技能、随机移动到棋盘区域上的另一位置、变更棋子角色的定位或阵营(用于玩家凑成其他羁绊,产生其他羁绊的效果)、提升棋子角色的等级(比如说,原先棋子角色为一星棋子,效果为短暂地将该棋子角色变更为二星棋子)等等。
负向效果用于减弱棋子角色的战斗能力,比如,降低棋子角色的攻击速度、移动速度、物理攻击力、物理防御力、魔法攻击力、魔法防御力等等,又比如,扣除棋子角色的生命值、魔法值等等。
可选的,负向效果可以是减低棋子角色的攻击距离、提高棋子角色的技能冷却时间、随机移动到棋盘区域上的另一位置、变更棋子角色的定位或阵营(用于本方玩家破坏对方玩家原先凑成的羁绊)、降低棋子角色的等级(比如说,原先棋子角色为二星棋子,效果为短暂地将该棋子角色变更为一星棋子)等等。
示意性的,若玩家选中的棋子角色是本方棋子队伍中的棋子角色,则控制第一棋手角色对棋子角色释放正向效果。若棋子角色是对方棋子队伍中的棋子角色,则控制第一棋手角色对棋子角色释放负向效果。
示意性的,第一棋手角色拥有的效果本身并未限定是正向效果还是负向效果,仅限定了对棋子角色产生效果的方式,例如第一棋手角色拥有的效果是将棋子角色的移动速度调整20,但是并未限定是提高移动速度还是降低移动速度。终端响应于效果释放操作,再根据玩家选中的棋子角色是本方棋子队伍中的棋子角色还是对方棋子队伍中的棋子角色,确定控制第一棋手角色对棋子角色释放正向效果还是负向效果。
示意性的,第一棋手角色拥有的效果本身已经限定了是正向效果还是负向效果,例如第一棋手角色拥有的效果是将棋子角色的移动速度降低20,则终端响应于效果释放操作,无需检测玩家选中的棋子角色是本方棋子队伍中的棋子角色还是对方棋子队伍中的棋子角色,直接控制第一棋手角色对该棋子角色释放该效果即可。
例如,玩家误对本方棋子队伍中的棋子角色释放了负向效果,则对玩家的第一棋手角色进行惩罚操作,如删除第一棋手角色获得的一种效果、降低第一棋手角色的移动速度、销毁第一棋手角色的一个棋子角色等。
在本申请实施例中,玩家在战斗阶段可以控制第一棋手角色移动至棋子角色附近,为棋子角色释放效果,以增强或减弱棋子角色的战斗能力。本申请实施例中玩家可以在战斗阶段通过一系列操作影响战斗,相比于相关技术中玩家无法在战斗阶段影响战斗结果,本申请实施例提高了战斗阶段中玩家与终端之间的人机交互效率。并且,本申请实施例丰富了玩法机制,使得进入战斗阶段后即自动进行的战斗有了一定人为可控制的随机性,玩家可在战斗时使用正向效果来获得优势地位,达到反败为胜的效果,或者对对方的棋子角色使用负向效果,即本申请实施例丰富了玩家的战略选择。
并且,本申请实施例中玩家还会控制第一棋手角色到棋子角色附近释放效果,增加了第一棋手角色与棋盘区域的互动,由于第一棋手角色是玩家控制的虚拟角色,进而本申请实施例可增强玩家的代入感。
基于图3示出的可选实施例中,步骤360包括图5示出的步骤520。以该方法由图1示出的第一终端110执行继续进行举例说明。
步骤520,响应于第一使用操作,第一终端控制第一棋手角色在第一道具的生效范围内使用第一道具,棋子角色位于第一道具的生效范围内,第一道具用于产生效果。
在战斗阶段,第一终端控制第一棋手角色移动至棋子角色附近后,玩家将通过第一使用操作,控制第一棋手角色使用第一道具,若棋子角色位于第一道具的生效范围内,则将对棋子角色产生第一道具的效果。需要说明的是,生效范围是指界面中产生效果的区域,即是一个位置区域。
第一道具,是用于产生效果的虚拟道具。可选的,第一道具是第一棋手角色携带的虚拟道具,即第一道具与棋手角色相绑定。在一些实施例中,第一棋手角色最多同时携带第一数量的道具,可选的,第一数量为三。可选的,第一道具为消耗型虚拟道具,即第一道具具有数量特征,每使用一次第一道具,则将拥有的第一道具的数量减一(也可以设置为减二、或三等)。消耗型虚拟道具的设定,使得游戏可进一步发展出第一道具的获取机制,进一步丰富了游戏的可玩性;并且,消耗型虚拟道具的设定,使得玩家会更珍惜第一道具,玩家每使用一个第一道具之前,会先仔细斟酌是否使用该第一道具,留到后面再使用该第一道具会不会对战局更有利,进而提升了游戏的策略性和玩家的代入感。可选的,第一道具可以是虚拟药水、虚拟符咒、虚拟卡片等。可选的,第一道具的效果具有时间限制,在一定时长内第一道具发挥效果,当超过一定时长则失效。或者,一旦使用第一道具,则伴随当前回合的整个战斗阶段,第一道具产生的效果均生效。可选的,道具可以分为具有短暂效果的道具和具有长期效果的道具,具有短暂效果的道具是指该道具的效果具有时间限制,在一定时长内第一道具发挥效果,当超过一定时长则失效。且具有短暂效果的不同道具的有效时长可以相等,也可以不等。而具有长期效果的道具是指在当前回合的整个战斗阶段,道具产生的效果均生效。通过发布具有短暂效果的道具和具有长期效果的道具,实现了对道具的区分,导致较多玩家希望获得有效时长更长的道具,较少玩家希望获得有效时长更短的道具,导致获得有效时长更长的道具的难度加大,获得有效时长更短的道具的难度降低,从而需要玩家决定是获得有效时长更长的道具还是有效时长更短的道具,丰富了玩家可选择的游戏策略。
可选的,棋子角色为玩家选中的本方棋子队伍的棋子角色,第一道具为正向道具,即第一道具可为棋子角色产生正向效果。可选的,棋子角色为玩家选中的对方棋子队伍的棋子角色,第一道具为负向道具,即第一道具可为棋子角色产生负向效果。
以道具的类型区分,则第一道具包括攻击速度道具(比如,攻击速度药水)、移动速度道具(比如,移动速度药水)、物理攻击力道具(比如,物理攻击力药水)、物理防御力道具(比如,物理防御药水)、魔法攻击力道具(比如,魔法攻击力药水)、魔法防御力道具(比如,魔法防御药水)等等,本申请实施例不再一一列举,应当理解的是第一道具也可产生其他的效果。
第一使用操作,即使用第一道具的操作,可以是对界面上显示出的第一道具的点击操作,玩家通过点击界面上的第一道具,产生第一道具的效果。可选的,第一使用操作可以是对第一道具的滑动操作,如滑动至棋子角色的操作,玩家通过滑动第一道具至棋子角色使用第一道具,若棋子角色的所在位置超过第一道具的生效范围,则提示无法使用该道具。可选的,第一使用操作还可以是对第一棋手角色的双击操作,游戏系统可以设置(或默认设置)对第一棋手角色的双击操作是使用第一道具的操作。
第一道具的生效范围,指界面中第一道具的效果所作用的区域范围。可选的,生效范围是以第一棋手角色为中心,基于预设长度生成的几何区域(圆形、椭圆、矩形等)。可选的,预设长度可以是根据不同的道具设置的不同的长度,也可以是不区分道具类型,多个或全部道具共用的一个预设长度。可选的,预设长度是通过棋格数量来衡量的,比如说,生效范围是半径为一个棋格(或两个棋格、半个棋格)的圆形区域,可选的,棋格的形状为正六边形,每个“棋格”指示一个棋格上两条平行边之间的距离。
可选的,不同的道具的生效范围具有相同的展示形态,或者不同的道具的生效范围具有不同的展示形态,展示形态包括大小、形状、颜色、透明度等。比如说,攻击力道具的生效范围是一个以第一棋手角色为中心的半径为一个棋格的圆形区域,而移动速度道具的生效范围是以第一棋手角色为中心的半径为三个棋格的圆形区域。
在本申请实施例中,不同的展示形态与道具的类型相关,这有利于针对各种道具进行针对性的设置,比如说,对于效果更加重要的攻击力道具,可以设置更小的范围,体现出攻击力道具的稀缺性,而对于效果稍不重要的攻击速度道具,可以设置更大的范围,让更多的棋子享受到增益。
图6示出了回合制棋类游戏的对局界面600。对局界面600包括棋盘区域601、第一棋手角色602和多个棋子角色(包括棋子A、B、C、E等)。第一棋手角色602被控制移动至棋子角色(棋子“A”)附近。响应于第一使用操作,控制第一棋手角色602使用第一道具609,棋子角色位于第一道具609的生效范围610内,棋子角色获得第一道具609的效果。
图7示出了使用第一道具609的动画示意图,在第一道具609的生效范围610内使用第一道具609。图6和图7还示出了羁绊信息区域603、玩家信息区域604、升级控件605、购买控件606和备战区域607,各区域的具体介绍可参考上文的描述。
需要说明的是,本申请实施例以第一道具为例进行说明,而其他的道具同理,本申请实施例不再重复赘述。
在上述实施例中,通过使用道具的方式对棋子角色产生效果,提供了一种合理的、实用的增益方式,在游戏中引入了棋手角色的道具系统,拓展了游戏的可玩性,并且,为游戏的后续更新提供了一个更新入口,后续游戏可基于棋手角色的道具系统进行发展和更新。
基于图2(或图5)示出的可选实施例中,该方法包括图8示出的步骤820、步骤840和步骤860。
步骤820,在第一棋手角色的附近存在棋子角色的情况下,第一终端显示出第一棋手角色具有的第一数量的道具槽位,第一数量是第一棋手角色最多携带的道具的数量。
当第一棋手角色在棋盘区域上移动时,将实时检测第一棋手角色的附近是否存在棋子角色,若判断为第一棋手角色的附近存在棋子角色,则显示出第一棋手角色具有的第一数量的道具槽位,道具槽位用于容纳道具,第一数量是第一棋手角色最多携带的道具的数量。可选的,“附近”是指与第一棋手角色之间的距离小于第一距离阈值的情况,可选的,第一距离阈值为预设的固定值,比如说,第一距离阈值为三个棋格。
可选的,第一距离阈值是基于第一棋手角色携带的道具的生效范围决定的。示意性的,第一距离阈值是第一棋手角色携带的道具中最大生效范围(圆形的生效范围)的半径。比如说,第一棋手角色携带有生效范围的半径为三个棋格的道具A、生效范围的半径为两个棋格的道具B、生效范围的半径为一个棋格的道具C,则确定出用于检测的第一距离阈值为三个棋格。
道具槽位,用于容纳道具。第一数量的道具槽位中存在三种情况:无空槽位、部分空槽位和全部是空槽位。本申请实施例中将针对无空槽位和部分空槽位这两种情况进行介绍,全部是空槽位则表示第一棋手角色未携带有道具。可选的,道具槽位的槽位形态与所容纳的道具相关,比如说,一个槽位容纳有攻击力道具,则该槽位的上边框显示有攻击图标(如一把剑),比如说,一个槽位容纳有防御力道具,则该槽位的上边框显示有防御图标(如一个盾牌)。可选的,道具槽位的形状为正方形、梯形、矩形、圆形等等。在本申请实施例中,会由道具槽位来容纳第一棋手角色携带的道具,使得用户可以从携带的道具中挑选出第一道具,即道具槽位的设定使得玩家使用第一道具的操作更加合理化、便捷化。
在一个实施例中,非空的道具槽位还可以具有提示元素,每个提示元素用于提示当前非空槽位中的道具的使用优先级。因此,该方法还包括:在第一数量的道具槽位中的每个非空槽位显示出提示元素,每个提示元素用于提示当前非空槽位中的道具的使用优先级。
示意性的,对于一个非空的道具槽位(即非空槽位),显示出动态特效,动态特效的效果越华丽,表示该非空槽位中的道具的使用优先级较高,玩家可优先使用该道具,使用优先级指使用当前道具的优先级。对于不同的棋子角色来说,不同的效果与其适配程度不同,比如说,对于定位为“射手”的棋子,更需要攻击速度道具;对于定位为“坦克”的棋子,更需要防御道具,因此,当检测到第一棋手角色附近存在较多的“射手”棋子时,则通过动态特效提示玩家优先使用攻击速度道具。
示意性的,对于一个非空槽位,显示出提示标签,提示标签位于槽位的上边框,提示标签中显示出数字,如一,则提示在第一棋手角色携带的道具中,当前非空槽位中的道具的使用优先级为一。
在本申请实施例中,通过非空槽位上的提示元素,可以提示玩家各个道具的使用优先级,便于玩家快速决策出要使用的道具。可以理解的是,在回合制棋类游戏中,即使战斗阶段中双方棋子会自动战斗,玩家能够有较空闲的时间,但是在战斗阶段中玩家也需要执行其他操作(例如考虑接下来要购买的棋子、接下来的费用如何管理、其他玩家的战力情况等等),即,战斗阶段玩家也有不轻松的任务量,因此,本申请实施例将提示玩家各个道具的使用优先级,便于玩家快速使用道具,一定程度上减轻了玩家在战斗阶段的任务负担,玩家可将更多的注意力集中在其他事情上。
在图6中,示出了第一棋手角色602携带的第一数量的道具槽位608,此时,第一数量为三,第一数量的道具槽位608处于无空槽位的状态,从左往右数第一个槽位用于容纳第一道具609。
步骤840,第一终端在第一数量的道具槽位中的一个槽位显示出第一道具。
在一个示例性中,在第一数量的道具槽位中的一个槽位上,显示出第一道具的图案、名称、颜色中的至少一种,用于表征第一道具。原本此槽位为空槽位,在该槽位中显示出第一道具之后,该槽位成为非空槽位。示意性的,图6示出了第一道具(虚拟药水)609的图案和颜色(图6中用不同的填充内容表示不同的颜色)。可选的,第一道具609为攻击药水,图6中第一道具的图案为攻击药水的图案,填充颜色为红色。
需要说明的是,本申请实施例以第一道具为例,并且在后续的步骤860中使用了第一道具。而在另一实施例中,该方法可以在执行步骤820和步骤840之后不使用第一道具,即不执行步骤860。
另外,除第一道具之外,第一棋手角色还可以具有其他道具,因此该方法还包括:在第一棋手角色的附近存在棋子角色的情况下,终端显示出第一棋手角色具有的第一数量的道具槽位,第一数量是第一棋手角色最多携带的道具的数量;终端在第一数量的道具槽位中的至少一个槽位显示出第一棋手角色的道具,使得道具槽位中非空槽位的数量等于第一棋手角色具有的道具的数量,每个非空槽位与一个道具对应。可选地,在第一棋手角色获得了新的道具之后,可以在原有的非空槽位之后的第一个空槽位中显示出新获得的道具。
步骤860,响应于第一使用操作,第一终端控制第一棋手角色在第一道具的生效范围内使用第一道具。
在一个实施例中,玩家使用第一道具之前可先预览第一道具的生效范围,再决定是否在当前生效范围使用该第一道具。
示意性的,响应于对第一道具的第一触发操作,显示出第一道具的预计生效范围,第一触发操作可以是长按操作(长按期间显示预计生效范围)、单击操作(单击后显示预计生效范围)等,预计生效范围如图6所示,图6示出了预计生效范围610。
响应于对第一道具的第二触发操作,控制第一棋手角色在第一道具的预计生效范围内使用第一道具,第二触发操作可以是单击操作等。
本申请实施例提供了先预览生效范围,再触发道具的方式。玩家使用第一道具之前可先预览第一道具的生效范围,再决定是否在当前生效范围使用该第一道具,这有利于玩家对第一道具的决策,避免了玩家在不满意的生效区域内误使用第一道具。
在一个实施例中,在用户对各种类型的道具的生效范围较熟悉的情况下,用户可通过对第一道具的双击操作,快速触发使用第一道具。
预计生效范围,指预览的道具的生效范围。可选的,预计生效范围是以第一棋手角色为中心,以预设长度为半径生成的圆形区域。可选的,预设长度可以是根据不同的道具设置的不同的长度,也可以是不区分道具类型,多个或全部道具共用的一个预设长度。可选的,不同的道具的预计生效范围具有相同的展示形态,或者不同的道具的预计生效范围具有不同的展示形态,展示形态包括大小、形状、颜色、透明度等。
可选的,预计生效范围的展示形态与预计生效范围内的棋子角色相关联。可选的,预计生效范围的展示形态与预计生效范围内的棋子角色的类别数量(如可参与凑成五种羁绊)、棋子总数量(如共有五个棋子)、各阵营数量(如属于阵营A的有三个棋子、属于阵营B的有一个棋子、属于阵营C的有一个棋子)、各定位数量(如属于定位甲的有三个棋子、属于定位乙的有两个棋子)中的至少一种相关联。
示意性的,属于阵营A、阵营B和阵营C的棋子中,属于阵营A的棋子数量最多,采用阵营A的主色调渲染预计生效范围的背景颜色。
在一个实施例中,根据第一道具的预计生效范围内属于第一羁绊团体的棋子角色数量,确定预计生效范围的展示形态,其中,第一羁绊团体是第一道具对应的羁绊团体。
可选的,第一道具是专属于第一羁绊团体的道具,“专属”可以理解为对第一羁绊团体的效果最好而对其他羁绊团体的效果较差,或者可以理解为只对第一羁绊团体产生效果而不对其他羁绊团体产生效果。比如说,第一道具为攻击速度道具,第一羁绊团体是“射手”定位;又比如说,第一道具为防御型道具,第一羁绊团体是“坦克”定位,“坦克”定位的棋子主要用于承受对方的攻击火力。
可选的,第一道具的预计生效范围具有多种等级的展示形态,例如,包括第一等级的展示形态、第二等级的展示形态和第三等级的展示形态,依次对应的棋子角色数量为1/2/3。示意性的,若预计生效范围内属于第一羁绊团体的棋子数量为一,则显示第一等级的展示形态,若预计生效范围内属于第一羁绊团体的棋子数量为二,则显示第二等级的展示形态;同理,若预计生效范围内属于第一羁绊团体的棋子数量为三,则显示第三等级的展示形态。不同等级的展示形态的透明度不同,等级较高的展示形态具有较小的透明度,即预计生效范围越清晰。
在本申请实施例中,通过不同的预计生效范围的展示形态,也可提示用户,当前选中的道具(第一道具)是否处于合适的使用时机,第一棋手角色是否处于最优的位置,便于用户再次调整第一棋手角色的位置直至找到最佳的第一道具的生效位置,将第一道具的效果最大化,此时,游戏的策略性得以进一步的提升。
基于图5或图8示出的可选实施例中,在第一棋手角色的周围跟随显示有第一道具类型指示器,第一道具类型指示器用于指示第一棋手角色携带的道具的类型。
其中,第一棋手角色的周围跟随显示有第一道具类型指示器是指:第一道具类型指示器与第一棋手角色之间的距离小于距离阈值,且第一棋手角色移动时,第一道具类型指示器也会跟随移动,以保证与第一棋手角色之间的距离小于距离阈值。
一种可能实现方式中,在第一棋手角色所处的区域内跟随显示有第一道具类型指示器,该第一棋手角色所处的区域是指以该第一棋手角色为中心、基于该距离阈值生成的几何区域(圆形、椭圆、矩形等)。在该区域内的任意位置显示第一道具类型指示器即可。可选的,该距离阈值可以是根据不同的道具设置的不同的长度,也可以是不区分道具类型,多个或全部道具共用的一个该距离阈值。可选的,该距离阈值是通过棋格数量来衡量的,比如说,第一棋手角色所处的区域是半径为半个棋格的圆形区域,可选的,棋格的形状为正六边形,每个“棋格”指示一个棋格上两条平行边之间的距离。
第一道具类型指示器,包括第一数量的道具格,每个道具格与一个道具相对应,第一数量是第一棋手角色最多同时拥有的道具的数量。结合参考图4,图4示出了第一道具类型指示器408,第一道具类型指示器408中每个“圆形格口”表示一个道具格。对于一个道具格来说,若其处于空状态,则表示第一棋手角色未拥有道具,若采用第一道具的颜色(或图案等其他标识性填充物)填充,则表示第一棋手角色拥有一个第一道具。图4示出了第一棋手角色携带有满数量(三个)的道具。
在本申请实施例中,通过第一道具类型指示器,玩家可实时获知携带的道具的类型,便于玩家实时考量道具的使用策略,提升了游戏策略性。
在一个实施例中,在战斗过程中,本方界面上也会显示出对方的棋手角色的道具类型指示器,用于玩家采用更好的策略来使用自身的道具,比如,当对方携带较多的攻击道具时,本方玩家可以暂时先不使用防御道具,当对方使用攻击道具时再使用防御道具。
示意性的,在本方棋手的对局界面上,显示出第二道具类型指示器,第二道具类型指示器在第二棋手角色周围跟随显示,第二道具类型指示器用于指示第二棋手角色携带的道具的类型,第二棋手角色是用于表征对方棋手的虚拟角色。可选的,第二道具类型指示器与第一道具类型指示器的界面表现一致,本方棋手和对方棋手从第二道具类型指示器中可获得的信息相同,具体的第二道具类型指示器的设计,可参考上述第一道具类型指示器,此处不再过多介绍。
接下来将介绍道具的获取方式。
第一种可能的获取方式:基于图5(或图8)示出的可选实施例中,参见图9,在步骤520(或步骤820)之前还包括如下步骤920和步骤940。
步骤920,第一终端在第一非对战回合中,显示出多个棋手角色和场地中的多个待选棋子角色,多个棋手角色与参加对局的多个棋手一一对应。
回合制对局游戏包括多个回合,多个回合中包括对战回合和非对战回合。对战回合是玩家与玩家之间或者玩家与玩家镜像之间的对战的回合,非对战回合即不是用于对战的回合。在本申请实施例中,第一非对战回合可称为选秀回合,相关技术中的选秀回合中,多个棋手角色将在选秀场地中争夺棋子角色,当争夺到棋子角色时,还同时会获得该棋子角色绑定的装备。
在本申请实施例提供的第一非对战回合中,将显示出多个棋手角色和场地中的多个待选棋子角色,示意性的,多个待选棋子在场地中围成一个圈,多个待选棋子按照一定速度首尾相连地旋转移动。多个棋手角色位于场地的周围,比如说,共有八名玩家,八名玩家中每两名玩家的间隔一致,八名玩家首尾相连的分布在椭圆形场地的周侧。
示意性的,图10示出了八个棋手角色1001,场地中存在九个待选棋子角色(棋子A、B、C、B等),九个待选棋子角色首尾相连,按照一定的速度旋转。
步骤940,第一终端通过控制第一棋手角色在场地中与目标棋子角色相接触,获取目标棋子角色和目标棋子角色携带的道具,目标棋子角色是多个待选棋子角色中的一个棋子角色。
多个待选棋子角色中每个待选棋子角色携带有至少一个(可以是一个、两个或者更多个)道具。玩家通过控制第一棋手角色在场地中与目标棋子角色相接触,获取目标棋子角色和目标棋子角色携带的道具,目标棋子角色是多个待选棋子角色中的一个棋子角色。玩家从多个待选棋子角色中,可以先观察出自己最想得到的棋子角色和道具,若玩家最想得到的棋子角色和最想得到的道具正好绑定,则可以同时获取二者,然而,在很多情况下,玩家最想得到的棋子角色和最想得到的道具并不绑定,此时,玩家需要进行权衡取舍,选择最想得到的棋子角色,或者,选择最想得到的道具,或者,折中选择具有绑定关系的次优棋子角色和次优道具。此时,本申请实施例将道具和棋子角色进行绑定,丰富了游戏的策略性,玩家需要从多角度考量抢夺的棋子。
在一个实施例中,通过控制第一棋手角色在场地中与目标棋子角色的距离小于预设距离阈值,认为第一棋手角色成功获取目标棋子角色和目标棋子角色携带的道具。可选的,获取目标棋子角色和道具之后,将目标棋子角色和道具解绑,即该道具还可应用于其他的棋子角色。
结合参考图11,图11示出了第一棋手角色1101成功接触棋子角色(图中的棋子R),进而获取棋子角色和棋子角色携带的道具(虚拟药水)。可选的,多个待选棋子角色中每个待选棋子角色还绑定有虚拟装备,当第一棋手角色1101成功接触棋子角色时,还会获取棋子角色携带的装备。
即,本申请实施例还提供了通过第一非对战回合(选秀回合)获取道具的方式。在相关技术已有选秀回合的基础上,通过选秀回合获得道具,合理化了道具的获取途径,游戏中无需再额外增加获取道具的回合(或其他获取途径),进而降低了游戏的复杂度,降低了用户的学习成本。
在一个实施例中,第一棋手角色的周围跟随显示有第一道具类型指示器,第一道具类型指示器包括第一数量的道具格,第一数量是第一棋手角色最多同时拥有的道具的数量。第一道具类型指示器,包括第一数量的道具格,每个道具格与一个道具相对应,第一数量是第一棋手角色最多同时拥有的道具的数量。结合参考图11,图11示出了第一道具类型指示器1102,第一道具类型指示器1102中每个“圆形格口”表示一个道具格。对于一个道具格来说,若其处于空状态,则表示第一棋手角色未拥有道具,若采用第一道具的颜色(或图案等其他标识性填充物)填充,则表示第一棋手角色拥有一个第一道具。
响应于第一棋手角色获取到道具,将第一数量的道具格中一个处于空状态的道具格变更为非空状态,表示第一棋手角色携带的道具的数量加一。图11示出了获取第一道具后,第一棋手角色1101具有一个处于非空状态的道具格和两个处于空状态的道具格。
在本申请实施例中,通过第一道具类型指示器,玩家可实时知悉已获得的道具的类型,便于玩家实时考量道具的获取策略,决定接下来还要获取哪些道具,进而提升了游戏策略性。
第二种可能的获取方式:基于图5(或图8)示出的可选实施例中,参见图12,在步骤520(或步骤820)之前还包括如下步骤1220和步骤1240。
步骤1220,第一终端在第二非对战回合中,在本方棋子队伍成功击败虚拟怪物的情况下,在界面中显示出随机资源体,随机资源体对应一种随机的道具。
在本申请实施例中,第二非对战回合可称为打野回合,相关技术中,打野回合中,己方的棋子队伍将与野怪进行战斗,战斗胜利后,玩家将获得野怪掉落的装备。
在本申请实施例提供过的第二非对战回合中,将显示出本方棋子队伍攻击虚拟怪物的对局界面,当本方棋子队伍成功击败虚拟怪物的情况下,对局界面中将显示出虚拟怪物掉落的随机资源体,随机资源体对应一种随机的道具。
随机资源体,指承载有随机资源的界面元素。可选的,随机资源体表现为一个随机的战利品法球。结合参考图13,图13示出了本方棋子队伍1301与虚拟怪物1302进行对战的界面。图14示出了本方棋子队伍1401成功击败虚拟怪物后,显示出的随机资源体1402。随机资源体1402为一个带有问号的法球。
步骤1240,第一终端通过控制第一棋手角色移动至随机资源体的所在位置,拾取并开启随机资源体,获取随机资源体对应的道具。
结合参考图15,玩家通过控制第一棋手角色1501移动至随机资源体的所在位置,拾取并开启随机资源体,进而获取第一道具,图15示出的第一道具为“力量药水”。
在一个实施例中,第一棋手角色的周围跟随显示有第一道具类型指示器,第一道具类型指示器包括第一数量的道具格,第一数量是第一棋手角色最多同时拥有的道具的数量。响应于第一棋手角色获取到第一道具,将第一数量的道具格中一个处于空状态的道具格变更为非空状态。
第一道具类型指示器,包括第一数量的道具格,每个道具格与一个道具相对应,第一数量是第一棋手角色最多同时拥有的道具的数量。结合参考图15,图15示出了第一道具类型指示器1502,第一道具类型指示器1502中每个“圆形格口”表示一个道具格。对于一个道具格来说,若其处于空状态,则表示第一棋手角色未拥有道具,若采用第一道具的颜色(或图案等其他标识性填充物)填充,则表示第一棋手角色拥有第一道具。图15示出了获取第一道具后,第一棋手角色1501具有一个处于非空状态的道具格和两个处于空状态的道具格。
即,本申请实施例还提供了通过第二非对战回合(打野回合)获取道具的方式。在相关技术已有打野回合的基础上,通过打野回合获得道具,合理化了道具的获取途径,游戏中无需再额外增加获取道具的回合(或其他获取途径),进而降低了游戏的复杂度,降低了用户的学习成本。
并且,在本申请实施例中,通过第一道具类型指示器,玩家可实时知悉已获得的道具的类型,便于玩家实时考量道具的获取策略,决定接下来还要获取哪些道具,进而提升了游戏策略性。
基于图3示出的可选实施例中,步骤360包括图16示出的步骤1620。
步骤1620,响应于技能释放操作,第一终端控制第一棋手角色在第一技能的生效范围内使用第一技能,棋子角色位于第一技能的生效范围内,第一技能用于产生效果。
在本申请实施例中,第一棋手角色通过释放技能对棋子角色释放效果。响应于技能释放操作,控制第一棋手角色在第一技能的生效范围内使用第一技能,若棋子角色位于第一技能的生效范围内,则第一技能将对棋子角色产生效果。可选的,第一技能是第一棋手角色具有的技能,第一技能支持在处于非冷却状态下释放。
玩家控制第一棋手角色移动至棋子角色附近,当检测到第一技能的生效范围内存在可作用棋子角色时,显示出第一技能的使用按钮。第一技能的使用按钮,用于提示玩家当前可使用第一技能。响应于第一技能的使用按钮接收到触发操作(可选的,为点击操作),将在第一技能的生效范围内使用第一技能,对于第一技能的生效范围内的棋子,将附加第一技能的效果。
第一棋手角色具有的第一技能可以是玩家预配置的,也可以是游戏系统设定的第一棋手角色具有的技能。若第一技能是玩家预配置的,玩家在进入战斗阶段前,可从多个技能中,选择携带第一技能。若第一技能是游戏系统设定的第一棋手角色具有的技能,则游戏系统设定不同类型的棋手角色具有不同的技能,比如,设定棋手角色A具有技能a,设定棋手角色B具有技能b。
第一技能具有冷却时间,即,当第一技能处于冷却状态时,第一技能处于不可用状态。此时将与相关技术中的对战过程一致,第一棋手角色不会对双方棋子对战产生影响。当第一技能处于非冷却状态时,玩家可控制第一棋手角色释放第一技能进而影响双方棋子之间的对战。
需要说明的是,本申请实施例以第一技能为例进行说明,而其他的技能同理,本申请实施例不再重复赘述。
在上述实施例中,通过使用技能的方式对棋子角色产生效果,提供了一种合理的、实用的作用方式,在游戏中引入了棋手角色的技能系统,拓展了游戏的可玩性,并且,为游戏的后续更新提供了一个更新入口,后续游戏可基于棋手角色的技能系统进行发展和更新。
图17示出了本申请一个示例性实施例提供的虚拟角色的控制方法的流程图。
首先,执行步骤:开始1701。本申请实施例提供了两种辅助药水获取途径1702。在第一种获取途径中,将通过选秀回合获得1703。在选秀回合中,将执行步骤:判断棋手角色是否接触到棋子1704。若棋手角色接触到棋子,则获得该棋子及其附带的辅助药水1705,若棋手角色未接触到棋子,则确定未获得该棋子1706,并结束1707。在第二种获取途径中,将通过打野回合获得1708。在打野回合中,若击败野怪,则野怪随机掉落辅助药水1709。
通过上述两种获取途径获取辅助药水后,还要再判断棋手角色是否有辅助药水空位1710,若棋手角色还有辅助药水空位,则使用该辅助药水填充空位1711。若棋手角色没有辅助药水空位,则无法继续获得该药水1712,并结束1713。
使用该辅助药水填充空位1711后,判断对局是否进入战斗阶段1714,若对局进入战斗阶段,则进一步判断棋手角色是否在战场区域1715;若对局未进入战斗阶段,则无法使用该药水1716,并结束1717。
判断棋手角色是否在战场区域1715后,若棋手角色处于战场区域,则激活药水使用1718,玩家可以控制棋手角色使用药水获得加成1719,并结束1720。若棋手角色不处于战场区域,则无法使用该药水1721,并结束1722。
在本申请实施例中,提供了一种辅助药水模式。辅助药水模式下,玩家可以通过选秀回合/野怪回合来获取对应的辅助药水。
选秀回合下,棋子会带有装备和辅助药水,玩家可以根据自己的选择移动小小英雄去获取带有自己需要的辅助药水的棋子。选秀阶段,服务端会随机发放对应的辅助药水到棋子身上,反馈到客户端选秀台上,客户端通过判断玩家是否接触棋子判断是否获取。每个玩家的小小英雄的左侧都有三个辅助药水格子,获得辅助药水后会填充格子,不同的辅助药水有着不同的颜色,如攻击辅助药水为橙色,攻击速度辅助药水为红色,法术伤害提升辅助药水为蓝色,治疗辅助药水为绿色。基于战斗的平衡性玩家最大可以同时拥有3瓶辅助药水,当玩家达到3瓶时不可继续获取,玩家在使用辅助药水后可以继续获取新的辅助药水。
野怪回合下,玩家击败野怪后会掉落随机的奖励法球,玩家可以通过移动小小英雄拾取法球来获得奖励,奖励会随机开出辅助药水,此方式获得的辅助药水为随机发放不可控制。
在对战回合,战斗开始后,玩家可以移动小小英雄到战场区域,当识别到小小英雄附近有棋子时,会激活头顶的辅助药水模块显示,玩家按下对应药水可以显示该药水的生效范围,范围是以小小英雄为中心的圆形(或其他形状)范围,点击药水进行使用,使用后会在对应范围激活buff效果,范围的棋子会受到对应的buff加成,同时战斗期间本方玩家可以看到对方玩家的小小英雄携带的辅助药水类型。
在本申请实施例中,玩家单局最大可以使用拥有数量上限(3个)的药水,辅助药水可以在同一区域内叠加使用,比如玩家同时使用魔法药水和攻击速度药水,则会在该区域同时生效两种buff效果,同类buff可进行叠加,比如使用两个攻击速度药水,不同的叠加搭配使玩家可以用更多组合选择,如获取3瓶攻击速度药水,在一个区域内使用获得大量攻击速度加成;辅助药水使用完后不再显示使用格子,变为空状态跟随在玩家小小英雄旁边。
接下来介绍应用场景实施例。
图18示出了本申请一个示例性实施例提供的虚拟角色的控制方法的流程图,以该方法由图1示出的第一终端110执行进行举例说明,该方法包括:
步骤1820,第一终端显示出自走棋游戏的对局界面,对局界面包括棋盘区域和第一棋手角色,第一棋手角色是用于表征本方棋手的虚拟角色。
在自走棋游戏中,将进行多个回合,多个回合中包括对战回合和非对战回合,比如每五个对战回合之后执行一个非对战回合,在第一个回合执行一个非对战回合。对战回合中,将执行玩家与玩家之间或玩家与镜像玩家之间的对战,比如说,若当前游戏还剩余偶数名玩家,则下一个对战回合中偶数名玩家将两两配对进行对战,若还剩余奇数名玩家,则下一个对战回合中两两配对后剩余的一名玩家,将与其他玩家中一名玩家的镜像进行对战。在非对战回合中,包括选秀回合和打野回合。选秀回合中,多个棋手角色将在选秀场地中争夺棋子角色,当争夺到棋子角色时,还同时会获得该棋子角色绑定的装备。打野回合中,己方的棋子队伍将与野怪进行战斗,战斗胜利后,玩家将获得野怪掉落的装备。
在一些实施例中,在一个对战回合中,第一终端显示出回合制棋类游戏的对局界面,对局界面包括棋盘区域和第一棋手角色。棋盘区域,包括本方棋盘区域和对方棋盘区域。本方棋盘区域,用于在备战阶段布局本方的棋子角色。对方棋盘区域,用于对手在备战阶段布局对方的棋子角色。进入战斗阶段时,会将本方棋盘区域和对方棋盘区域拼接起来,得到棋盘区域。
第一棋手角色,是用于表征本方棋手的虚拟角色,或者说,第一棋手角色是第一终端控制的第一棋手角色,第一终端是登录有第一账号的终端,第一账号是本方棋手的账号。在一些实施例中,第一棋手角色具有在对局界面中移动的能力。示意性的,对局界面中显示有第一棋手角色的站桩位置(也可以是座位等),第一棋手角色并不局限在站桩位置上,而可以在对局界面中任意移动。
在一些实施例中,对局界面还包括羁绊信息区域、玩家信息区域和备战区域。
羁绊信息区域,用于显示棋盘区域中本方棋子队伍的羁绊情况。在回合制棋类游戏中,存在一种“凑羁绊”的机制,游戏中每个棋子角色属于一个阵营以及具有一个定位,当属于同一阵营(或同一定位)的棋子数量达到一定数量时,将产生一定的特殊效果,比如说,本方棋子队伍中同属于“巫师”定位的棋子数量为三,将触发对应的特殊效果,比如说增加“巫师”定位的棋子的魔法伤害。在羁绊信息区域中,将显示出棋盘区域中各种羁绊的达成情况。
玩家信息区域,用于显示游戏中还存活的棋手角色的信息,包括生命值信息、生命值排序信息、棋手角色的头像、名称等等。在本申请实施例中,在对局界面的左侧将显示羁绊信息区域,在对局界面的右侧将显示玩家信息区域,这有利于玩家实时获知信息,信息区域的所在位置分布合理且对称,便于玩家区分和查找。
备战区域,用于放置未上场的棋子角色。在备战阶段,玩家可以从商店购买棋子角色并放置在备战区域,并将棋子角色从备战区域拖动至棋盘区域上。
在一些实施例中,对局界面还示出了升级控件和购买控件,升级控件用于升级第一棋手角色的等级,第一棋手角色的等级越高,本方棋盘区域可上场的棋子越多。购买控件用于从商店中购买棋子。棋手角色的升级和购买棋子均需要花费一定的费用,玩家可合理分配费用的支出。
步骤1840,第一终端在战斗阶段,控制第一棋手角色移动至棋子角色附近,棋子角色是棋盘区域上用于展开对战的虚拟角色。
在本申请实施例中,玩家可以控制第一棋手角色在棋盘区域上移动。比如说,玩家点击界面上的目标位置,第一棋手角色寻路至目标位置;又比如说,玩家通过第一终端上的移动遥杆,控制第一棋手角色移动至棋子角色附近。还比如说,玩家通过手势操作、语音控制、眼神控制等方式控制第一棋手角色移动。可选的,玩家通过VR/AR设备控制第一棋手角色移动。
步骤1860,响应于第一使用操作,第一终端控制第一棋手角色在第一道具的生效范围内使用第一道具,棋子角色位于第一道具的生效范围内,第一道具用于产生效果。
在战斗阶段,玩家控制第一棋手角色移动至棋子角色附近后,玩家将通过第一使用操作,控制第一棋手角色使用第一道具,若棋子角色位于第一道具的生效范围内,则将对棋子角色产生第一道具的效果。需要说明的是,生效范围是指界面中产生效果的区域,即是一个位置区域。在一个实施例中,第一道具是第一棋手角色携带的虚拟道具,第一道具属于消耗型虚拟道具。
在一个实施例中,在第一棋手角色的附近存在棋子角色的情况下,显示出第一棋手角色具有的第一数量的道具槽位,第一数量是第一棋手角色最多携带的道具的数量。示意性的,当第一棋手角色在棋盘区域上移动时,将实时检测第一棋手角色的附近是否存在棋子角色,若判断为第一棋手角色的附近存在棋子角色,则显示出第一棋手角色具有的第一数量的道具槽位,道具槽位用于容纳道具,第一数量是第一棋手角色最多携带的道具的数量。可选的,“附近”是指与第一棋手角色之间的距离小于第一距离阈值的情况,可选的,第一距离阈值为预设的固定值,比如说,第一距离阈值为三个棋格。
在第一数量的道具槽位中的一个槽位显示出第一道具。示意性的,在第一数量的道具槽位中的一个槽位上,显示出第一道具的图案、名称、颜色中的至少一种,用于表征第一道具。
响应于对第一道具的使用操作,控制第一棋手角色在第一道具的生效范围内使用第一道具。在一个实施例中,响应于对第一道具的第一触发操作,显示出第一道具的预计生效范围;响应于对第一道具的第二触发操作,控制第一棋手角色在第一道具的预计生效范围内使用第一道具。
示意性的,玩家使用第一道具之前可先预览第一道具的生效范围,再决定是否在当前生效范围使用该第一道具。示意性的,响应于对第一道具的第一触发操作,显示出第一道具的预计生效范围,第一触发操作可以是长按操作(长按期间显示预计生效范围)、单击操作(单击后显示预计生效范围)等。响应于对第一道具的第二触发操作,控制第一棋手角色在第一道具的预计生效范围内使用第一道具,第二触发操作可以是单击操作等。
在一个实施例中,在第一数量的道具槽位中的每个非空槽位显示出提示元素,每个提示元素用于提示当前非空槽位中的道具的使用优先级。
在一个实施例中,根据第一道具的预计生效范围内属于第一羁绊团体的棋子角色数量,确定预计生效范围的展示形态;其中,第一羁绊团体是第一道具对应的羁绊团体。可选的,第一道具是专属于第一羁绊团体的道具,“专属”可以理解为对第一羁绊团体的效果最好而对其他羁绊团体的效果较差,或者可以理解为只对第一羁绊团体产生效果而不对其他羁绊团体产生效果。
在一个实施例中,在第一棋手角色的周围跟随显示第一道具类型指示器,第一道具类型指示器用于指示第一棋手角色携带的道具的类型。第一道具类型指示器,包括第一数量的道具格,每个道具格与一个道具相对应,第一数量是第一棋手角色最多同时拥有的道具的数量。对于一个道具格来说,若其处于空状态,则表示第一棋手角色未拥有道具,若采用第一道具的颜色填充,则表示第一棋手角色拥有一个第一道具。
在一个实施例中,显示出第二道具类型指示器,第二道具类型指示器在第二棋手角色周围跟随显示,第二道具类型指示器用于指示第二棋手角色携带的道具的类型,第二棋手角色是用于表征对方棋手的虚拟角色。可选的,第二道具类型指示器与第一道具类型指示器的界面表现一致,本方棋手和对方棋手从第二道具类型指示器中可获得的信息相同。
在一个实施例中,在第一非对战回合中,显示出多个棋手角色和场地中的多个待选棋子角色,多个棋手角色与参加对局的多个棋手一一对应;通过控制第一棋手角色在场地中与目标棋子角色相接触,获取目标棋子角色和目标棋子角色携带的道具,目标棋子角色是多个待选棋子角色中的一个棋子角色。
在一个实施例中,在第二非对战回合中,在本方棋子队伍成功击败虚拟怪物的情况下,在界面中显示出随机资源体,随机资源体对应一种随机的道具;通过控制第一棋手角色移动至随机资源体的所在位置,拾取并开启随机资源体,获取随机资源体对应的道具。
在一个实施例中,第一棋手角色的周围跟随显示有第一道具类型指示器,第一道具类型指示器包括第一数量的道具格,第一数量是第一棋手角色最多同时拥有的道具的数量。响应于第一棋手角色获取到道具,将第一数量的道具格中一个处于空状态的道具格变更为非空状态。
需要说明的是,图18示出的实施例中,其中的详细内容可参考上文图3、图5、图8、图9、图12示出的实施例,为节省篇幅,此处不再展开介绍。
图19示出了本申请一个示例性实施例提供的虚拟角色的控制装置,该装置包括:
显示模块1901,用于显示出回合制棋类游戏的对局界面,对局界面包括棋盘区域和第一棋手角色,第一棋手角色是用于表征本方棋手的虚拟角色;
控制模块1902,用于在战斗阶段,控制第一棋手角色移动至棋子角色附近,棋子角色是棋盘区域上用于展开对战的虚拟角色;
控制模块1902,还用于响应于效果释放操作,控制第一棋手角色对棋子角色释放效果,效果用于增强或减弱棋子角色的战斗能力。
在一个可选的实施例中,控制模块1902,还用于响应于第一使用操作,控制第一棋手角色在第一道具的生效范围内使用第一道具,棋子角色位于第一道具的生效范围内,第一道具用于产生效果。
在一个可选的实施例中,第一道具是第一棋手角色携带的虚拟道具,第一道具属于消耗型虚拟道具。
在一个可选的实施例中,显示模块1901还用于:在第一棋手角色的附近存在棋子角色的情况下,显示出第一棋手角色具有的第一数量的道具槽位,第一数量是第一棋手角色最多携带的道具的数量;在第一数量的道具槽位中的一个槽位显示出第一道具;控制模块1902,还用于:响应于对第一道具的使用操作,控制第一棋手角色在第一道具的生效范围内使用第一道具。
在一个可选的实施例中,控制模块1902,还用于响应于对第一道具的第一触发操作,显示出第一道具的预计生效范围;响应于对第一道具的第二触发操作,控制第一棋手角色在第一道具的预计生效范围内使用第一道具。
在一个可选的实施例中,显示模块1901,还用于在第一数量的道具槽位中的每个非空槽位显示出提示元素,每个提示元素用于提示当前非空槽位中的道具的使用优先级。
在一个可选的实施例中,控制模块1902,还用于根据第一道具的预计生效范围内属于第一羁绊团体的棋子角色数量,确定预计生效范围的展示形态;其中,第一羁绊团体是第一道具对应的羁绊团体。
在一个可选的实施例中,显示模块1901,还用于在第一棋手角色的附近存在棋子角色的情况下,显示出第一棋手角色具有的第一数量的道具槽位,第一数量是第一棋手角色最多携带的道具的数量;在第一数量的道具槽位中的至少一个槽位显示出第一棋手角色的道具。
在一个可选的实施例中,显示模块1901,还用于在第一数量的道具槽位中的每个非空槽位显示出提示元素,每个提示元素用于提示当前非空槽位中的道具的使用优先级。
在一个可选的实施例中,显示模块1901,还用于在第一棋手角色的周围跟随显示第一道具类型指示器,第一道具类型指示器用于指示第一棋手角色携带的道具的类型。
在一个可选的实施例中,显示模块1901,还用于显示出第二道具类型指示器,第二道具类型指示器在第二棋手角色周围跟随显示,第二道具类型指示器用于指示第二棋手角色携带的道具的类型,第二棋手角色是用于表征对方棋手的虚拟角色。
在一个可选的实施例中,显示模块1901,还用于在第一非对战回合中,显示出多个棋手角色和场地中的多个待选棋子角色,多个棋手角色与参加对局的多个棋手一一对应;
控制模块1902,还用于通过控制第一棋手角色在场地中与目标棋子角色相接触,获取目标棋子角色和目标棋子角色携带的道具,目标棋子角色是多个待选棋子角色中的一个棋子角色。
在一个可选的实施例中,显示模块1901,还用于在第二非对战回合中,在本方棋子队伍成功击败虚拟怪物的情况下,在界面中显示出随机资源体,随机资源体对应一种随机的道具;
控制模块1902,还用于通过控制第一棋手角色移动至随机资源体的所在位置,拾取并开启随机资源体,获取随机资源体对应的道具。
在一个可选的实施例中,第一棋手角色的周围跟随显示有第一道具类型指示器,第一道具类型指示器包括第一数量的道具格,第一数量是第一棋手角色最多同时拥有的道具的数量。
显示模块1901,还用于响应于第一棋手角色获取到道具,将第一数量的道具格中一个处于空状态的道具格变更为非空状态。
在一个可选的实施例中,控制模块1902,还用于响应于技能释放操作,控制第一棋手角色在第一技能的生效范围内使用第一技能,棋子角色位于第一技能的生效范围内,第一技能用于产生效果。
在一个可选的实施例中,第一技能是第一棋手角色具有的技能,第一技能支持在处于非冷却状态下释放。
综上所述,在本申请实施例中,本方棋手(玩家)在战斗阶段可以控制第一棋手角色移动至棋子角色附近,为棋子角色释放效果,以增强或减弱棋子角色的战斗能力。即,本方棋手可以在战斗阶段通过一系列操作影响战斗,相比于相关技术中本方棋手无法在进入战斗阶段后再执行可影响战斗结果的操作,本申请实施例提高了战斗阶段中本方棋手与终端之间的人机交互效率。
并且,本申请实施例丰富了现有的玩法机制,使得相关技术中进入战斗阶段后即自动进行的双方棋子对战有了一定人为可控制的随机性,玩家可在战斗时使用正向效果来获得优势地位,达到反败为胜的效果,或者对对方的棋子角色使用负向效果,即本申请实施例丰富了本方棋手可选择的游戏策略。
并且,本申请实施例中本方棋手还会控制第一棋手角色到棋子角色附近释放效果,增加了第一棋手角色与棋盘区域的互动,由于第一棋手角色是本方棋手控制的虚拟角色,进而本申请实施例可增强玩家的代入感。
请参考图20,其示出了本申请一个示例性实施例提供的计算机设备2000的结构框图。该计算机设备2000可以是便携式移动终端,比如:智能手机、平板电脑、MP3播放器(Moving Picture Experts Group Audio Layer III,动态影像专家压缩标准音频层面3)、MP4(Moving Picture Experts Group Audio Layer IV,动态影像专家压缩标准音频层面4)播放器、智能电视、车载终端、可穿戴设备。计算机设备2000还可能被称为用户设备、便携式终端等其他名称。
通常,计算机设备2000包括有:处理器2001和存储器2002。
处理器2001可以包括一个或多个处理核心,比如4核心处理器、8核心处理器等。处理器2001可以采用DSP(Digital Signal Processing,数字信号处理)、FPGA(Field-Programmable Gate Array,现场可编程门阵列)、PLA(Programmable Logic Array,可编程逻辑阵列)中的至少一种硬件形式来实现。在一些实施例中,处理器2001可以在集成有GPU(Graphics Processing Unit,图像处理器),GPU用于负责显示屏所需要显示的内容的渲染和绘制。一些实施例中,处理器2001还可以包括AI(Artificial Intelligence,人工智能)处理器,该AI处理器用于处理有关机器学习的计算操作。
存储器2002可以包括一个或多个计算机可读存储介质,该计算机可读存储介质可以是有形的和非暂态的。存储器2002还可包括高速随机存取存储器,以及非易失性存储器,比如一个或多个磁盘存储设备、闪存存储设备。在一些实施例中,存储器2002中的非暂态的计算机可读存储介质用于存储至少一个指令,该至少一个指令用于被处理器2001所执行以实现本申请实施例中提供的虚拟角色的控制方法。
在一些实施例中,计算机设备2000还可选包括有:外围设备接口2003和至少一个外围设备。具体地,外围设备包括:射频电路2004、触摸显示屏2005、摄像头组件2006、音频电路2007和电源2008中的至少一种。
外围设备接口2003可被用于将I/O(Input/Output,输入/输出)相关的至少一个外围设备连接到处理器2001和存储器2002。
射频电路2004用于接收和发射RF(Radio Frequency,射频)信号,也称电磁信号。射频电路2004通过电磁信号与通信网络以及其他通信设备进行通信。射频电路2004将电信号转换为电磁信号进行发送,或者,将接收到的电磁信号转换为电信号。
触摸显示屏2005用于显示UI(User Interface,用户界面)。该UI可以包括图形、文本、图标、视频及其它们的任意组合。触摸显示屏2005还具有采集在触摸显示屏2005的表面或表面上方的触摸信号的能力。该触摸信号可以作为控制信号输入至处理器2001进行处理。触摸显示屏2005用于提供虚拟按钮和/或评论键盘,也称软按钮和/或软键盘。
摄像头组件2006用于采集图像或视频。可选地,摄像头组件2006包括前置摄像头和后置摄像头。通常,前置摄像头用于实现视频通话或自拍,后置摄像头用于实现照片或视频的拍摄。
音频电路2007用于提供用户和计算机设备2000之间的音频接口。音频电路2007可以包括麦克风和扬声器。麦克风用于采集用户及环境的声波,并将声波转换为电信号输入至处理器2001进行处理,或者输入至射频电路2004以实现语音通信。
电源2008用于为计算机设备2000中的各个组件进行供电。电源2008可以是交流电、直流电、一次性电池或可充电电池。当电源2008包括可充电电池时,该可充电电池可以是有线充电电池或无线充电电池。有线充电电池是通过有线线路充电的电池,无线充电电池是通过无线线圈充电的电池。该可充电电池还可以用于支持快充技术。
在一些实施例中,计算机设备2000还包括有一个或多个传感器2009。该一个或多个传感器2009包括但不限于:加速度传感器2010、陀螺仪传感器2011、压力传感器2012、光学传感器2013以及接近传感器2014。
本领域技术人员可以理解,图20中示出的结构并不构成对计算机设备2000的限定,可以包括比图示更多或更少的组件,或者组合某些组件,或者采用不同的组件布置。
本申请实施例还提供一种计算机设备,该计算机设备包括处理器和存储器,该存储器中存储有至少一条指令、至少一段程序、代码集或指令集,该至少一条指令、该至少一段程序、该代码集或指令集由该处理器加载并执行以实现如上述各方法实施例提供的虚拟角色的控制方法。
本申请实施例还提供一种计算机可读存储介质,所述存储介质中存储有至少一条指令,所述至少一条指令由处理器加载并执行以实现上述方法实施例提供的虚拟角色的控制方法。
本申请实施例提供了一种计算机程序产品或计算机程序,该计算机程序产品或计算机程序包括计算机指令,该计算机指令存储在计算机可读存储介质中。计算机设备的处理器从计算机可读存储介质读取该计算机指令,处理器执行该计算机指令,使得该计算机设备执行上述方法实施例提供的虚拟角色的控制方法。
本领域普通技术人员可以理解实现上述实施例的全部或部分步骤可以通过硬件来完成,也可以通过程序来指令相关的硬件完成,所述的程序可以存储于一种计算机可读存储介质中,上述提到的存储介质可以是只读存储器,磁盘或光盘等。
以上所述仅为本申请的可选实施例,并不用以限制本申请,凡在本申请的精神和原则之内,所作的任何修改、等同替换、改进等,均应包含在本申请的保护范围之内。
Claims (20)
- 一种虚拟角色的控制方法,所述方法包括:终端显示出回合制棋类游戏的对局界面,所述对局界面包括棋盘区域和第一棋手角色,所述第一棋手角色是用于表征本方棋手的虚拟角色;所述终端在战斗阶段,控制所述第一棋手角色移动至棋子角色附近,所述棋子角色是所述棋盘区域上用于展开对战的虚拟角色;响应于效果释放操作,所述终端控制所述第一棋手角色对所述棋子角色释放效果,所述效果用于增强或减弱所述棋子角色的战斗能力。
- 根据权利要求1所述的方法,其中,所述响应于效果释放操作,所述终端控制所述第一棋手角色对所述棋子角色释放效果,包括:响应于第一使用操作,所述终端控制所述第一棋手角色在第一道具的生效范围内使用所述第一道具,所述棋子角色位于所述第一道具的生效范围内,所述第一道具用于产生所述效果。
- 根据权利要求2所述的方法,其中,所述第一道具是所述第一棋手角色携带的虚拟道具,所述第一道具属于消耗型虚拟道具。
- 根据权利要求2或3所述的方法,其中,所述方法还包括:在所述第一棋手角色的附近存在棋子角色的情况下,所述终端显示出所述第一棋手角色具有的第一数量的道具槽位,所述第一数量是所述第一棋手角色最多携带的道具的数量;所述终端在所述第一数量的道具槽位中的一个槽位显示出所述第一道具;响应于第一使用操作,所述终端控制所述第一棋手角色在第一道具的生效范围内使用所述第一道具,包括:响应于对所述第一道具的使用操作,所述终端控制所述第一棋手角色在所述第一道具的生效范围内使用所述第一道具。
- 根据权利要求2至4任一所述的方法,其中,所述响应于第一使用操作,所述终端控制所述第一棋手角色在所述第一道具的生效范围内使用所述第一道具,包括:响应于对所述第一道具的第一触发操作,所述终端显示出所述第一道具的预计生效范围;响应于对所述第一道具的第二触发操作,所述终端控制所述第一棋手角色在所述第一道具的预计生效范围内使用所述第一道具。
- 根据权利要求4或5所述的方法,其中,所述方法还包括:所述终端在所述第一数量的道具槽位中的每个非空槽位显示出提示元素,每个所述提示元素用于提示当前非空槽位中的道具的使用优先级。
- 根据权利要求5所述的方法,其中,所述方法还包括:所述终端根据所述第一道具的预计生效范围内属于第一羁绊团体的棋子角色数量,确定所述预计生效范围的展示形态;其中,所述第一羁绊团体是所述第一道具对应的羁绊团体。
- 根据权利要求2至7任一所述的方法,其中,所述方法还包括:在所述第一棋手角色的附近存在棋子角色的情况下,所述终端显示出所述第一棋手角色具有的第一数量的道具槽位,所述第一数量是所述第一棋手角色最多携带的道具的数量;所述终端在所述第一数量的道具槽位中的至少一个槽位显示出所述第一棋手角色的道具。
- 根据权利要求8所述的方法,其中,所述方法还包括:所述终端在所述第一数量的道具槽位中的每个非空槽位显示出提示元素,每个所述提示元素用于提示当前非空槽位中的道具的使用优先级。
- 根据权利要求1至9任一所述的方法,其中,所述方法还包括:所述终端在所述第一棋手角色的周围跟随显示第一道具类型指示器,所述第一道具类型指示器用于指示所述第一棋手角色携带的道具的类型。
- 根据权利要求1至10任一所述的方法,其中,所述方法还包括:所述终端显示出第二道具类型指示器,所述第二道具类型指示器在第二棋手角色周围跟随显示,所述第二道具类型指示器用于指示所述第二棋手角色携带的道具的类型,所述第二棋手角色是用于表征对方棋手的虚拟角色。
- 根据权利要求1至11任一所述的方法,其中,所述方法还包括:所述终端在第一非对战回合中,显示出多个棋手角色和场地中的多个待选棋子角色,所述多个棋手角色与参加对局的多个棋手一一对应;所述终端通过控制所述第一棋手角色在所述场地中与目标棋子角色相接触,获取所述目标棋子角色和所述目标棋子角色携带的道具,所述目标棋子角色是所述多个待选棋子角色中的一个棋子角色。
- 根据权利要求1至12任一所述的方法,其中,所述方法还包括:所述终端在第二非对战回合中,在本方棋子队伍成功击败虚拟怪物的情况下,在界面中显示出随机资源体,所述随机资源体对应一种随机的道具;所述终端通过控制所述第一棋手角色移动至所述随机资源体的位置,拾取并开启所述随机资源体,获取所述随机资源体对应的道具。
- 根据权利要求1至13任一所述的方法,其中,所述第一棋手角色的周围跟随显示有第一道具类型指示器,所述第一道具类型指示器包括第一数量的道具格,所述第一数量是所述第一棋手角色最多同时拥有的道具的数量;所述方法还包括:所述终端响应于所述第一棋手角色获取到道具,将所述第一数量的道具格中一个处于空状态的道具格变更为非空状态。
- 根据权利要求1至14任一所述的方法,其中,所述响应于效果释放操作,所述终端控制所述第一棋手角色对所述棋子角色释放效果,包括:响应于技能释放操作,所述终端控制所述第一棋手角色在第一技能的生效范围内使用所述第一技能,所述棋子角色位于所述第一技能的生效范围内,所述第一技能用于产生所述效果。
- 根据权利要求15所述的方法,其中,所述第一技能是所述第一棋手角色具有的技能,所述第一技能支持在处于非冷却状态下释放。
- 一种虚拟角色的控制装置,所述装置包括:显示模块,用于显示出回合制棋类游戏的对局界面,所述对局界面包括棋盘区域和第一棋手角色,所述第一棋手角色是用于表征本方棋手的虚拟角色;控制模块,用于在战斗阶段,控制所述第一棋手角色移动至棋子角色附近,所述棋子角色是所述棋盘区域上用于展开对战的虚拟角色;所述控制模块,还用于响应于效果释放操作,控制所述第一棋手角色对所述棋子角色释放效果,所述效果用于增强或减弱所述棋子角色的战斗能力。
- 一种计算机设备,所述计算机设备包括:处理器和存储器,所述存储器存储有计算机程序,所述计算机程序由所述处理器加载并执行以实现如权利要求1至16任一所述的虚拟角色的控制方法。
- 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程序,所述计算机程序由处理器加载并执行以实现如权利要求1至16任一所述的虚拟角色的控制方法。
- 一种计算机程序产品,所述计算机程序产品包括计算机指令,所述计算机指令存储在计算机可读存储介质中,计算机设备的处理器从所述计算机可读存储介质读取所述计算机指令,所述处理器执行所述计算机指令,使得所述计算机设备如权利要求1至16任一所述的虚拟角色的控制方法。
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