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CN113713373B - Information processing method and device in game, electronic equipment and readable storage medium - Google Patents

Information processing method and device in game, electronic equipment and readable storage medium
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CN113713373B
CN113713373BCN202110997546.9ACN202110997546ACN113713373BCN 113713373 BCN113713373 BCN 113713373BCN 202110997546 ACN202110997546 ACN 202110997546ACN 113713373 BCN113713373 BCN 113713373B
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camp
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CN113713373A (en
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李光
王翔宇
刘超
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Netease Hangzhou Network Co Ltd
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Netease Hangzhou Network Co Ltd
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Abstract

The application provides an information processing method, an information processing device, electronic equipment and a readable storage medium in a game, wherein the information processing method comprises the following steps: in the first game stage, responding to triggering operation for the basic skill control, and controlling the first virtual character to change the camping of the first target second virtual character hit by the basic skill from the second camping to the first camping; in the process of the first checking stage, responding to the checking process of the first checking stage to meet the checking switching condition, and controlling the virtual checking to enter a second checking stage; and acquiring game adjustment parameters of the second game playing stage, and adjusting game running logic in the second game playing stage according to the game adjustment parameters. According to the application, players can feel different character experiences in a virtual game, and the scheme only involves the countermeasure and conversion of camping, and does not involve the elimination of virtual characters, so that the man-machine interaction efficiency is improved.

Description

Translated fromChinese
游戏中的信息处理方法、装置、电子设备及可读存储介质Information processing method, device, electronic device and readable storage medium in game

技术领域Technical Field

本申请涉及人机交互技术领域,具体而言,涉及一种游戏中的信息显示方法、装置、电子设备及可读存储介质。The present application relates to the field of human-computer interaction technology, and in particular to a method, device, electronic device and readable storage medium for displaying information in a game.

背景技术Background Art

随着游戏行业的不断发展,游戏类型在不断拓展,其中,推理类游戏以其独特的魅力受到广大玩家的喜爱。这类游戏需要多名玩家参与互动,通过不同阵营的玩家们在完成指定任务的同时进行推理投票。With the continuous development of the game industry, the types of games are constantly expanding. Among them, reasoning games are loved by the majority of players for their unique charm. This type of game requires multiple players to participate in the interaction, and players from different camps conduct reasoning voting while completing designated tasks.

除上述推理投票的游戏方式之外,多名玩家还可以进行对战游戏,对战游戏是多个用户账号在同一场景内进行竞技的游戏。当多名玩家通过终端设备操控对应的虚拟角色进入游戏对局时,被分配至不同的阵营中,通过完成各自阵营所指定的游戏任务或者击杀(淘汰)敌方阵营的虚拟角色来获得游戏胜利。In addition to the above-mentioned reasoning voting game mode, multiple players can also play battle games, which are games in which multiple user accounts compete in the same scene. When multiple players control the corresponding virtual characters through terminal devices to enter the game, they are assigned to different camps and win the game by completing the game tasks specified by their respective camps or killing (eliminating) the virtual characters of the enemy camp.

通常在一局游戏对局中,该游戏对局的游戏运行逻辑是不会发生改变的,导致人机交互效率低、且单个对局的游戏时间过长。Usually, in a game match, the game operation logic of the game match will not change, resulting in low efficiency of human-computer interaction and too long game time for a single game.

发明内容Summary of the invention

有鉴于此,本申请的目的在于提供一种游戏中的信息处理方法、装置、电子设备及可读存储介质,通过释放转换技能来使敌方阵营的虚拟角色转换阵营,并可以基于对局进程的推进来控制虚拟对局切换对局阶段,以调整不同对局阶段中的游戏运行逻辑,有助于加快游戏进程,提高人机交互效率。In view of this, the purpose of the present application is to provide an information processing method, device, electronic device and readable storage medium in a game, which can make the virtual character of the enemy camp change camp by releasing conversion skills, and can control the virtual game to switch the game stage based on the advancement of the game process, so as to adjust the game operation logic in different game stages, which helps to speed up the game process and improve the efficiency of human-computer interaction.

第一方面,本申请实施例提供了一种游戏中的信息处理方法,通过终端设备提供图形用户界面,所述图形用户界面中包括本次虚拟对局的虚拟场景,所述本次虚拟对局包括第一对局阶段和第二对局阶段,所述游戏中包括第一阵营和与所述第一阵营处于不同阵营的第二阵营,所述第一阵营在所述本次虚拟对局执行第一游戏任务,所述第二阵营在所述本次虚拟对局执行第二游戏任务,所述信息处理方法包括:控制参与所述本次虚拟对局的多个虚拟角色进入第一对局阶段,并从所述多个虚拟角色中确定属于第一阵营的第一虚拟角色和处于第二阵营的第二虚拟角色,获取所述第一阵营的第一技能配置参数以确定所述第一虚拟角色的基础技能;在控制第一虚拟角色的终端设备的图形用户界面中显示所述第一虚拟角色对应游戏界面,所述游戏界面包括基础技能控件和游戏画面,所述游戏画面包括根据所述第一虚拟角色的可视范围确定的视野内虚拟场景画面和位于所述可视范围外的视野外虚拟场景画面,并在所述视野内虚拟场景画面能够显示位于所述可视范围内的第二虚拟角色;在第一对局阶段进行过程中,响应于针对所述基础技能控件的触发操作,控制所述第一虚拟角色将所述基础技能命中的第一目标第二虚拟角色的阵营从第二阵营变更为第一阵营;在第一对局阶段进行过程中,响应于所述第一对局阶段的对局进程满足第一对局切换条件,控制本次虚拟对局进入第二对局阶段;获取所述第二对局阶段的游戏调整参数,根据所述游戏调整参数调整所述第二对局阶段中的游戏运行逻辑,所述游戏调整参数包括如下至少一种:所述第一阵营中的第一虚拟角色的第二技能配置参数、所述第二阵营中的第二虚拟角色的第三技能配置参数、所述第二游戏任务进度控制参数。In a first aspect, an embodiment of the present application provides an information processing method in a game, providing a graphical user interface through a terminal device, wherein the graphical user interface includes a virtual scene of a virtual game, the virtual game includes a first game stage and a second game stage, the game includes a first camp and a second camp that is different from the first camp, the first camp performs a first game task in the virtual game, and the second camp performs a second game task in the virtual game, the information processing method includes: controlling multiple virtual characters participating in the virtual game to enter the first game stage, and determining a first virtual character belonging to the first camp and a second virtual character in the second camp from the multiple virtual characters, obtaining a first skill configuration parameter of the first camp to determine a basic skill of the first virtual character; displaying a game interface corresponding to the first virtual character in the graphical user interface of the terminal device controlling the first virtual character, the game interface including basic skill controls and a game screen, the game screen The surface includes a virtual scene screen within the field of view determined according to the visual range of the first virtual character and a virtual scene screen outside the field of view located outside the visual range, and the virtual scene screen within the field of view can display a second virtual character located within the visual range; during the first game stage, in response to a trigger operation on the basic skill control, the first virtual character is controlled to change the camp of the first target second virtual character hit by the basic skill from the second camp to the first camp; during the first game stage, in response to the game process of the first game stage satisfying the first game switching condition, the virtual game is controlled to enter the second game stage; the game adjustment parameters of the second game stage are obtained, and the game operation logic in the second game stage is adjusted according to the game adjustment parameters, and the game adjustment parameters include at least one of the following: the second skill configuration parameters of the first virtual character in the first camp, the third skill configuration parameters of the second virtual character in the second camp, and the second game task progress control parameters.

可选地,属于第二阵营的第二虚拟角色在第一对局阶段被配置有默认技能,在第二对局阶段,属于第二阵营的第二虚拟角色在第一对局阶段所配置的默认技能的基础上新增第三技能。Optionally, the second virtual character belonging to the second camp is configured with default skills in the first game stage. In the second game stage, the second virtual character belonging to the second camp adds a third skill based on the default skills configured in the first game stage.

可选地,属于第二阵营的第二虚拟角色在第一对局阶段被配置有默认技能,在第二对局阶段,属于第一阵营的第一虚拟角色在第一对局阶段所配置的基础技能的基础上新增第二技能,同时属于第二阵营的第二虚拟角色在第一对局阶段所配置的默认技能的基础上新增第三技能,第二对局阶段的虚拟对局结算条件在第一对局阶段的虚拟对局结算条件的基础上新增附加结算条件,所述附加结算条件包括所述第二游戏任务进度控制参数。Optionally, the second virtual character belonging to the second camp is configured with default skills in the first game stage. In the second game stage, the first virtual character belonging to the first camp adds a second skill on the basis of the basic skills configured in the first game stage. At the same time, the second virtual character belonging to the second camp adds a third skill on the basis of the default skills configured in the first game stage. The virtual game settlement conditions in the second game stage add additional settlement conditions on the basis of the virtual game settlement conditions in the first game stage, and the additional settlement conditions include the second game task progress control parameters.

可选地,所述信息处理方法可还包括:在本次虚拟对局的第二对局阶段进行过程中,响应于所述第二对局阶段的对局进程满足第二对局切换条件,控制本次虚拟对局进入第三对局阶段;其中,第三对局阶段的虚拟对局结算条件在第二对局阶段的虚拟对局结算条件的基础上新增附加结算条件,所述附加结算条件包括所述第二游戏任务进度控制参数。Optionally, the information processing method may also include: during the second game stage of the current virtual game, in response to the game progress of the second game stage satisfying the second game switching condition, controlling the current virtual game to enter the third game stage; wherein the virtual game settlement conditions of the third game stage are supplemented with additional settlement conditions based on the virtual game settlement conditions of the second game stage, and the additional settlement conditions include the second game task progress control parameters.

可选地,在第三对局阶段,属于第一阵营的第一虚拟角色在第一对局阶段所配置的基础技能的基础上新增第二技能,同时属于第二阵营的第二虚拟角色在第一对局阶段所配置的默认技能的基础上新增第三技能,或者在第二对局阶段所配置的默认技能和第三技能的基础上新增第四技能。Optionally, in the third game stage, the first virtual character belonging to the first camp adds a second skill based on the basic skills configured in the first game stage, and the second virtual character belonging to the second camp adds a third skill based on the default skills configured in the first game stage, or adds a fourth skill based on the default skills and the third skill configured in the second game stage.

可选地,第二对局阶段的虚拟对局结算条件与第一对局阶段的虚拟对局结算条件相同,所述虚拟对局结算条件可包括以下项中的至少一项:第二阵营中的虚拟角色的数量减少到零;第二阵营在所述本次虚拟对局执行的第二游戏任务全部完成。Optionally, the virtual game settlement conditions of the second game stage are the same as those of the first game stage, and the virtual game settlement conditions may include at least one of the following items: the number of virtual characters in the second camp is reduced to zero; the second game tasks performed by the second camp in the virtual game are all completed.

可选地,所述第二游戏任务进度控制参数可包括第二游戏任务的任务估算完成时间,所述附加结算条件可包括第三对局阶段的持续时间达到任务估算完成时间,所述第二游戏任务可包括多个虚拟任务,所述任务估算完成时间根据所述多个虚拟任务完成进度来确定,所述多个虚拟任务完成进度指示所述多个虚拟任务在本次虚拟对局中被第二阵营中的所有第二虚拟角色共同完成的进度。Optionally, the second game task progress control parameter may include the estimated task completion time of the second game task, the additional settlement condition may include the duration of the third game stage reaching the estimated task completion time, the second game task may include multiple virtual tasks, the estimated task completion time is determined based on the completion progress of the multiple virtual tasks, and the completion progress of the multiple virtual tasks indicates the progress of the multiple virtual tasks completed jointly by all second virtual characters in the second camp in this virtual game.

可选地,可通过以下方式来根据所述多个虚拟任务完成进度确定任务估算完成时间:根据所述多个虚拟任务完成进度,确定所述多个虚拟任务中未完成的虚拟任务;确定每个未完成的虚拟任务对应的任务设定完成时间;根据所有未完成的虚拟任务对应的任务设定完成时间,确定所述任务估算完成时间。Optionally, the estimated completion time of the task can be determined according to the completion progress of the multiple virtual tasks in the following manner: determine the unfinished virtual tasks among the multiple virtual tasks according to the completion progress of the multiple virtual tasks; determine the task set completion time corresponding to each unfinished virtual task; and determine the estimated completion time of the task according to the task set completion time corresponding to all the unfinished virtual tasks.

可选地,所述信息处理方法可还包括:在本次虚拟对局的第三对局阶段,在所述图形用户界面上显示与第三对局阶段的持续时间对应的时间进度;在所述时间进度达到任务估算完成时间时,如果第二阵营中存在第一虚拟角色,则确定第二阵营获胜,第一阵营落败;在所述时间进度达到任务估算完成时间时,或者在所述时间进度达到任务估算完成时间之前,如果第二阵营中不存在第二虚拟角色,则确定第二阵营落败,第一阵营获胜。Optionally, the information processing method may also include: in the third game stage of this virtual game, displaying a time progress corresponding to the duration of the third game stage on the graphical user interface; when the time progress reaches the estimated task completion time, if there is a first virtual character in the second camp, it is determined that the second camp wins and the first camp loses; when the time progress reaches the estimated task completion time, or before the time progress reaches the estimated task completion time, if there is no second virtual character in the second camp, it is determined that the second camp loses and the first camp wins.

可选地,所述第一对局阶段的对局进程满足第一对局切换条件可包括第二阵营中的第二虚拟角色的数量减少到第一阈值;所述第二对局阶段的对局进程满足第二对局切换条件可包括第二阵营中的第二虚拟角色的数量减少到第二阈值,其中,第二阈值小于第一阈值。Optionally, the game process of the first game stage satisfying the first game switching condition may include the number of second virtual characters in the second camp being reduced to a first threshold; the game process of the second game stage satisfying the second game switching condition may include the number of second virtual characters in the second camp being reduced to a second threshold, wherein the second threshold is less than the first threshold.

可选地,所述信息处理方法可还包括:在控制本次虚拟对局进入第一对局阶段之后,在所述图形用户界面上展示用于表征本次虚拟对局进入第一对局阶段的第一阶段提示信息,和/或用于指示当前时刻第一阵营和/或第二阵营中的虚拟角色数量的第一玩家数量提示信息。Optionally, the information processing method may also include: after controlling the virtual game to enter the first game stage, displaying on the graphical user interface first stage prompt information used to characterize that the virtual game has entered the first game stage, and/or first player number prompt information used to indicate the number of virtual characters in the first camp and/or the second camp at the current moment.

可选地,所述信息处理方法可还包括:在控制本次虚拟对局进入第二对局阶段之后,在所述图形用户界面上展示用于表征本次虚拟对局从第一对局阶段转换为第二对局阶段的第二阶段提示信息,和/或展示用于指示当前时刻第一阵营和/或第二阵营中的虚拟角色数量的第二玩家数量提示信息。Optionally, the information processing method may also include: after controlling the virtual game to enter the second game stage, displaying second stage prompt information on the graphical user interface to characterize the transition of the virtual game from the first game stage to the second game stage, and/or displaying second player number prompt information to indicate the number of virtual characters in the first camp and/or the second camp at the current moment.

可选地,所述信息处理方法可还包括:在控制本次虚拟对局进入第三对局阶段之后,在所述图形用户界面上展示用于表征本次虚拟对局从第二对局阶段转换为第三对局阶段的第三阶段提示信息,和/或展示用于指示当前时刻第一阵营和/或第二阵营中的虚拟角色数量的第三玩家数量提示信息。Optionally, the information processing method may also include: after controlling the virtual game to enter the third game stage, displaying third stage prompt information on the graphical user interface to characterize the transition of the virtual game from the second game stage to the third game stage, and/or displaying third player number prompt information to indicate the number of virtual characters in the first camp and/or the second camp at the current moment.

可选地,所述第三技能可包括分身技能,所述信息处理方法可还包括:响应于第二阵营中的第二目标第二虚拟角色针对分身技能控件的触发操作,确定第二目标第二虚拟角色在所述虚拟场景中所处的位置;在所述位置处生成第二目标第二虚拟角色的分身虚拟角色;控制第二目标第二虚拟角色在所述虚拟场景中进行移动,并使第二目标第二虚拟角色的分身虚拟角色在所述虚拟场景中以预设方式存在;在所述分身技能持续期间,第二目标第二虚拟角色的分身虚拟角色对参与本次虚拟对局的所有虚拟角色均可见,第二目标第二虚拟角色仅对其自己可见。Optionally, the third skill may include a clone skill, and the information processing method may also include: in response to a trigger operation of the second target second virtual character in the second camp on the clone skill control, determining the position of the second target second virtual character in the virtual scene; generating an avatar virtual character of the second target second virtual character at the position; controlling the second target second virtual character to move in the virtual scene, and making the avatar virtual character of the second target second virtual character exist in a preset manner in the virtual scene; during the duration of the clone skill, the avatar virtual character of the second target second virtual character is visible to all virtual characters participating in this virtual game, and the second target second virtual character is only visible to itself.

可选地,所述预设方式可包括以下项中的任一项:第二目标第二虚拟角色的分身虚拟角色在所述位置处保持不动;第二目标第二虚拟角色的分身虚拟角色在所述虚拟场景中朝向第一预定方向移动,所述第一预定方向为在分身附加技能控件被触发时或者在分身附加技能控件被触发之后,响应于在所述图形用户界面上执行的用于指示分身虚拟角色移动方向的操作而确定的;第二目标第二虚拟角色的分身虚拟角色在所述虚拟场景中随机移动。Optionally, the preset method may include any one of the following items: the avatar virtual character of the second target second virtual character remains motionless at the position; the avatar virtual character of the second target second virtual character moves in the virtual scene toward a first predetermined direction, and the first predetermined direction is determined in response to an operation performed on the graphical user interface to indicate the direction of movement of the avatar virtual character when the avatar additional skill control is triggered or after the avatar additional skill control is triggered; the avatar virtual character of the second target second virtual character moves randomly in the virtual scene.

可选地,所述基础技能可包括感染技能,所述信息处理方法可还包括:响应于感染技能控件被触发,控制目标第一虚拟角色成功释放感染技能,以使位于所述虚拟场景的目标范围内的第二阵营中的第二虚拟角色的阵营从第二阵营变更为第一阵营,所述目标范围基于所述目标第一虚拟角色所在位置来确定,所述目标范围小于所述目标第一虚拟角色的可视范围。Optionally, the basic skills may include infection skills, and the information processing method may also include: in response to the infection skill control being triggered, controlling the target first virtual character to successfully release the infection skill, so that the camp of the second virtual character in the second camp within the target range of the virtual scene is changed from the second camp to the first camp, and the target range is determined based on the location of the target first virtual character, and the target range is smaller than the visible range of the target first virtual character.

可选地,所述基础技能可还包括扑袭技能,所述信息处理方法可还包括:响应于扑袭技能控件被触发,控制目标第一虚拟角色向第二预定方向上移动,以使移动路径上的第二阵营中的第二虚拟角色的阵营从第二阵营变更为第一阵营。Optionally, the basic skill may also include a pounce skill, and the information processing method may also include: in response to the pounce skill control being triggered, controlling the target first virtual character to move in a second predetermined direction so that the camp of the second virtual character in the second camp on the moving path is changed from the second camp to the first camp.

可选地,所述第二预定方向包括以下项中的任一项:所述目标第一虚拟角色的视野方向;响应于瞄准操作来确定的瞄准方向。Optionally, the second predetermined direction includes any one of the following items: a field of view direction of the target first virtual character; an aiming direction determined in response to an aiming operation.

可选地,第一虚拟角色的可视范围可包括第一视野范围和第二视野范围,所述第一视野范围是以目标第一虚拟角色所在位置为中心以第一预定长度为半径的圆形范围,所述第一视野范围配置有第一清晰度,其中,所述第一清晰度从所述中心向外部逐渐下降,所述第二视野范围是以目标第一虚拟角色所在位置为圆心以第二预定长度为半径的扇形范围,第二预定长度大于第一预定长度,所述第二视野范围配置有第二清晰度,且所述第二视野范围内的所述第二清晰度维持不变,所述目标第一虚拟角色向所述第二预定方向上的移动距离大于所述第二预定长度。Optionally, the visible range of the first virtual character may include a first field of view and a second field of view, the first field of view being a circular range centered on the target first virtual character's location and with a first predetermined length as a radius, the first field of view being configured with a first clarity, wherein the first clarity gradually decreases from the center to the outside, the second field of view being a fan-shaped range centered on the target first virtual character's location and with a second predetermined length as a radius, the second predetermined length being greater than the first predetermined length, the second field of view being configured with a second clarity, and the second clarity within the second field of view being maintained unchanged, and the moving distance of the target first virtual character in the second predetermined direction being greater than the second predetermined length.

可选地,控制参与所述本次虚拟对局的多个虚拟角色进入第一对局阶段的步骤可包括:在本次虚拟对局开始时,参与本次虚拟对局的所有虚拟角色均属于第二阵营;在经过预定时间之后,响应于参与本次虚拟对局的所有虚拟角色中的任一虚拟角色被变更为属于第一阵营,控制进入第一对局阶段。Optionally, the step of controlling multiple virtual characters participating in the virtual game to enter the first game stage may include: at the beginning of the virtual game, all virtual characters participating in the virtual game belong to the second camp; after a predetermined time, in response to any virtual character among all the virtual characters participating in the virtual game being changed to belong to the first camp, controlling to enter the first game stage.

可选地,可通过以下方式之一确定属于第一阵营的第一虚拟角色和属于第二阵营的第二虚拟角色:在进入第一对局阶段前,根据对参与本次虚拟对局的角色属性的选择,确定属于第一阵营的第一虚拟角色和属于第二阵营的第二虚拟角色;从参与本次虚拟对局的多个虚拟角色中随机选中一虚拟角色,确定为属于第一阵营的第一虚拟角色,将所述多个虚拟角色中除随机选中的虚拟角色之外的其他虚拟角色,确定为属于第二阵营的第二虚拟角色。Optionally, the first virtual character belonging to the first camp and the second virtual character belonging to the second camp can be determined in one of the following ways: before entering the first game stage, the first virtual character belonging to the first camp and the second virtual character belonging to the second camp are determined according to the selection of character attributes participating in this virtual game; a virtual character is randomly selected from multiple virtual characters participating in this virtual game and determined as the first virtual character belonging to the first camp, and the other virtual characters among the multiple virtual characters except the randomly selected virtual character are determined as the second virtual character belonging to the second camp.

第二方面,本申请实施例还提供一种游戏中的信息处理装置,通过终端设备提供图形用户界面,所述图形用户界面中包括本次虚拟对局的虚拟场景,所述本次虚拟对局包括第一对局阶段和第二对局阶段,所述游戏中包括第一阵营和与所述第一阵营处于不同阵营的第二阵营,所述第一阵营在所述本次虚拟对局执行第一游戏任务,所述第二阵营在所述本次虚拟对局执行第二游戏任务,所述信息处理装置包括:第一对局控制模块,控制参与所述本次虚拟对局的多个虚拟角色进入第一对局阶段,并从所述多个虚拟角色中确定属于第一阵营的第一虚拟角色和处于第二阵营的第二虚拟角色,获取所述第一阵营的第一技能配置参数以确定所述第一虚拟角色的基础技能;显示控制模块,在控制第一虚拟角色的终端设备的图形用户界面中显示所述第一虚拟角色对应游戏界面,所述游戏界面包括基础技能控件和游戏画面,所述游戏画面包括根据所述第一虚拟角色的可视范围确定的视野内虚拟场景画面和位于所述可视范围外的视野外虚拟场景画面,并在所述视野内虚拟场景画面能够显示位于所述可视范围内的第二虚拟角色;阵营转换模块,在第一对局阶段进行过程中,响应于针对所述基础技能控件的触发操作,控制所述第一虚拟角色将所述基础技能命中的第一目标第二虚拟角色的阵营从第二阵营变更为第一阵营;第二对局控制模块,在第一对局阶段进行过程中,响应于所述第一对局阶段的对局进程满足第一对局切换条件,控制本次虚拟对局进入第二对局阶段;游戏运行控制模块,获取所述第二对局阶段的游戏调整参数,根据所述游戏调整参数调整所述第二对局阶段中的游戏运行逻辑,所述游戏调整参数包括如下至少一种:所述第一阵营中的第一虚拟角色的第二技能配置参数、所述第二阵营中的第二虚拟角色的第三技能配置参数、所述第二游戏任务进度控制参数。In a second aspect, an embodiment of the present application further provides an information processing device in a game, which provides a graphical user interface through a terminal device, wherein the graphical user interface includes a virtual scene of a current virtual game, wherein the current virtual game includes a first game stage and a second game stage, wherein the game includes a first camp and a second camp that is different from the first camp, wherein the first camp performs a first game task in the current virtual game, and the second camp performs a second game task in the current virtual game, wherein the information processing device includes: a first game control module, which controls multiple virtual characters participating in the current virtual game to enter the first game stage, and determines a first virtual character belonging to the first camp and a second virtual character in the second camp from the multiple virtual characters, and obtains a first skill configuration parameter of the first camp to determine the basic skills of the first virtual character; and a display control module, which displays a game interface corresponding to the first virtual character in the graphical user interface of the terminal device that controls the first virtual character, wherein the game interface includes basic skill controls and a game screen, wherein the game screen includes a first skill control parameter according to a first skill control parameter. The visual range of the first virtual character determines the virtual scene screen within the field of view and the virtual scene screen outside the field of view, and the virtual scene screen within the field of view can display the second virtual character within the visual range; a camp conversion module, during the first game stage, in response to the trigger operation on the basic skill control, controls the first virtual character to change the camp of the first target second virtual character hit by the basic skill from the second camp to the first camp; a second game control module, during the first game stage, in response to the game process of the first game stage satisfying the first game switching condition, controls the current virtual game to enter the second game stage; a game operation control module, obtains the game adjustment parameters of the second game stage, and adjusts the game operation logic in the second game stage according to the game adjustment parameters, the game adjustment parameters including at least one of the following: the second skill configuration parameters of the first virtual character in the first camp, the third skill configuration parameters of the second virtual character in the second camp, and the second game task progress control parameters.

第三方面,本申请实施例还提供一种电子设备,包括:处理器、存储介质和总线,所述存储介质存储有所述处理器可执行的机器可读指令,当电子设备运行时,所述处理器与所述存储介质之间通过总线通信,所述处理器执行所述机器可读指令,以执行如上所述游戏中的信息处理方法的步骤。In a third aspect, an embodiment of the present application also provides an electronic device, comprising: a processor, a storage medium and a bus, wherein the storage medium stores machine-readable instructions executable by the processor, and when the electronic device is running, the processor communicates with the storage medium through the bus, and the processor executes the machine-readable instructions to execute the steps of the information processing method in the game as described above.

第四方面,本申请实施例还提供一种计算机可读存储介质,所述计算机可读存储介质上存储有计算机程序,所述计算机程序被处理器运行时执行如上所述游戏中的信息处理方法的步骤。In a fourth aspect, an embodiment of the present application further provides a computer-readable storage medium, on which a computer program is stored, and when the computer program is executed by a processor, the steps of the information processing method in the game as described above are executed.

本申请实施例提出的一种游戏中的信息处理方法,在第一对局阶段进行过程中,响应于针对基础技能控件的触发操作,控制第一虚拟角色将基础技能命中的第一目标第二虚拟角色的阵营从第二阵营变更为第二阵营;在第一对局阶段进行过程中,响应于第一对局阶段的对局进程满足对局切换条件,控制本次虚拟对局进入第二对局阶段;获取第二对局阶段的游戏调整参数,根据游戏调整参数调整第二对局阶段中的游戏运行逻辑。An information processing method in a game proposed in an embodiment of the present application, during the first game stage, in response to a trigger operation on a basic skill control, controls the first virtual character to change the camp of the first target second virtual character hit by the basic skill from the second camp to the second camp; during the first game stage, in response to the game process of the first game stage satisfying the game switching condition, controls the current virtual game to enter the second game stage; obtains game adjustment parameters for the second game stage, and adjusts the game operation logic in the second game stage according to the game adjustment parameters.

本申请所提供的游戏中的信息处理方法,通过释放转换技能来使敌方阵营的虚拟角色转换阵营,可以游戏加快角色阵营转换效率。此外,还可以基于对局进程的推进来控制虚拟对局切换对局阶段,并调整不同对局阶段中的游戏运行逻辑,有助于加快游戏进程,提高了人机交互效率,进而少了对终端处理资源和电量资源的浪费。The information processing method in the game provided by the present application can accelerate the efficiency of character camp conversion by releasing conversion skills to make the virtual character of the enemy camp change camp. In addition, the virtual game can also be controlled to switch the game stage based on the advancement of the game process, and the game operation logic in different game stages can be adjusted, which helps to speed up the game process, improve the efficiency of human-computer interaction, and thus reduce the waste of terminal processing resources and power resources.

为使本申请的上述目的、特征和优点能更明显易懂,下文特举较佳实施例,并配合所附附图,作详细说明如下。In order to make the above-mentioned objects, features and advantages of the present application more obvious and easy to understand, preferred embodiments are given below and described in detail with reference to the attached drawings.

附图说明BRIEF DESCRIPTION OF THE DRAWINGS

为了更清楚地说明本申请实施例的技术方案,下面将对实施例中所需要使用的附图作简单地介绍,应当理解,以下附图仅示出了本申请的某些实施例,因此不应被看作是对范围的限定,对于本领域普通技术人员来讲,在不付出创造性劳动的前提下,还可以根据这些附图获得其他相关的附图。In order to more clearly illustrate the technical solutions of the embodiments of the present application, the drawings required for use in the embodiments will be briefly introduced below. It should be understood that the following drawings only show certain embodiments of the present application and therefore should not be regarded as limiting the scope. For ordinary technicians in this field, other related drawings can be obtained based on these drawings without paying creative work.

图1为本申请实施例所提供的游戏中的信息处理方法的流程图;FIG1 is a flow chart of an information processing method in a game provided by an embodiment of the present application;

图2为本申请实施例所提供的进入本次虚拟对局的第一对局阶段的界面示意图;FIG2 is a schematic diagram of an interface for entering the first game phase of the virtual game provided by an embodiment of the present application;

图3为本申请实施例所提供的目标第二虚拟角色的阵营转换的界面示意图;FIG3 is a schematic diagram of an interface for converting a target second virtual character's camp provided in an embodiment of the present application;

图4为本申请实施例所提供的目标第二虚拟角色释放分身技能的步骤的流程图;FIG4 is a flow chart of steps for a target second virtual character to release a clone skill provided by an embodiment of the present application;

图5为本申请实施例所提供的进入本次虚拟对局的第二对局阶段的界面示意图;FIG5 is a schematic diagram of an interface for entering the second game phase of the virtual game provided by an embodiment of the present application;

图6为本申请实施例所提供的分身技能持续期间的界面示意图;FIG6 is a schematic diagram of an interface during the duration of an avatar skill provided in an embodiment of the present application;

图7为本申请实施例所提供的确定任务估算完成时间的步骤的流程图;FIG7 is a flowchart of the steps of determining the estimated completion time of a task provided in an embodiment of the present application;

图8为本申请实施例所提供的进入本次虚拟对局的第三对局阶段的界面示意图;FIG8 is a schematic diagram of an interface for entering the third game stage of the virtual game provided in an embodiment of the present application;

图9为本申请实施例所提供的展示与第三对局阶段的持续时间对应的时间进度的界面示意图;FIG9 is a schematic diagram of an interface showing a time progress corresponding to the duration of the third game stage provided by an embodiment of the present application;

图10为本申请实施例所提供的游戏中的信息处理装置的结构示意图;FIG10 is a schematic diagram of the structure of an information processing device in a game provided by an embodiment of the present application;

图11为本申请实施例所提供的电子设备的结构示意图。FIG. 11 is a schematic diagram of the structure of an electronic device provided in an embodiment of the present application.

具体实施方式DETAILED DESCRIPTION

为使本申请实施例的目的、技术方案和优点更加清楚,下面将结合本申请实施例中附图,对本申请实施例中的技术方案进行清楚、完整地描述,显然,所描述的实施例仅仅是本申请一部分实施例,而不是全部的实施例。通常在此处附图中描述和示出的本申请实施例的组件可以以各种不同的配置来布置和设计。因此,以下对在附图中提供的本申请的实施例的详细描述并非旨在限制要求保护的本申请的范围,而是仅仅表示本申请的选定实施例。基于本申请的实施例,本领域技术人员在没有做出创造性劳动的前提下所获得的每个其他实施例,都属于本申请保护的范围。To make the purpose, technical scheme and advantages of the embodiments of the present application clearer, the technical scheme in the embodiments of the present application will be clearly and completely described below in conjunction with the drawings in the embodiments of the present application. Obviously, the described embodiments are only a part of the embodiments of the present application, rather than all of the embodiments. The components of the embodiments of the present application usually described and shown in the drawings here can be arranged and designed in various different configurations. Therefore, the following detailed description of the embodiments of the present application provided in the drawings is not intended to limit the scope of the application claimed for protection, but merely represents the selected embodiments of the present application. Based on the embodiments of the present application, each other embodiment obtained by those skilled in the art without making creative work belongs to the scope of protection of the present application.

本说明书中使用用语“一个”、“一”、“该”和“所述”用以表示存在一个或多个要素/组成部分/等;用语“包括”和“具有”用以表示开放式的包括在内的意思并且是指除了列出的要素/组成部分/等之外还可存在另外的要素/组成部分/等;用语“第一”和“第二”等仅作为标记使用,不是对其对象的数量限制。The terms "a", "an", "the" and "said" are used in this specification to indicate the presence of one or more elements/components/etc.; the terms "including" and "having" are used to express an open-ended inclusion and mean that additional elements/components/etc. may exist in addition to the listed elements/components/etc.; the terms "first" and "second" etc. are used only as labels and are not intended to limit the quantity of their objects.

应当理解,在本申请实施例中,“至少一个”是指一个或者多个,“多个”是指两个或者两个以上。“和/或”仅仅是一种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。“包含A、B和/或C”是指包含A、B、C三者中任1个或任2个或3个。It should be understood that in the embodiments of the present application, "at least one" refers to one or more, and "more than one" refers to two or more. "And/or" is merely a way to describe the association relationship of associated objects, indicating that three relationships may exist. For example, A and/or B can represent: A exists alone, A and B exist at the same time, and B exists alone. The character "/" generally indicates that the previous and subsequent associated objects are in an "or" relationship. "Including A, B and/or C" means including any one, any two, or any three of A, B, and C.

应当理解,在本申请实施例中,“与A对应的B”、“与A相对应的B”、“A与B相对应”或者“B与A相对应”,表示B与A相关联,根据A可以确定B。根据A确定B并不意味着仅仅根据A确定B,还可以根据A和/或其他信息确定B。It should be understood that in the embodiments of the present application, "B corresponding to A", "B corresponding to A", "A corresponds to B", or "B corresponds to A" means that B is associated with A, and B can be determined according to A. Determining B according to A does not mean determining B only according to A, and B can also be determined according to A and/or other information.

首先,对本申请实施例中涉及的名称进行简单介绍。First, the names involved in the embodiments of the present application are briefly introduced.

虚拟场景:Virtual scene:

是应用程序在终端或服务器上运行时显示(或提供)的虚拟场景。可选地,该虚拟场景是对真实世界的仿真环境,或者是半仿真半虚构的虚拟环境,或者是纯虚构的虚拟环境。虚拟场景是二维虚拟场景和三维虚拟场景中的任意一种,虚拟环境可以为天空、陆地、海洋等,其中,该陆地包括沙漠、城市等环境元素。其中,虚拟场景为用户控制等虚拟对象完整游戏逻辑的场景。It is a virtual scene displayed (or provided) when the application is running on a terminal or server. Optionally, the virtual scene is a simulation environment of the real world, or a semi-simulation and semi-fictitious virtual environment, or a purely fictitious virtual environment. The virtual scene is any one of a two-dimensional virtual scene and a three-dimensional virtual scene. The virtual environment can be the sky, land, ocean, etc., wherein the land includes environmental elements such as deserts and cities. Among them, the virtual scene is a scene with complete game logic of virtual objects such as user control.

虚拟对象:Virtual Objects:

是指在虚拟场景中的可活动对象以及不可活动对象,可活动对象是指在虚拟场景中可被控制的动态对象,如虚拟角色。可选地,该动态对象可以是虚拟人物、虚拟动物、动漫人物等。该虚拟角色是玩家通过输入设备进行控制的角色,或者是通过训练设置在虚拟环境对战中的人工智能(Artificial Intelligence,AI),或者是设置在虚拟场景对战中的非玩家角色(Non-Player Character,NPC)。可选地,该虚拟角色是在虚拟场景中进行竞技的虚拟人物。可选地,该虚拟场景对战中的虚拟角色的数量是预设设置的,或者是根据加入对战的客户端的数量动态确定的,本申请实施例对此不作限定。在一种可能实现方式中,用户能够控制虚拟角色在该虚拟场景中进行移动,例如,控制虚拟对象跑动、跳动、爬行等,也能够控制虚拟角色使用应用程序所提供的技能、虚拟道具等与其他虚拟对象进行战斗。Refers to movable objects and inactive objects in a virtual scene, and movable objects refer to dynamic objects that can be controlled in a virtual scene, such as virtual characters. Optionally, the dynamic object can be a virtual person, a virtual animal, a cartoon character, etc. The virtual character is a character controlled by a player through an input device, or an artificial intelligence (AI) set in a virtual environment battle through training, or a non-player character (NPC) set in a virtual scene battle. Optionally, the virtual character is a virtual character competing in a virtual scene. Optionally, the number of virtual characters in the virtual scene battle is preset, or dynamically determined according to the number of clients joining the battle, and the embodiment of the present application is not limited to this. In a possible implementation, the user can control the virtual character to move in the virtual scene, for example, control the virtual object to run, jump, crawl, etc., and can also control the virtual character to use the skills, virtual props, etc. provided by the application to fight with other virtual objects.

玩家角色:Player Characters:

是指可以受玩家操控在游戏环境中活动的虚拟角色,在一些电子游戏中也可以称为式神角色、英雄角色。玩家角色可以是虚拟人物、虚拟动物、动漫人物、虚拟载具等不同形式中的至少一种。Refers to a virtual character that can be controlled by the player and move around in the game environment. In some electronic games, it can also be called a shikigami character or a hero character. The player character can be at least one of the following different forms: a virtual person, a virtual animal, an anime character, a virtual vehicle, etc.

游戏界面:Game interface:

是指通过图形用户界面提供或显示的应用程序对应的界面,该界面中包括供玩家进行交互的UI界面和游戏画面。在可选的实施方式中,该UI界面中可以包括游戏控件(如,技能控件、移动控件、功能控件等)、指示标识(如,方向指示标识、角色指示标识等)、信息展示区(如,击杀人数、比赛时间等),或是游戏设置控件(如,系统设置、商店、金币等)。在可选的实施方式中,游戏画面为终端设备显示虚拟场景所对应的显示画面,游戏画面中可以包括在虚拟场景中进行执行游戏逻辑的游戏角色、NPC角色、AI角色等虚拟对象。Refers to the interface corresponding to the application provided or displayed through a graphical user interface, which includes a UI interface and a game screen for players to interact. In an optional embodiment, the UI interface may include game controls (such as skill controls, movement controls, function controls, etc.), indicators (such as direction indicators, character indicators, etc.), information display areas (such as the number of kills, match time, etc.), or game setting controls (such as system settings, stores, gold coins, etc.). In an optional embodiment, the game screen is a display screen corresponding to the virtual scene displayed by the terminal device, and the game screen may include virtual objects such as game characters, NPC characters, AI characters, etc. that execute game logic in the virtual scene.

在本申请其中一种实施例中的游戏中的信息处理方法可以运行于本地终端设备或者是服务器。当游戏中的信息处理方法运行于服务器时,该游戏中的信息处理方法则可以基于云交互系统来实现与执行,其中,云交互系统包括服务器和客户端设备。In one embodiment of the present application, the information processing method in the game can be run on a local terminal device or a server. When the information processing method in the game is run on the server, the information processing method in the game can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.

在一可选的实施方式中,云交互系统下可以运行各种云应用,例如:云游戏。以云游戏为例,云游戏是指以云计算为基础的游戏方式。在云游戏的运行模式下,游戏程序的运行主体和游戏画面呈现主体是分离的,信息处理方法的储存与运行是在云游戏服务器上完成的,客户端设备的作用用于数据的接收、发送以及游戏画面的呈现,举例而言,客户端设备可以是靠近用户侧的具有数据传输功能的显示设备,如,移动终端、电视机、计算机、掌上电脑等;但是进行信息处理的为云端的云游戏服务器。在进行游戏时,玩家操作客户端设备向云游戏服务器发送操作指令,云游戏服务器根据操作指令运行游戏,将游戏画面等数据进行编码压缩,通过网络返回客户端设备,最后,通过客户端设备进行解码并输出游戏画面。In an optional implementation, various cloud applications can be run under the cloud interaction system, such as cloud games. Taking cloud games as an example, cloud games refer to a game mode based on cloud computing. In the operation mode of cloud games, the operating body of the game program and the main body of the game screen presentation are separated, the storage and operation of the information processing method are completed on the cloud game server, and the role of the client device is used for receiving and sending data and presenting the game screen. For example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, a TV, a computer, a handheld computer, etc.; but the cloud game server in the cloud performs information processing. When playing the game, the player operates the client device to send an operation instruction to the cloud game server. The cloud game server runs the game according to the operation instruction, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.

在一可选的实施方式中,以游戏为例,本地终端设备存储有游戏程序并用于呈现游戏画面。本地终端设备用于通过图形用户界面与玩家进行交互,即,常规的通过电子设备下载安装游戏程序并运行。该本地终端设备将图形用户界面提供给玩家的方式可以包括多种,例如,可以渲染显示在终端的显示屏上,或者,通过全息投影提供给玩家。举例而言,本地终端设备可以包括显示屏和处理器,该显示屏用于呈现图形用户界面,该图形用户界面包括游戏画面,该处理器用于运行该游戏、生成图形用户界面以及控制图形用户界面在显示屏上的显示。In an optional embodiment, taking a game as an example, a local terminal device stores a game program and is used to present a game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, the game program is downloaded and installed by an electronic device and run conventionally. The local terminal device may provide the graphical user interface to the player in a variety of ways, for example, it may be rendered and displayed on a display screen of the terminal, or provided to the player through a holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen is used to present a graphical user interface, the graphical user interface includes a game screen, and the processor is used to run the game, generate a graphical user interface, and control the display of the graphical user interface on the display screen.

随着游戏行业的不断发展,游戏类型在不断拓展。其中,推理类游戏以其独特的魅力受到越来越多的玩家喜爱。在推理类游戏中,由参与游戏的多个玩家共同加入同一个游戏对局,在进入游戏对局后,为不同玩家控制的虚拟角色分配不同的角色属性,例如,身份属性,通过分配不同的角色属性以确定不同阵营,使得玩家在游戏对局的不同对局阶段通过执行游戏分配的任务,以赢得游戏比赛,例如,具有A角色属性的多个虚拟角色通过在对局阶段将具有B角色属性的虚拟角色进行“淘汰”,以获得游戏比赛的胜利。以为例,通常需要10人参与同一对局游戏,在游戏对局开始时,确定游戏对局中的虚拟角色的身份信息(角色属性),举例而言,身份信息包括平民身份和狼人身份,具有平民身份的虚拟角色在对局阶段通过完成被分配的指定任务而赢得比赛,或是将当前游戏对局中的具有狼人身份的虚拟角色淘汰以赢得比赛;具有狼人身份虚拟角色在对局阶段通过对非狼人身份的其他虚拟角色进行执行攻击行为,以淘汰该虚拟角色,以赢得比赛。With the continuous development of the game industry, the types of games are constantly expanding. Among them, reasoning games are loved by more and more players for their unique charm. In reasoning games, multiple players participating in the game join the same game together. After entering the game, different role attributes are assigned to the virtual characters controlled by different players, such as identity attributes. Different role attributes are assigned to determine different camps, so that players can win the game by performing tasks assigned by the game at different stages of the game. For example, multiple virtual characters with role attributes of A can "eliminate" virtual characters with role attributes of B during the game stage to win the game. For example, 10 people are usually required to participate in the same game. At the beginning of the game, the identity information (role attributes) of the virtual characters in the game are determined. For example, the identity information includes civilian identity and werewolf identity. The virtual character with a civilian identity wins the game by completing the assigned tasks during the game stage, or eliminates the virtual character with a werewolf identity in the current game to win the game; the virtual character with a werewolf identity wins the game by performing attack behaviors on other virtual characters without a werewolf identity during the game stage to eliminate the virtual character.

在推理类游戏中的对局阶段中,通常存在有两个游戏阶段:行动阶段和讨论阶段。In the game stage of reasoning games, there are usually two game phases: action phase and discussion phase.

在行动阶段中,通常会分配一个或多个游戏任务。在一可选的实施方式中,会为每个虚拟角色分配相应的一个或多个游戏任务,玩家通过控制对应的虚拟角色在游戏场景中移动并执行对应的游戏任务,以完成游戏对局。在一可选的实施方式中,会为当前游戏对局中的具有同一角色属性的虚拟角色确定共同的游戏任务;在行动阶段,参与当前游戏对局的虚拟角色在行动阶段的虚拟场景中可以自由移动至游戏场景中的不同区域以完成被分配的游戏任务。当前游戏对局中包括第一阵营和与第一阵营对立的第二阵营,即,第一阵营与第二阵营处于不同阵营,当前游戏对局中的虚拟角色中包括具有第一角色属性的虚拟角色和具有第二角色属性的虚拟角色象,属于第一阵营的第一虚拟角色具有第一角色属性,属于第二阵营的第二虚拟角色具有第二角色属性。在一可选的实施方式中,具有第一角色属性的第一虚拟角色在虚拟场景中移动至具有第二角色属性的第二虚拟角色的预设范围内时,可以响应攻击指令并攻击具有第二角色属性的第二虚拟角色,以淘汰该具有第二角色属性的第二虚拟角色。In the action phase, one or more game tasks are usually assigned. In an optional embodiment, one or more corresponding game tasks are assigned to each virtual character, and the player controls the corresponding virtual character to move in the game scene and perform the corresponding game tasks to complete the game. In an optional embodiment, a common game task is determined for the virtual characters with the same role attributes in the current game; in the action phase, the virtual characters participating in the current game can freely move to different areas in the game scene in the virtual scene of the action phase to complete the assigned game tasks. The current game includes a first camp and a second camp that is opposite to the first camp, that is, the first camp and the second camp are in different camps, and the virtual characters in the current game include virtual characters with first role attributes and virtual characters with second role attributes. The first virtual character belonging to the first camp has the first role attribute, and the second virtual character belonging to the second camp has the second role attribute. In an optional embodiment, when the first virtual character with the first role attribute moves to the preset range of the second virtual character with the second role attribute in the virtual scene, it can respond to the attack instruction and attack the second virtual character with the second role attribute to eliminate the second virtual character with the second role attribute.

在讨论阶段中,为代表玩家的虚拟角色提供讨论功能,通过讨论功能展现虚拟角色在行动阶段的行为,以决定是否将当前游戏对局中特定虚拟角色进行淘汰。In the discussion phase, a discussion function is provided for the virtual characters representing the players. The behavior of the virtual characters in the action phase is displayed through the discussion function to decide whether to eliminate a specific virtual character in the current game match.

为例,游戏对局包括两个阶段,分别是行动阶段和讨论阶段。在行动阶段中,游戏对局中的多个虚拟角色自由在虚拟场景中移动,通过虚拟角色视角展现的游戏画面中可以看到在预设范围内出现的其他虚拟角色。具有平民身份的虚拟角色通过在虚拟场景中移动以完成被分配的游戏任务,具有狼人身份的虚拟角色在虚拟场景中破坏具有平民身份的虚拟角色已经完成的任务,或是可以执行被分配的特定游戏任务,同时,具有狼人身份的虚拟角色也可以在行动阶段通过对具有平民身份的虚拟角色进行攻击,以淘汰该虚拟角色。当游戏对局阶段从行动阶段进入到讨论阶段时,玩家通过对应的虚拟角色进行讨论,以试图根据在行动阶段的游戏行为确定具有狼人身份的虚拟角色,并通过投票的方式确定讨论结果,根据讨论结果确定是否存在需要被淘汰的虚拟角色,如果有,则根据讨论结果将对应的虚拟角色进行淘汰,如果没有,则当前讨论阶段中不存在需要被淘汰的虚拟角色。其中,在讨论阶段中,可以通过语音的方式进行讨论,也可以是文字,或是其他的方式。在游戏过程中,需要根据其他玩家的行为信息(也可以包括其他玩家输入的文字信息、语音信息)等来分析其身份信息,以在游戏过程中避开身份可疑的玩家,从而防止被身份可疑的玩家攻击淘汰。by For example, the game game includes two stages, namely the action stage and the discussion stage. In the action stage, multiple virtual characters in the game game move freely in the virtual scene, and other virtual characters that appear within the preset range can be seen in the game screen displayed from the perspective of the virtual characters. The virtual character with a civilian identity moves in the virtual scene to complete the assigned game task, and the virtual character with a werewolf identity destroys the task that the virtual character with a civilian identity has completed in the virtual scene, or can perform the assigned specific game task. At the same time, the virtual character with a werewolf identity can also attack the virtual character with a civilian identity in the action stage to eliminate the virtual character. When the game game stage enters the discussion stage from the action stage, the players discuss through the corresponding virtual characters to try to determine the virtual character with the werewolf identity based on the game behavior in the action stage, and determine the discussion results by voting. According to the discussion results, it is determined whether there is a virtual character that needs to be eliminated. If there is, the corresponding virtual character will be eliminated according to the discussion results. If not, there is no virtual character that needs to be eliminated in the current discussion stage. Among them, in the discussion stage, the discussion can be conducted by voice, text, or other methods. During the game, it is necessary to analyze the identity information of other players based on their behavioral information (which may also include text information and voice information input by other players) to avoid players with suspicious identities during the game, thereby preventing being attacked and eliminated by players with suspicious identities.

应理解,在推理类游戏中除具有上述分为行动阶段和讨论阶段的推理模式之外,还存在竞技模式。当玩家选择推理模式时,可以控制当前游戏对局按照上述的行动阶段和讨论阶段的游戏运行逻辑进行游戏,当玩家选择竞技模式时,可以按照竞技模式的游戏运行逻辑进行游戏。It should be understood that in the reasoning game, in addition to the above-mentioned reasoning mode divided into the action phase and the discussion phase, there is also a competition mode. When the player selects the reasoning mode, the current game can be controlled to play according to the game operation logic of the above-mentioned action phase and discussion phase. When the player selects the competition mode, the game can be played according to the game operation logic of the competition mode.

基于此,本申请实施例提供了一种游戏中的信息处理方法,可以控制参与本次虚拟对局的多个虚拟角色在竞技模式下进行对战。Based on this, an embodiment of the present application provides an information processing method in a game, which can control multiple virtual characters participating in this virtual game to fight in a competitive mode.

在本申请一个实施例提供一种实施环境,该实施环境可以包括:第一终端设备、游戏服务器和第二终端设备。第一终端设备和第二终端设备分别与服务器进行通信,以实现数据通信。在本实施方式中,第一终端设备和第二终端设备分别安装有执行本申请的提供的游戏中的信息处理方法的客户端,游戏服务器为执行本申请的提供的游戏中的信息处理方法的服务器端。通过客户端,使得第一终端设备和第二终端设备分别可以与游戏服务器进行通信。An implementation environment is provided in one embodiment of the present application, and the implementation environment may include: a first terminal device, a game server, and a second terminal device. The first terminal device and the second terminal device communicate with the server respectively to achieve data communication. In this embodiment, the first terminal device and the second terminal device are respectively installed with a client for executing the information processing method in the game provided by the present application, and the game server is a server end for executing the information processing method in the game provided by the present application. Through the client, the first terminal device and the second terminal device can communicate with the game server respectively.

以第一终端设备为例,第一终端设备通过运行客户端与游戏服务器建立通信。在一可选的实施方式中,服务器根据客户端的游戏请求建立游戏对局。其中,游戏对局的参数可以根据接收到的游戏请求中的参数进行确定,例如,游戏对局的参数可包括参与游戏对局的人数,参与游戏对局的角色级别等。当第一终端设备接收到服务器的响应时,通过第一终端设备的图形用户界面显示游戏对局所对应的虚拟场景。在一可选的实施方式中,服务器根据客户端的游戏请求,从已经建立的多个游戏对局中为客户端确定一目标游戏对局,当第一终端设备接收到服务器的响应时,通过第一终端设备的图形用户界面显示游戏对局所对应的虚拟场景。第一终端设备为第一用户控制的设备,第一终端设备的图形用户界面中显示的虚拟角色为该第一用户控制的玩家角色,第一用户通过图形用户界面输入操作指令,以控制玩家角色在虚拟场景中执行相应的操作。Taking the first terminal device as an example, the first terminal device establishes communication with the game server by running the client. In an optional implementation, the server establishes a game match according to the game request of the client. Among them, the parameters of the game match can be determined according to the parameters in the received game request, for example, the parameters of the game match may include the number of people participating in the game match, the level of the characters participating in the game match, etc. When the first terminal device receives the response of the server, the virtual scene corresponding to the game match is displayed through the graphical user interface of the first terminal device. In an optional implementation, the server determines a target game match for the client from multiple established game matches according to the game request of the client, and when the first terminal device receives the response of the server, the virtual scene corresponding to the game match is displayed through the graphical user interface of the first terminal device. The first terminal device is a device controlled by the first user, and the virtual character displayed in the graphical user interface of the first terminal device is the player character controlled by the first user. The first user inputs an operation instruction through the graphical user interface to control the player character to perform corresponding operations in the virtual scene.

以第二终端设备为例,第二终端设备通过运行客户端与游戏服务器建立通信。在一可选的实施方式中,服务器根据客户端的游戏请求建立游戏对局。其中,游戏对局的参数可以根据接收到的游戏请求中的参数进行确定,例如,游戏对局的参数可包括参与游戏对局的人数,参与游戏对局的角色级别等。当第二终端设备接收到服务器的响应时,通过第二终端设备的图形用户界面显示游戏对局所对应的虚拟场景。在一可选的实施方式中,服务器根据客户端的游戏请求,从已经建立的多个游戏对局中为客户端确定一目标游戏对局,当第二终端设备接收到服务器的响应时,通过第二终端设备的图形用户界面显示游戏对局所对应的虚拟场景。第二终端设备为第二用户控制的设备,第二终端设备的图形用户界面中显示的虚拟角色为该第二用户控制的玩家角色,第二用户通过图形用户界面输入操作指令,以控制玩家角色在虚拟场景中执行相应的操作。Taking the second terminal device as an example, the second terminal device establishes communication with the game server by running the client. In an optional implementation, the server establishes a game match according to the game request of the client. Among them, the parameters of the game match can be determined according to the parameters in the received game request, for example, the parameters of the game match may include the number of people participating in the game match, the level of the characters participating in the game match, etc. When the second terminal device receives the response of the server, the virtual scene corresponding to the game match is displayed through the graphical user interface of the second terminal device. In an optional implementation, the server determines a target game match for the client from multiple established game matches according to the game request of the client, and when the second terminal device receives the response of the server, the virtual scene corresponding to the game match is displayed through the graphical user interface of the second terminal device. The second terminal device is a device controlled by the second user, and the virtual character displayed in the graphical user interface of the second terminal device is the player character controlled by the second user. The second user inputs an operation instruction through the graphical user interface to control the player character to perform corresponding operations in the virtual scene.

服务器根据通过接收第一终端设备和第二终端设备上报的游戏数据,进行数据计算,并将计算后的游戏数据同步至第一终端设备和第二终端设备,使得第一终端设备和第二终端设备根据服务器下发的同步数据控制图形用户界面中的渲染出对应的虚拟场景和/或虚拟角色。The server performs data calculation based on the game data reported by the first terminal device and the second terminal device, and synchronizes the calculated game data to the first terminal device and the second terminal device, so that the first terminal device and the second terminal device control the rendering of corresponding virtual scenes and/or virtual characters in the graphical user interface according to the synchronization data sent by the server.

在本实施方式中,第一终端设备控制的虚拟角色和第二终端设备控制的虚拟角色为处于同一游戏对局中的虚拟角色。其中,第一终端设备控制的虚拟角色和第二终端设备控制的虚拟角色可以具有相同的角色属性,也可以具有不同的角色属性。In this embodiment, the virtual character controlled by the first terminal device and the virtual character controlled by the second terminal device are virtual characters in the same game. The virtual character controlled by the first terminal device and the virtual character controlled by the second terminal device may have the same character attributes or different character attributes.

需要说明的是,处于当前游戏对局中的虚拟角色可以包括两个或是两个以上的虚拟角色,不同的虚拟角色可以分别对应不同的终端设备,也就是说,在当前游戏对局中,存在两个以上的终端设备分别与游戏服务器进行游戏数据的发送和同步。It should be noted that the virtual characters in the current game may include two or more virtual characters, and different virtual characters may correspond to different terminal devices. That is to say, in the current game, there are more than two terminal devices that send and synchronize game data with the game server respectively.

请参阅图1,图1为本申请实施例所提供的一种游戏中的信息处理方法的流程图。如图1中所示,本申请实施例通过终端设备提供图形用户界面,图形用户界面中包括本次虚拟对局的虚拟场景,游戏中的信息处理方法包括:Please refer to Figure 1, which is a flow chart of an information processing method in a game provided by an embodiment of the present application. As shown in Figure 1, the embodiment of the present application provides a graphical user interface through a terminal device, and the graphical user interface includes a virtual scene of this virtual game. The information processing method in the game includes:

S101、控制参与本次虚拟对局的多个虚拟角色进入第一对局阶段。并从多个虚拟角色中确定属于第一阵营的第一虚拟角色和处于第二阵营的第二虚拟角色,获取第一阵营的第一技能配置参数以确定第一虚拟角色的基础技能。S101, controlling multiple virtual characters participating in the virtual game to enter the first game stage, and determining a first virtual character belonging to a first camp and a second virtual character in a second camp from the multiple virtual characters, and obtaining a first skill configuration parameter of the first camp to determine a basic skill of the first virtual character.

S102、在控制第一虚拟角色的终端设备的图形用户界面中显示第一虚拟角色对应游戏界面。S102: Displaying a game interface corresponding to the first virtual character in a graphical user interface of a terminal device that controls the first virtual character.

S103、在第一对局阶段进行过程中,响应于针对基础技能控件的触发操作,控制第一虚拟角色将基础技能命中的第一目标第二虚拟角色的阵营从第二阵营变更为第一阵营。S103. During the first game stage, in response to a trigger operation on a basic skill control, the first virtual character is controlled to change the camp of a first target second virtual character hit by the basic skill from the second camp to the first camp.

S104、在第一对局阶段进行过程中,响应于第一对局阶段的对局进程满足第一对局切换条件,控制本次虚拟对局进入第二对局阶段。S104. During the first game phase, in response to the game progress of the first game phase satisfying the first game switching condition, control the current virtual game to enter the second game phase.

S105、获取所述第二对局阶段的游戏调整参数,根据所述游戏调整参数调整所述第二对局阶段中的游戏运行逻辑。S105: Obtain game adjustment parameters of the second game stage, and adjust the game operation logic in the second game stage according to the game adjustment parameters.

本申请实施例涉及的终端设备主要指用于提供图形用户界面,并能对虚拟角色进行控制操作的智能设备。终端设备可以为前述提到的本地终端设备,也可以是前述提到的云交互系统中的客户端设备。该终端设备可以包括但不限于以下设备中的任意一种:智能手机、平板电脑、便携式计算机、台式计算机、数字电视和游戏机等。该终端设备中安装和运行有支持游戏的应用程序,比如支持三维游戏或者二维游戏的应用程序。在本申请实施例中以应用程序为游戏应用进行介绍,可选地,该应用程序可以是网络联机版的游戏应用程序,也可以是单机版的游戏应用程序。The terminal device involved in the embodiment of the present application mainly refers to an intelligent device for providing a graphical user interface and controlling a virtual character. The terminal device may be the local terminal device mentioned above, or it may be a client device in the cloud interaction system mentioned above. The terminal device may include, but is not limited to, any one of the following devices: a smart phone, a tablet computer, a portable computer, a desktop computer, a digital television, and a game console. An application that supports games is installed and running in the terminal device, such as an application that supports three-dimensional games or two-dimensional games. In the embodiment of the present application, the application is introduced as a game application. Optionally, the application may be a network-connected game application or a stand-alone game application.

图形用户界面是一种人与计算机通信的界面显示格式,允许用户使用鼠标、键盘、游戏手柄等输入设备操纵屏幕上的图标或菜单选项,也允许用户通过在终端设备的触控屏上执行触摸操作来操纵屏幕上的图标或菜单选项,以选择命令、启动程序或执行其它一些任务等。A graphical user interface is an interface display format for communication between people and computers. It allows users to manipulate icons or menu options on the screen using input devices such as a mouse, keyboard, and game controller. It also allows users to manipulate icons or menu options on the screen by performing touch operations on the touch screen of a terminal device to select commands, start programs, or perform other tasks.

上面所述的虚拟场景除了上面所述的可活动的虚拟角色外,还可以可选地包括其它不可活动的虚拟对象,例如天空、陆地、海洋、建筑、山林、任务道具等,而且并不限于此。作为示例,在常见的推理类游戏中,通常包括虚拟角色、地图、房间和建筑等。In addition to the movable virtual characters described above, the virtual scenes described above may also optionally include other immovable virtual objects, such as the sky, land, ocean, buildings, forests, mission props, etc., and are not limited thereto. As an example, in common reasoning games, virtual characters, maps, rooms, and buildings are usually included.

下面以上述方法应用于终端设备为例对本申请实施例提供的上述示例性的各步骤分别进行说明。The following describes the above exemplary steps provided in the embodiment of the present application by taking the above method applied to a terminal device as an example.

在步骤S101中,响应于用于启动本次虚拟对局的触发操作,控制参与本次虚拟对局的多个虚拟角色进入本次虚拟对局,此时,终端设备提供的图形用户界面中包括本次虚拟对局的虚拟场景。In step S101, in response to a trigger operation for starting the virtual game, multiple virtual characters participating in the virtual game are controlled to enter the virtual game. At this time, the graphical user interface provided by the terminal device includes a virtual scene of the virtual game.

在本申请实施例中,本次虚拟对局的虚拟场景可以包括上述提到的与推理类游戏的竞技模式对应的虚拟场景,示例性的,该竞技模式下的虚拟场景可以与推理模式下的行动阶段的虚拟场景相同。由各玩家操控的虚拟角色在本次虚拟对局的虚拟场景中可以自由活动,示例性的,虚拟角色在虚拟场景中的活动可包括但不限于以下至少一种:行走、跑动、跳跃、攀爬、趴下、攻击、释放技能、捡拾道具、发送消息。这里,虚拟场景中活动的虚拟角色除包括由各玩家操控的虚拟角色之外,还可以包括其他非玩家操控的虚拟角色。In an embodiment of the present application, the virtual scene of this virtual game may include the above-mentioned virtual scene corresponding to the competitive mode of the reasoning game. For example, the virtual scene in the competitive mode may be the same as the virtual scene in the action phase in the reasoning mode. The virtual characters controlled by each player can move freely in the virtual scene of this virtual game. For example, the activities of the virtual characters in the virtual scene may include but are not limited to at least one of the following: walking, running, jumping, climbing, lying down, attacking, releasing skills, picking up props, and sending messages. Here, the virtual characters active in the virtual scene include not only the virtual characters controlled by each player, but also other virtual characters controlled by non-players.

参与本次虚拟对局的多个虚拟角色可以为登录该终端设备上的游戏客户端的账户在游戏中的虚拟角色,即,由该账户对应的玩家所操控的虚拟角色,但不排除虚拟角色是由其他应用程序或者人工智能模块控制的可能性。The multiple virtual characters participating in this virtual game can be the virtual characters in the game of the account logged into the game client on the terminal device, that is, the virtual characters controlled by the player corresponding to the account, but the possibility that the virtual characters are controlled by other applications or artificial intelligence modules is not ruled out.

在本申请实施例中,游戏中包括第一阵营和与第一阵营对立的第二阵营,即,第一阵营与第二阵营处于不同阵营。示例性的,可以通过以下方式来确定参与本次虚拟对局的多个虚拟角色所属的阵营。In the embodiment of the present application, the game includes a first camp and a second camp that is opposed to the first camp, that is, the first camp and the second camp are in different camps. Exemplarily, the camps to which the multiple virtual characters participating in this virtual game belong can be determined in the following manner.

第一种情况,可以根据参与本次虚拟对局的各玩家的选择来确定多个虚拟角色所属的阵营。In the first case, the camps to which the multiple virtual characters belong can be determined based on the choices of the players participating in the virtual game.

例如,在进入本次虚拟对局时或者在进入本次虚拟对局之后,参与本次虚拟对局的各玩家需通过终端设备为所操控的虚拟角色选择在本次虚拟对局中的角色属性。For example, when entering or after entering the virtual game, each player participating in the virtual game needs to select the role attributes for the virtual character being controlled in the virtual game through the terminal device.

也就是说,在进入第一对局阶段前,可以根据对参与本次虚拟对局的角色属性的选择,确定每个虚拟角色在本次虚拟对局中的角色属性,根据所选择的角色属性确定各虚拟角色所属的阵营。That is to say, before entering the first game stage, the role attributes of each virtual character in this virtual game can be determined based on the selection of the role attributes participating in this virtual game, and the camp to which each virtual character belongs can be determined based on the selected role attributes.

在根据玩家的选择确定出各虚拟角色的角色属性之后,可以将具有第一角色属性的第一虚拟角色归属于第一阵营,将具有第二角色属性的第二虚拟角色归属于第一阵营。After the character attributes of each virtual character are determined according to the player's selection, a first virtual character having a first character attribute may be assigned to the first camp, and a second virtual character having a second character attribute may be assigned to the first camp.

示例性的,在本申请实施例中具有两个阵营,每个阵营具有的角色属性是不同的,基于此,在进入本次虚拟对局时,各玩家可以从预先设置的第一角色属性和第二角色属性之中任选一个角色属性作为所操控的虚拟角色在本次虚拟对局中的身份。For example, in the embodiment of the present application, there are two camps, and each camp has different character attributes. Based on this, when entering this virtual game, each player can select one character attribute from the pre-set first character attribute and the second character attribute as the identity of the controlled virtual character in this virtual game.

第二种情况,可以随机分配多个虚拟角色所属的阵营。In the second case, the camps to which multiple virtual characters belong can be randomly assigned.

例如,可以将参与本次虚拟对局的多个虚拟角色随机分配到两个阵营之中,其中,被分配到第一阵营的第一虚拟角色具有第一角色属性,被分配到第二阵营的第二虚拟角色具有第二角色属性。For example, multiple virtual characters participating in this virtual game may be randomly assigned to two camps, wherein a first virtual character assigned to the first camp has a first character attribute, and a second virtual character assigned to the second camp has a second character attribute.

在一优选实施例中,初始被分配到第一阵营中的第一虚拟角色的数量为1,也就是说,可以从参与本次虚拟对局的多个虚拟角色中随机选中一虚拟角色,确定为属于第一阵营的第一虚拟角色,将多个虚拟角色中除随机选中的虚拟角色之外的其他虚拟角色,确定为属于第二阵营的第二虚拟角色。In a preferred embodiment, the number of first virtual characters initially assigned to the first camp is 1, that is, a virtual character can be randomly selected from multiple virtual characters participating in this virtual game and determined as the first virtual character belonging to the first camp, and the other virtual characters among the multiple virtual characters except the randomly selected virtual character can be determined as the second virtual characters belonging to the second camp.

类似地,针对上述第一种情况,也可以只允许一个玩家通过终端设备为所操控的虚拟角色选择第一角色属性,例如,该玩家可以指第一个选择第一角色属性的玩家。Similarly, for the first case above, only one player may be allowed to select the first character attribute for the controlled virtual character through the terminal device. For example, the player may refer to the first player who selects the first character attribute.

通过上述方式,多个虚拟角色被划分为属于第一阵营的第一虚拟角色和属于第二阵营的第二虚拟角色,且第一阵营在本次虚拟对局执行第一游戏任务,第二阵营在本次虚拟对局执行第二游戏任务。Through the above method, multiple virtual characters are divided into first virtual characters belonging to the first camp and second virtual characters belonging to the second camp, and the first camp performs the first game task in this virtual game, and the second camp performs the second game task in this virtual game.

在本次虚拟对局中,属于第一阵营的第一虚拟角色被配置有基础技能,该基础技能在虚拟角色被划分到第一阵营之后即具备,在确定各虚拟角色所属的阵营之后,可以获取第一阵营的第一技能配置参数以确定第一虚拟角色的基础技能。In this virtual game, the first virtual character belonging to the first camp is configured with basic skills. The basic skills are acquired after the virtual character is divided into the first camp. After determining the camp to which each virtual character belongs, the first skill configuration parameters of the first camp can be obtained to determine the basic skills of the first virtual character.

在本次虚拟对局中,属于第二阵营的第二虚拟角色被配置有默认技能,该默认技能在虚拟角色被划分到第二阵营之后即具备,在确定各虚拟角色所属的阵营之后,可以获取第二阵营的第五技能配置参数以确定第二虚拟角色的默认技能。In this virtual game, the second virtual character belonging to the second camp is configured with a default skill, which is acquired after the virtual character is assigned to the second camp. After determining the camp to which each virtual character belongs, the fifth skill configuration parameter of the second camp can be obtained to determine the default skill of the second virtual character.

本次虚拟对局至少包括第一对局阶段和第二对局阶段,在进入本次虚拟对局之后,控制参与本次虚拟对局的多个虚拟角色进入第一对局阶段。This virtual game includes at least a first game stage and a second game stage. After entering this virtual game, multiple virtual characters participating in this virtual game are controlled to enter the first game stage.

一种情况,在进入本次虚拟对局之后,直接控制多个虚拟角色进入第一对局阶段。In one case, after entering this virtual game, multiple virtual characters are directly controlled to enter the first game stage.

此时,由于已经为每个虚拟角色确定了对应的角色属性,可以直接控制多个虚拟角色以各自所具有的角色属性进入第一对局阶段。At this time, since the corresponding role attributes have been determined for each virtual character, multiple virtual characters can be directly controlled to enter the first game stage with their respective role attributes.

另一种情况,可以响应于本次虚拟对局中的第一阵营被划分好,控制多个虚拟角色进入第一对局阶段。In another case, in response to the first camp in this virtual game being divided, multiple virtual characters can be controlled to enter the first game stage.

例如,在本次虚拟对局开始时,参与本次虚拟对局的所有虚拟角色均属于第二阵营,在经过预定时间之后,响应于参与本次虚拟对局的所有虚拟角色中的任一虚拟角色被变更为属于第一阵营,控制进入第一对局阶段。For example, at the beginning of this virtual game, all virtual characters participating in this virtual game belong to the second camp. After a predetermined time, in response to any virtual character among all virtual characters participating in this virtual game being changed to belong to the first camp, control enters the first game stage.

在此情况下,进入第一对局阶段时,属于第一阵营的第一虚拟角色的数量为1,参与本次虚拟对局的多个虚拟角色中的其他虚拟角色均属于第二阵营。应理解,本申请不限于此,本领域技术人员可以根据需求来调整进入第一对局阶段时每个阵营中的虚拟角色数量。In this case, when entering the first game stage, the number of first virtual characters belonging to the first camp is 1, and the other virtual characters among the multiple virtual characters participating in this virtual game all belong to the second camp. It should be understood that the present application is not limited thereto, and those skilled in the art can adjust the number of virtual characters in each camp when entering the first game stage according to needs.

图2为本申请实施例所提供的进入本次虚拟对局的第一对局阶段的界面示意图。FIG2 is a schematic diagram of an interface for entering the first game stage of the virtual game provided in an embodiment of the present application.

如图2所示,控制参与本次虚拟对局的多个虚拟角色进入第一对局阶段之后,可以在图形用户界面中显示第一对局阶段的界面10。As shown in FIG. 2 , after the multiple virtual characters participating in the virtual game are controlled to enter the first game stage, an interface 10 of the first game stage may be displayed in the graphical user interface.

在一优选实施例中,在控制本次虚拟对局进入第一对局阶段之后,在图形用户界面上可以展示用于表征本次虚拟对局进入第一对局阶段的第一阶段提示信息,例如,可以在界面10中以弹窗形式展示第一阶段提示信息。In a preferred embodiment, after controlling the virtual game to enter the first game stage, the first stage prompt information used to characterize that the virtual game has entered the first game stage can be displayed on the graphical user interface. For example, the first stage prompt information can be displayed in the form of a pop-up window in interface 10.

和/或,在本申请实施例中,还可以在图形用户界面上展示用于指示当前时刻第一阵营和/或第二阵营中的虚拟角色数量的第一玩家数量提示信息。And/or, in the embodiment of the present application, first player quantity prompt information indicating the number of virtual characters in the first camp and/or the second camp at the current moment may also be displayed on the graphical user interface.

以图2所示为例,第一对局阶段的界面10中展示了第一玩家数量提示信息111,假设参与本次虚拟对局的虚拟角色的总数量为10,其中,11为用于表征属于第一阵营的第一虚拟角色的第一角色标识,12为用于表征属于第二阵营的第二虚拟角色的第二角色标识,在第一角色标识11左侧显示的数字1表示当前时刻第一阵营中的虚拟角色数量,在第二角色标识12右侧显示的数字9表示当前时刻第一阵营中的虚拟角色数量。Taking Figure 2 as an example, the first player number prompt information 111 is displayed in the interface 10 of the first game stage. Assume that the total number of virtual characters participating in this virtual game is 10, where 11 is the first character identifier used to represent the first virtual character belonging to the first camp, 12 is the second character identifier used to represent the second virtual character belonging to the second camp, and the number 1 displayed on the left side of the first character identifier 11 represents the number of virtual characters in the first camp at the current moment, and the number 9 displayed on the right side of the second character identifier 12 represents the number of virtual characters in the first camp at the current moment.

这里,图2所示的界面10可为在控制第一虚拟角色的终端设备的图形用户界面中所显示的第一虚拟角色对应游戏界面,在本示例中,是以上帝视角(即,第三人称视角)来显示游戏界面,此时,在游戏界面中显示本次虚拟对局的虚拟场景以及位于虚拟场景中的第一虚拟角色13。Here, the interface 10 shown in Figure 2 may be a game interface corresponding to the first virtual character displayed in the graphical user interface of the terminal device that controls the first virtual character. In this example, the game interface is displayed from a God's perspective (i.e., a third-person perspective). At this time, the virtual scene of this virtual game and the first virtual character 13 located in the virtual scene are displayed in the game interface.

应理解,在控制第二虚拟角色的终端设备的图形用户界面中所显示的第二虚拟角色对应游戏界面中也展示有上述的第一阶段提示信息和/或第一玩家数量提示信息,仅是所展示的虚拟角色的外形、服装、视野范围等参数与第一虚拟角色的存在不同。此外,也可以以第一人称视角来显示游戏界面,本申请对此不做限制。It should be understood that the game interface corresponding to the second virtual character displayed in the graphical user interface of the terminal device controlling the second virtual character also displays the above-mentioned first stage prompt information and/or the first player number prompt information, and only the parameters such as the appearance, clothing, and field of view of the displayed virtual character are different from those of the first virtual character. In addition, the game interface can also be displayed in a first-person perspective, and this application does not limit this.

在步骤S102中,第一虚拟角色对应的游戏界面包括基础技能控件和游戏画面,示例性的,游戏画面包括根据第一虚拟角色的可视范围确定的视野内虚拟场景画面和位于可视范围外的视野外虚拟场景画面,并在视野内虚拟场景画面能够显示位于可视范围内的第二虚拟角色。In step S102, the game interface corresponding to the first virtual character includes basic skill controls and a game screen. Exemplarily, the game screen includes an in-field virtual scene screen determined according to the visible range of the first virtual character and an out-of-field virtual scene screen located outside the visible range, and the in-field virtual scene screen can display a second virtual character located within the visible range.

这里,可视范围可指第一虚拟角色的视野范围,示例性的,在游戏画面中可以对视野内虚拟场景画面和视野外虚拟场景画面进行区别显示,例如,可以通过调节显示颜色、透明度和/或清晰度的方式来进行区别显示。Here, the visible range may refer to the field of view of the first virtual character. For example, the virtual scene images within the field of view and the virtual scene images outside the field of view may be displayed differently in the game screen. For example, the different displays may be made by adjusting the display color, transparency and/or clarity.

示例性的,第一虚拟角色的可视范围可包括但不限于第一视野范围和第二视野范围,以上述图2所示的示例为例,第一虚拟角色13的第一视野范围14是以第一虚拟角色13所在位置为中心以第一预定长度为半径的圆形范围,第一虚拟角色13的第二视野范围15是以第一虚拟角色13所在位置为圆心以第二预定长度为半径的扇形范围,优选地,第二预定长度大于第一预定长度。Exemplarily, the visible range of the first virtual character may include but is not limited to a first field of view and a second field of view. Taking the example shown in FIG. 2 above as an example, the first field of view 14 of the first virtual character 13 is a circular range with the position of the first virtual character 13 as the center and a first predetermined length as a radius, and the second field of view 15 of the first virtual character 13 is a fan-shaped range with the position of the first virtual character 13 as the center and a second predetermined length as a radius. Preferably, the second predetermined length is greater than the first predetermined length.

作为示例,第一视野范围配置有第一清晰度,其中,第一清晰度从第一虚拟角色13所在位置向外部逐渐下降,第二视野范围配置有第二清晰度,第二清晰度高于第一清晰度,且第二视野范围内的第二清晰度维持不变。As an example, the first field of view is configured with a first clarity, wherein the first clarity gradually decreases from the location of the first virtual character 13 to the outside, and the second field of view is configured with a second clarity, which is higher than the first clarity, and the second clarity within the second field of view remains unchanged.

在第一对局阶段进行过程中,可以响应于针对第一虚拟角色的移动操作控制第一虚拟角色在虚拟场景中移动。本申请实施例中的移动操作是游戏玩家向终端设备下发的,该移动操作用于控制第一虚拟角色在图形用户界面所显示的本次虚拟对局的虚拟场景中移动。终端设备响应该移动操作,可以控制第一虚拟角色在虚拟场景中进行移动,随着第一虚拟角色的移动,第一虚拟角色在虚拟场景中的位置会相应的发生变化,即终端设备响应该移动操作,还可以控制图形用户界面中所显示的虚拟场景范围根据第一虚拟角色的移动对应变化。During the first game stage, the first virtual character can be controlled to move in the virtual scene in response to a movement operation on the first virtual character. The movement operation in the embodiment of the present application is issued by the game player to the terminal device, and the movement operation is used to control the first virtual character to move in the virtual scene of this virtual game displayed in the graphical user interface. The terminal device responds to the movement operation and can control the first virtual character to move in the virtual scene. As the first virtual character moves, the position of the first virtual character in the virtual scene will change accordingly, that is, the terminal device responds to the movement operation and can also control the virtual scene range displayed in the graphical user interface to change accordingly according to the movement of the first virtual character.

示例性的,控制第一虚拟角色在虚拟场景中进行移动的过程可以包括:响应于针对第一虚拟角色的拖动操作控制该第一虚拟角色在虚拟场景中移动;或者,也可以响应于在虚拟场景中执行的位置选择操作,来控制第一虚拟角色移动到所选择的位置上。作为示例,移动操作可以包括但不限于:在电脑端上,通过鼠标左键点击第一虚拟角色不松开,拖动鼠标,以改变第一虚拟角色在虚拟场景中的位置;或是在移动端上,通过手指长按第一虚拟角色不松开,通过手指在图形用户界面上滑动改变第一虚拟角色在虚拟场景中的位置。Exemplarily, the process of controlling the first virtual character to move in the virtual scene may include: controlling the first virtual character to move in the virtual scene in response to a drag operation on the first virtual character; or, controlling the first virtual character to move to a selected position in response to a position selection operation performed in the virtual scene. As an example, the movement operation may include but is not limited to: on a computer, clicking on the first virtual character with the left mouse button and not releasing it, and dragging the mouse to change the position of the first virtual character in the virtual scene; or on a mobile terminal, long pressing the first virtual character with a finger and not releasing it, and changing the position of the first virtual character in the virtual scene by sliding the finger on the graphical user interface.

进而,虚拟场景范围随着第一虚拟角色的移动对应变化,变化后的虚拟场景中可能会包括第二虚拟角色(这里,变化前的第一虚拟场景中也可能会包括第二虚拟角色)。Furthermore, the range of the virtual scene changes accordingly with the movement of the first virtual character, and the changed virtual scene may include the second virtual character (here, the first virtual scene before the change may also include the second virtual character).

当第二阵营中的第二虚拟角色位于第一虚拟角色的可视范围内时,在视野内虚拟场景画面中显示位于可视范围内的第二虚拟角色,当第二阵营中的第二虚拟角色位于第一虚拟角色的可视范围外时,在视野外虚拟场景画面中不显示位于可视范围外的第二虚拟角色。When the second virtual character in the second camp is within the visible range of the first virtual character, the second virtual character within the visible range is displayed in the virtual scene screen within the field of view; when the second virtual character in the second camp is outside the visible range of the first virtual character, the second virtual character outside the visible range is not displayed in the virtual scene screen outside the field of view.

这里,第二虚拟角色为本次虚拟对局中受其他玩家控制的虚拟角色。同理,其他玩家的终端设备响应其移动操作,同样可以控制第二虚拟角色在虚拟场景中进行移动,随着第二虚拟角色的移动,第二虚拟角色在虚拟场景中的位置也会相应的发生变化。在控制第二虚拟角色的终端设备的图形用户界面中显示第二虚拟角色对应游戏界面,该游戏界面至少包括默认技能控件和游戏画面。Here, the second virtual character is a virtual character controlled by other players in this virtual game. Similarly, the terminal devices of other players respond to their movement operations and can also control the second virtual character to move in the virtual scene. As the second virtual character moves, the position of the second virtual character in the virtual scene will also change accordingly. The game interface corresponding to the second virtual character is displayed in the graphical user interface of the terminal device controlling the second virtual character, and the game interface at least includes a default skill control and a game screen.

在步骤S103中,游戏界面中所显示的基础技能控件为用于触发第一虚拟角色的基础技能的控件,针对基础技能控件的触发操作是游戏玩家向终端设备下发的,该触发操作用于在虚拟场景中释放基础技能。作为示例,该触发操作可以为对游戏界面上表示基础技能的图标、按钮或框图的点击操作,也可以为在游戏界面上执行的针对基础技能控件的拖动操作。In step S103, the basic skill control displayed in the game interface is a control for triggering the basic skill of the first virtual character, and the triggering operation for the basic skill control is sent by the game player to the terminal device, and the triggering operation is used to release the basic skill in the virtual scene. As an example, the triggering operation can be a click operation on an icon, button or block diagram representing the basic skill on the game interface, or a drag operation on the basic skill control performed on the game interface.

在本申请实施例中,第一虚拟角色所具有的基础技能为用于控制第二虚拟角色进行阵营转换的阵营转换技能,该基础技能具有作用范围,当响应于触发操作释放基础技能时,处于基础技能的作用范围之内的第二虚拟角色被命中,处于基础技能的作用范围之外的第二虚拟角色没有被命中,被基础技能命中的第二虚拟角色的阵营从第二阵营变更为第一阵营。In an embodiment of the present application, the basic skill possessed by the first virtual character is a camp conversion skill used to control the second virtual character to switch camps. The basic skill has an effective range. When the basic skill is released in response to a trigger operation, the second virtual character within the effective range of the basic skill is hit, and the second virtual character outside the effective range of the basic skill is not hit. The camp of the second virtual character hit by the basic skill is changed from the second camp to the first camp.

第二虚拟角色的阵营从第二阵营变更为第一阵营之后,第二虚拟角色所具有的技能以及游戏界面也随之变化,调整为第一虚拟角色所具有的技能,其游戏界面的显示内容与其他第一虚拟角色一致。After the second virtual character's camp is changed from the second camp to the first camp, the skills and game interface of the second virtual character also change accordingly, and are adjusted to the skills of the first virtual character, and the display content of its game interface is consistent with other first virtual characters.

例如,可以根据第一阵营的第一技能配置参数更新第一目标第二虚拟角色的基础技能,进而更新控制第一目标第二虚拟角色的终端设备的图形用户界面中显示第一目标第二虚拟角色对应的游戏界面。For example, the basic skills of the first target second virtual character can be updated according to the first skill configuration parameters of the first camp, and then the game interface corresponding to the first target second virtual character can be updated in the graphical user interface of the terminal device controlling the first target second virtual character.

示例性的,基础技能可包括但不限于感染技能和/或扑袭技能,下面分别针对感染技能和扑袭技能进行介绍。Exemplarily, basic skills may include but are not limited to infection skills and/or attack skills. The infection skills and attack skills are introduced below respectively.

针对基础技能为感染技能的情况,在第一虚拟角色对应的游戏界面中可显示有感染技能控件,响应于感染技能控件被触发,控制目标第一虚拟角色成功释放感染技能,以使位于虚拟场景的目标范围内的第二阵营中的第二虚拟角色的阵营从第二阵营变更为第一阵营。In the case where the basic skill is an infection skill, an infection skill control may be displayed in the game interface corresponding to the first virtual character. In response to the infection skill control being triggered, the target first virtual character is controlled to successfully release the infection skill, so that the camp of the second virtual character in the second camp within the target range of the virtual scene is changed from the second camp to the first camp.

这里,目标第一虚拟角色可指触发感染技能控件的第一虚拟角色,目标范围可指基础技能的作用范围,目标范围可以基于目标第一虚拟角色所在位置来确定,示例性的,目标范围可以是以目标第一虚拟角色所在位置为中心以第三预定长度为半径的圆形范围,应理解,本申请不限于,目标范围还可以是其他形状。Here, the target first virtual character may refer to the first virtual character that triggers the infection skill control, the target range may refer to the effective range of the basic skill, and the target range may be determined based on the location of the target first virtual character. Exemplarily, the target range may be a circular range with the location of the target first virtual character as the center and a third predetermined length as the radius. It should be understood that the present application is not limited thereto, and the target range may also be other shapes.

在一可选示例中,目标范围可以小于目标第一虚拟角色的可视范围。以上述可视范围包括第一视野范围和第二视野范围的情况为例,目标范围可以小于目标第一虚拟角色的第一视野范围,即,第三预定长度小于第一预定长度,即,目标第一虚拟角色可以针对位于可视范围内的视野外虚拟场景画面中的第二虚拟角色释放感染技能,以控制被命中的第二虚拟角色进行阵营转换。In an optional example, the target range may be smaller than the visual range of the target first virtual character. Taking the case where the visual range includes the first visual range and the second visual range as an example, the target range may be smaller than the first visual range of the target first virtual character, that is, the third predetermined length is smaller than the first predetermined length, that is, the target first virtual character may release the infection skill for the second virtual character in the virtual scene outside the visual range, so as to control the hit second virtual character to switch camps.

针对基础技能为扑袭技能的情况,在第一虚拟角色对应的游戏界面中可显示有扑袭技能控件,响应于扑袭技能控件被触发,控制目标第一虚拟角色向第二预定方向上移动,以使移动路径上的第二阵营中的第二虚拟角色的阵营从第二阵营变更为第一阵营。In the case where the basic skill is a pounce skill, a pounce skill control may be displayed in the game interface corresponding to the first virtual character. In response to the pounce skill control being triggered, the target first virtual character is controlled to move in a second predetermined direction, so that the camp of the second virtual character in the second camp on the moving path is changed from the second camp to the first camp.

在一示例中,第二预定方向可为目标第一虚拟角色的视野方向。In one example, the second predetermined direction may be a field of view direction of the target first virtual character.

此时,响应于扑袭技能控件被触发,控制目标第一虚拟角色向其视野方向进行移动,这里,第一虚拟角色的视野方向可指其面部的朝向,针对第一虚拟角色的第二视野范围为扇形范围的情况,可选地,第一虚拟角色的第二视野范围也可朝向其视野方向,在此情况下,目标第一虚拟角色向第二预定方向上的移动距离可以大于第二预定长度,即,目标第一虚拟角色可以向位于可视范围外的视野外虚拟场景画面中的第二虚拟角色释放扑袭技能,以控制被命中的第二虚拟角色进行阵营转换。At this time, in response to the pounce skill control being triggered, the target first virtual character is controlled to move in the direction of its field of view. Here, the field of view of the first virtual character may refer to the direction of its face. For the case where the second field of view of the first virtual character is a fan-shaped range, optionally, the second field of view of the first virtual character may also be in the direction of its field of view. In this case, the moving distance of the target first virtual character in the second predetermined direction may be greater than the second predetermined length, that is, the target first virtual character may release the pounce skill to the second virtual character in the virtual scene screen outside the field of view that is outside the visible range, so as to control the hit second virtual character to switch camps.

在另一示例中,第二预定方向可为响应于瞄准操作来确定的瞄准方向。In another example, the second predetermined direction may be an aiming direction determined in response to an aiming operation.

在响应于扑袭技能控件被触发之前、在响应于扑袭技能控件被触发的同时、或者,在响应于扑袭技能控件被触发之后,可还接收用于确定瞄准方向的瞄准操作,作为示例,该瞄准操作可包括对虚拟场景中的目标位置的选择操作,将从目标第一虚拟角色所在位置到目标位置的连接方向确定为瞄准方向。Before responding to the pounce skill control being triggered, while responding to the pounce skill control being triggered, or after responding to the pounce skill control being triggered, an aiming operation for determining an aiming direction may also be received. As an example, the aiming operation may include a selection operation on a target position in a virtual scene, and a connection direction from the position of the target first virtual character to the target position is determined as the aiming direction.

图3为本申请实施例所提供的目标第二虚拟角色的阵营转换的界面示意图。FIG. 3 is a schematic diagram of an interface for camp conversion of a target second virtual character provided in an embodiment of the present application.

这里,图3所示的界面可为在控制第一虚拟角色的终端设备的图形用户界面中所显示的第一虚拟角色对应的游戏界面,在游戏界面中显示本次虚拟对局的虚拟场景以及位于虚拟场景中的第一虚拟角色13。此外,在游戏界面中还显示有感染技能控件17和扑袭技能控件18。Here, the interface shown in FIG3 may be a game interface corresponding to the first virtual character displayed in the graphical user interface of the terminal device controlling the first virtual character, and the virtual scene of the current virtual game and the first virtual character 13 located in the virtual scene are displayed in the game interface. In addition, an infection skill control 17 and an attack skill control 18 are also displayed in the game interface.

在第一对局阶段进行过程中,当存在被第一虚拟角色所释放的基础技能命中的第一目标第二虚拟角色时,在界面20中显示阵营转换提示信息,用于提示第一目标第二虚拟角色所属阵营发生改变。During the first game stage, when there is a first target second virtual character hit by a basic skill released by the first virtual character, camp conversion prompt information is displayed in the interface 20 to prompt that the camp to which the first target second virtual character belongs has changed.

应理解,控制第二虚拟角色的终端设备的图形用户界面中所显示的第二虚拟角色对应的游戏界面中,也可以显示上述阵营转换提示信息。It should be understood that the above-mentioned camp conversion prompt information may also be displayed in the game interface corresponding to the second virtual character displayed in the graphical user interface of the terminal device that controls the second virtual character.

在步骤S104中,第一对局阶段的对局进程满足第一对局切换条件可包括但不限于第二阵营中的第二虚拟角色的数量减少到第一阈值。In step S104, the game process of the first game stage satisfies the first game switching condition, which may include but is not limited to the number of second virtual characters in the second camp being reduced to a first threshold.

在第一对局阶段进行过程中,第一虚拟角色可以通过释放基础技能,来控制被命中的第二虚拟角色进行阵营转换,随着第一对局阶段的对局进程的推进,第一阵营中的第一虚拟角色的数量不断增加,第二阵营中的第二虚拟角色的数量不断减少,当第二阵营中的第二虚拟角色的数量减少到第一阈值时,触发第一对局切换条件,控制本次虚拟对局进入第二对局阶段。During the first game stage, the first virtual character can control the second virtual character that is hit to switch camps by releasing basic skills. As the game progresses in the first game stage, the number of first virtual characters in the first camp continues to increase, and the number of second virtual characters in the second camp continues to decrease. When the number of second virtual characters in the second camp decreases to a first threshold, the first game switching condition is triggered, and this virtual game is controlled to enter the second game stage.

在步骤S105中,本次虚拟对局的第二对局阶段的游戏运行逻辑与第一对局阶段的游戏运行逻辑所不同的,通过调整第二对局阶段的游戏运行逻辑来加快游戏进程。In step S105, the game operation logic of the second game stage of this virtual game is different from the game operation logic of the first game stage, and the game process is accelerated by adjusting the game operation logic of the second game stage.

在本申请实施例中,可以根据第二对局阶段的游戏调整参数来调整第二对局阶段中的游戏运行逻辑。作为示例,第二对局阶段的游戏调整参可包括但不限于以下至少一种:第一阵营中的第一虚拟角色的第二技能配置参数、第二阵营中的第二虚拟角色的第三技能配置参数、第二游戏任务进度控制参数。In the embodiment of the present application, the game operation logic in the second game phase can be adjusted according to the game adjustment parameters of the second game phase. As an example, the game adjustment parameters of the second game phase may include but are not limited to at least one of the following: the second skill configuration parameter of the first virtual character in the first camp, the third skill configuration parameter of the second virtual character in the second camp, and the second game task progress control parameter.

第一种情况,在第二对局阶段中第一阵营的阵营属性被加强。In the first case, the camp attributes of the first camp are strengthened in the second stage of the game.

如上所述,在第一对局阶段,第一阵营中的第一虚拟角色具有基础技能,在第二对局阶段,属于第一阵营的第一虚拟角色在第一对局阶段所配置的基础技能的基础上新增第二技能。As described above, in the first game stage, the first virtual character in the first camp has basic skills, and in the second game stage, the first virtual character belonging to the first camp adds a second skill based on the basic skills configured in the first game stage.

在此情况下,可以在进入第二对局阶段时,获取第一阵营中的第一虚拟角色的第二技能配置参数,以通过为第一阵营中的第一虚拟角色增加技能的方式来加强第一阵营的阵营属性。In this case, when entering the second game stage, the second skill configuration parameters of the first virtual character in the first camp can be obtained to strengthen the camp attributes of the first camp by adding skills to the first virtual character in the first camp.

除上述增加技能的方式之外,还可以通过提升第一虚拟角色原有技能的技能属性值的方式来加强第一阵营的阵营属性。例如,在第一对局阶段可以控制第一虚拟角色在虚拟场景中进行移动,即,第一虚拟角色具有移动技能,在第二对局阶段可以提升移动技能的技能属性值,示例性的,可以提升移动速度和/或移动距离。In addition to the above-mentioned method of adding skills, the camp attributes of the first camp can also be strengthened by improving the skill attribute value of the original skill of the first virtual character. For example, in the first game stage, the first virtual character can be controlled to move in the virtual scene, that is, the first virtual character has a movement skill, and in the second game stage, the skill attribute value of the movement skill can be improved, illustratively, the movement speed and/or movement distance can be improved.

第二种情况,在第二对局阶段中第二阵营的阵营属性被加强。In the second case, the camp attributes of the second camp are strengthened in the second stage of the game.

如上所述,在第一对局阶段,属于第二阵营的第二虚拟角色在第一对局阶段被配置有默认技能,在第二对局阶段,属于第二阵营的第二虚拟角色在第一对局阶段所配置的默认技能的基础上新增第三技能。As described above, in the first game stage, the second virtual character belonging to the second camp is configured with default skills in the first game stage. In the second game stage, the second virtual character belonging to the second camp adds a third skill based on the default skills configured in the first game stage.

在此情况下,可以在进入第二对局阶段时,获取第二阵营中的第二虚拟角色的第三技能配置参数,以通过为第二阵营中的第二虚拟角色增加技能的方式来加强第二阵营的阵营属性。In this case, when entering the second game stage, the third skill configuration parameters of the second virtual character in the second camp can be obtained to strengthen the camp attributes of the second camp by adding skills to the second virtual character in the second camp.

除上述增加技能的方式之外,还可以通过提升第二虚拟角色的技能属性值的方式来加强第二阵营的阵营属性。例如,在第一对局阶段第二虚拟角色具有预设视野范围,在第二对局阶段可以提升视野范围的技能属性值,示例性的,可以扩大预设视野范围。In addition to the above-mentioned method of increasing skills, the camp attributes of the second camp can also be strengthened by increasing the skill attribute value of the second virtual character. For example, in the first game stage, the second virtual character has a preset field of view, and in the second game stage, the skill attribute value of the field of view can be increased. For example, the preset field of view can be expanded.

在一优选示例中,第三技能可包括但不限于分身技能,下面参照图4来介绍目标第二虚拟角色释放分身技能的过程。In a preferred example, the third skill may include but is not limited to a clone skill. The process of releasing the clone skill of the target second virtual character is described below with reference to FIG. 4 .

图4为本申请实施例所提供的目标第二虚拟角色释放分身技能的步骤的流程图。FIG. 4 is a flow chart of the steps for releasing the avatar skills of the target second virtual character provided in an embodiment of the present application.

S301、响应于第二阵营中的第二目标第二虚拟角色针对分身技能控件的触发操作,确定第二目标第二虚拟角色在虚拟场景中所处的位置。S301. In response to a triggering operation of a second target second virtual character in a second camp on an avatar skill control, determine a position of the second target second virtual character in a virtual scene.

在该步骤中,在控制第二目标第二虚拟角色的终端设备的图形用户界面中显示第二目标第二虚拟角色对应游戏界面,该游戏界面中包括分身技能技能控件和游戏画面。In this step, a game interface corresponding to the second target second virtual character is displayed in a graphical user interface of a terminal device that controls the second target second virtual character, and the game interface includes skill controls of the avatar skills and a game screen.

针对分身技能控件的触发操作是游戏玩家向终端设备下发的,作为示例,该触发操作可包括但不限于针对分身技能控件的点击操作或者长按操作。本申请不限于此,用于触发分身技能的操作还可以是预先设置的滑动操作、至少一个物理按键的组合操作等。The triggering operation for the clone skill control is sent by the game player to the terminal device. As an example, the triggering operation may include but is not limited to a click operation or a long press operation for the clone skill control. The present application is not limited thereto, and the operation for triggering the clone skill may also be a pre-set sliding operation, a combination operation of at least one physical button, etc.

S302、在第二目标第二虚拟角色在虚拟场景中所处的位置处生成第二目标第二虚拟角色的分身虚拟角色。S302: Generate an avatar virtual character of the second target second virtual character at the position where the second target second virtual character is located in the virtual scene.

这里,可以在第二目标第二虚拟角所在位置的原地生成分身虚拟角色,也可以在距离第二目标第二虚拟角所在位置一定长度的其他位置处生成分身虚拟角色。生成的分身虚拟角色的数量可以是一个也可以是多个,本申请对此不做限制。Here, the avatar virtual character can be generated at the location of the second virtual corner of the second target, or at another location a certain distance away from the location of the second virtual corner of the second target. The number of generated avatar virtual characters can be one or more, and this application does not limit this.

S303、控制第二目标第二虚拟角色在虚拟场景中进行移动,并使第二目标第二虚拟角色的分身虚拟角色在虚拟场景中以预设方式存在。S303: Control the second target second virtual character to move in the virtual scene, and make the avatar virtual character of the second target second virtual character exist in the virtual scene in a preset manner.

在该步骤中,可以响应于针对第二目标第二虚拟角色的移动操作,控制第二目标第二虚拟角色在虚拟场景中进行移动。该移动操作是游戏玩家向终端设备下发的,随着第二目标第二虚拟角色的移动,第二目标第二虚拟角色在虚拟场景中的位置会相应的发生变化,即终端设备响应该移动操作,还可以控制图形用户界面中所显示的第二目标第二虚拟角色对应的游戏界面根据第二目标第二虚拟角色的移动对应变化。In this step, the second target second virtual character can be controlled to move in the virtual scene in response to the movement operation on the second target second virtual character. The movement operation is sent by the game player to the terminal device, and as the second target second virtual character moves, the position of the second target second virtual character in the virtual scene will change accordingly, that is, the terminal device responds to the movement operation and can also control the game interface corresponding to the second target second virtual character displayed in the graphical user interface to change accordingly according to the movement of the second target second virtual character.

在一优选实施例中,在分身技能持续期间,第二目标第二虚拟角色的分身虚拟角色对参与本次虚拟对局的所有虚拟角色均可见,第二目标第二虚拟角色仅对其自己可见,即,第二目标第二虚拟角色被隐藏。In a preferred embodiment, during the duration of the clone skill, the clone virtual character of the second target second virtual character is visible to all virtual characters participating in this virtual game, and the second target second virtual character is only visible to itself, that is, the second target second virtual character is hidden.

示例性的,分身虚拟角色在虚拟场景中的存在方式可以包括以下任一种。Exemplarily, the existence of the avatar virtual character in the virtual scene may include any of the following.

第一种方式,第二目标第二虚拟角色的分身虚拟角色在生成的位置处保持不动。In the first way, the avatar virtual character of the second target second virtual character remains motionless at the generated position.

当在第二目标第二虚拟角色在虚拟场景中所处的位置处生成第二目标第二虚拟角色的分身虚拟角色之后,该分身虚拟角色即在该位置处保持不动,此时,第二目标第二虚拟角色可以在虚拟场景中进行移动。After the avatar virtual character of the second target second virtual character is generated at the position where the second target second virtual character is located in the virtual scene, the avatar virtual character remains motionless at the position, and the second target second virtual character can move in the virtual scene.

第二种方式,第二目标第二虚拟角色的分身虚拟角色在虚拟场景中朝向第一预定方向移动。In a second manner, the avatar virtual character of the second target second virtual character moves toward a first predetermined direction in the virtual scene.

示例性的,第一预定方向为在分身附加技能控件被触发时或者在分身附加技能控件被触发之后,响应于在图形用户界面上执行的用于指示分身虚拟角色移动方向的操作而确定的。Exemplarily, the first predetermined direction is determined in response to an operation performed on the graphical user interface to indicate the moving direction of the avatar virtual character when the avatar additional skill control is triggered or after the avatar additional skill control is triggered.

例如,在分身附加技能控件被触发时或者在分身附加技能控件被触发之后,接收用于指示分身虚拟角色移动方向的操作,作为示例,该操作可包括对虚拟场景中的目标位置的选择操作,将从第二目标第二虚拟角色所在位置到该目标位置的连接方向确定为第一预定方向。For example, when the avatar additional skill control is triggered or after the avatar additional skill control is triggered, an operation for indicating the moving direction of the avatar virtual character is received. As an example, the operation may include a selection operation on a target position in a virtual scene, and the connection direction from the position of the second target second virtual character to the target position is determined as a first predetermined direction.

第三种方式,第二目标第二虚拟角色的分身虚拟角色在虚拟场景中随机移动。In a third manner, the avatar virtual character of the second target second virtual character moves randomly in the virtual scene.

应理解,除上述所列举的加强某一阵营的阵营属的方式之外,还可以通过削弱另一阵营的阵营属性的方式,来实现加强该某一阵营的阵营属的目的。示例性的,削弱第二阵营的阵营属性的方式可包括但不限于减少技能数量、降低技能的技能属性值。It should be understood that in addition to the above-mentioned methods of strengthening the camp attributes of a certain camp, the purpose of strengthening the camp attributes of a certain camp can also be achieved by weakening the camp attributes of another camp. Exemplary methods of weakening the camp attributes of the second camp may include but are not limited to reducing the number of skills and reducing the skill attribute values of skills.

第三种情况,调整第二对局阶段中的虚拟对局结算条件。In the third case, the settlement conditions of the virtual game in the second game stage are adjusted.

例如,第二对局阶段的虚拟对局结算条件在第一对局阶段的虚拟对局结算条件的基础上新增附加结算条件,这里,附加结算条件包括第二游戏任务进度控制参数。For example, the virtual game settlement conditions of the second game stage are added with additional settlement conditions based on the virtual game settlement conditions of the first game stage. Here, the additional settlement conditions include the second game task progress control parameters.

在本申请实施例中,第一阵营在本次虚拟对局执行第一游戏任务,即,第一阵营中的所有第一虚拟角色在本次虚拟对局中可以共同完成第一游戏任务,第二阵营在本次虚拟对局执行第二游戏任务,第二阵营中的所有第二虚拟角色在本次虚拟对局中可以共同完成第二游戏任务,上述第二游戏任务进度可指在本次虚拟对局中被第二阵营中的所有第二虚拟角色共同完成的进度,根据第二游戏任务进度控制参数来确定附加结算条件。In an embodiment of the present application, the first camp performs the first game task in this virtual game, that is, all the first virtual characters in the first camp can jointly complete the first game task in this virtual game, the second camp performs the second game task in this virtual game, and all the second virtual characters in the second camp can jointly complete the second game task in this virtual game. The above-mentioned second game task progress may refer to the progress completed jointly by all the second virtual characters in the second camp in this virtual game, and the additional settlement conditions are determined according to the second game task progress control parameters.

应理解,可以选择上述三种方式中的任一种来调整第二对局阶段中的游戏运行逻辑,也可以选择上述三种方式中的任两种来调整第二对局阶段中的游戏运行逻辑,也可以选择上述三种方式来调整第二对局阶段中的游戏运行逻辑。当选择两种或者两种以上的方式进行调整时,每种方式之间的执行顺序不分先后,本领域技术人员可以根据实际需要来进行设置。It should be understood that any one of the above three methods can be selected to adjust the game operation logic in the second game stage, any two of the above three methods can be selected to adjust the game operation logic in the second game stage, or the above three methods can be selected to adjust the game operation logic in the second game stage. When two or more methods are selected for adjustment, the execution order between each method is not prioritized, and those skilled in the art can set it according to actual needs.

图5为本申请实施例所提供的进入本次虚拟对局的第二对局阶段的界面示意图。FIG5 is a schematic diagram of an interface for entering the second game stage of the virtual game according to an embodiment of the present application.

如图5所示,控制参与本次虚拟对局的多个虚拟角色进入第二对局阶段之后,可以在图形用户界面中显示第二对局阶段的界面20。As shown in FIG. 5 , after the multiple virtual characters participating in the virtual game are controlled to enter the second game stage, an interface 20 of the second game stage may be displayed in the graphical user interface.

在一优选实施例中,在控制本次虚拟对局进入第二对局阶段之后,在图形用户界面上展示用于表征本次虚拟对局从第一对局阶段转换为第二对局阶段的第二阶段提示信息,例如,可以在界面20中以弹窗形式展示第二阶段提示信息。In a preferred embodiment, after controlling the virtual game to enter the second game stage, the second stage prompt information used to characterize the transition of the virtual game from the first game stage to the second game stage is displayed on the graphical user interface. For example, the second stage prompt information can be displayed in the form of a pop-up window in the interface 20.

和/或,在本申请实施例中,还可以在图形用户界面上展示用于指示当前时刻第一阵营和/或第二阵营中的虚拟角色数量的第二玩家数量提示信息。And/or, in the embodiment of the present application, second player quantity prompt information indicating the number of virtual characters in the first camp and/or the second camp at the current moment may also be displayed on the graphical user interface.

以图5所示为例,第二对局阶段的界面20中展示了第二玩家数量提示信息222,假设参与本次虚拟对局的虚拟角色的总数量为10,其中,11为用于表征属于第一阵营的第一虚拟角色的第一角色标识,12为用于表征属于第二阵营的第二虚拟角色的第二角色标识,在第一角色标识11左侧显示的数字8表示当前时刻第一阵营中的虚拟角色数量,在第二角色标识12右侧显示的数字2表示当前时刻第二阵营中的虚拟角色数量。Taking Figure 5 as an example, the interface 20 of the second game stage displays the second player number prompt information 222. Assume that the total number of virtual characters participating in this virtual game is 10, where 11 is the first character identifier for representing the first virtual character belonging to the first camp, and 12 is the second character identifier for representing the second virtual character belonging to the second camp. The number 8 displayed on the left side of the first character identifier 11 represents the number of virtual characters in the first camp at the current moment, and the number 2 displayed on the right side of the second character identifier 12 represents the number of virtual characters in the second camp at the current moment.

这里,图5所示的界面20可为在控制第二虚拟角色的终端设备的图形用户界面中所显示的第二虚拟角色对应游戏界面,在本示例中,是以上帝视角来显示游戏界面,此时,在游戏界面中显示本次虚拟对局的虚拟场景以及位于虚拟场景中的第二虚拟角色21。此外,在游戏界面中还显示有分身技能控件22。Here, the interface 20 shown in FIG5 may be a game interface corresponding to the second virtual character displayed in a graphical user interface of a terminal device controlling the second virtual character. In this example, the game interface is displayed from a bird's-eye view. At this time, the virtual scene of the current virtual game and the second virtual character 21 located in the virtual scene are displayed in the game interface. In addition, a clone skill control 22 is also displayed in the game interface.

在本申请实施例中,在第二对局阶段的界面上还展示用于指示第一阵营的阵营属性被加强和/或第二阵营的阵营属性被加强的阵营提示信息。In an embodiment of the present application, camp prompt information indicating that the camp attributes of the first camp are strengthened and/or the camp attributes of the second camp are strengthened is also displayed on the interface of the second game stage.

以图5所示为例,假设在第二对局阶段调整第二对局阶段的游戏运行逻辑的方式为第二阵营的第二虚拟角色新增第三技能(如分身技能),此时,第二对局阶段的界面20中还展示了阵营提示信息223,用以提示第二阵营的阵营属性被加强。Taking Figure 5 as an example, assuming that the game operation logic of the second game stage is adjusted in the second game stage by adding a third skill (such as a clone skill) to the second virtual character of the second camp, at this time, the camp prompt information 223 is also displayed in the interface 20 of the second game stage to prompt that the camp attributes of the second camp are strengthened.

图6为本申请实施例所提供的分身技能持续期间的界面示意图。FIG6 is a schematic diagram of the interface during the duration of the clone skill provided in an embodiment of the present application.

图6所示为在控制第二虚拟角色的终端设备的图形用户界面中所显示的第二虚拟角色对应游戏界面,在游戏界面中显示本次虚拟对局的虚拟场景以及位于虚拟场景中的第二虚拟角色21,响应于针对分身技能控件的触发操作,在虚拟场景中生成分身虚拟角色23。Figure 6 shows the game interface corresponding to the second virtual character displayed in the graphical user interface of the terminal device that controls the second virtual character. The virtual scene of the current virtual game and the second virtual character 21 located in the virtual scene are displayed in the game interface. In response to the trigger operation of the avatar skill control, the avatar virtual character 23 is generated in the virtual scene.

在此情况下,可以控制第二虚拟角色21在虚拟场景中进行移动,分身虚拟角色23可以在虚拟场景中以预设方式存在。在分身技能持续期间,第二虚拟角色的分身虚拟角色23对参与本次虚拟对局的所有虚拟角色均可见,第二虚拟角色仅对其自己可见,即,第二虚拟角色21处于隐身状态。In this case, the second virtual character 21 can be controlled to move in the virtual scene, and the avatar virtual character 23 can exist in the virtual scene in a preset manner. During the duration of the avatar skill, the avatar virtual character 23 of the second virtual character is visible to all virtual characters participating in the virtual game, and the second virtual character is only visible to itself, that is, the second virtual character 21 is in a stealth state.

在一优选实施例中,本次虚拟对局可以包括三个对局阶段,即,包括第一对局阶段、第二对局阶段、第三对局阶段。In a preferred embodiment, this virtual game may include three game stages, namely, a first game stage, a second game stage, and a third game stage.

在第一对局阶段,属于第一阵营的第一虚拟角色被配置有基础技能,属于第二阵营的第二虚拟角色被配置有默认技能。In the first game stage, the first virtual character belonging to the first camp is configured with basic skills, and the second virtual character belonging to the second camp is configured with default skills.

在第一对局阶段进行过程中,响应于第一对局阶段的对局进程满足第一对局切换条件,控制本次虚拟对局进入第二对局阶段。During the first game phase, in response to the game process of the first game phase satisfying the first game switching condition, the current virtual game is controlled to enter the second game phase.

在第二对局阶段,属于第二阵营的第二虚拟角色在第一对局阶段所配置的默认技能的基础上新增第三技能。In the second game phase, the second virtual character belonging to the second camp adds a third skill based on the default skills configured in the first game phase.

在本次虚拟对局的第二对局阶段进行过程中,响应于第二对局阶段的对局进程满足第二对局切换条件,控制本次虚拟对局进入第三对局阶段。示例性的,第二对局阶段的对局进程满足第二对局切换条件可包括第二阵营中的第二虚拟角色的数量减少到第二阈值。During the second game phase of the virtual game, in response to the game process of the second game phase satisfying the second game switching condition, the virtual game is controlled to enter the third game phase. Exemplarily, the game process of the second game phase satisfying the second game switching condition may include the number of second virtual characters in the second camp being reduced to a second threshold.

在第二对局阶段进行过程中,第一虚拟角色可以通过释放基础技能,来控制被命中的第二虚拟角色进行阵营转换,随着第二对局阶段的对局进程的推进,第一阵营中的第一虚拟角色的数量不断增加,第二阵营中的第二虚拟角色的数量不断减少,当第二阵营中的第二虚拟角色的数量减少到第二阈值时,触发第二对局切换条件,控制本次虚拟对局进入第二对局阶段。作为示例,第二阈值小于第一阈值,在一可选示例中,第二阈值为1,第一阈值为2,上述列举的数值仅为示例,本申请对此不做限制。During the second game phase, the first virtual character can control the hit second virtual character to switch camps by releasing basic skills. As the game progresses in the second game phase, the number of first virtual characters in the first camp continues to increase, and the number of second virtual characters in the second camp continues to decrease. When the number of second virtual characters in the second camp decreases to a second threshold, the second game switching condition is triggered to control the virtual game to enter the second game phase. As an example, the second threshold is less than the first threshold. In an optional example, the second threshold is 1 and the first threshold is 2. The above-listed values are only examples, and this application does not limit this.

在第三对局阶段,第三对局阶段的虚拟对局结算条件在第二对局阶段的虚拟对局结算条件的基础上新增附加结算条件,这里,附加结算条件包括第二游戏任务进度控制参数。In the third game stage, the virtual game settlement conditions of the third game stage are supplemented with additional settlement conditions based on the virtual game settlement conditions of the second game stage. Here, the additional settlement conditions include the second game task progress control parameters.

在一可选示例中,在第三对局阶段,除增加附加结算条件之外,还可以增强第一阵营和/或第二阵营的阵营属性。例如,属于第一阵营的第一虚拟角色在第一对局阶段所配置的基础技能的基础上新增第二技能,同时属于第二阵营的第二虚拟角色在第一对局阶段所配置的默认技能的基础上新增第三技能,或者在第二对局阶段所配置的默认技能和第三技能的基础上新增第四技能。In an optional example, in the third game stage, in addition to adding additional settlement conditions, the camp attributes of the first camp and/or the second camp may be enhanced. For example, the first virtual character belonging to the first camp adds a second skill based on the basic skills configured in the first game stage, and the second virtual character belonging to the second camp adds a third skill based on the default skills configured in the first game stage, or adds a fourth skill based on the default skills and the third skills configured in the second game stage.

第二对局阶段的虚拟对局结算条件与第一对局阶段的虚拟对局结算条件相同,示例性的,虚拟对局结算条件可包括但不限于以下项中的至少一项:第二阵营中的虚拟角色的数量减少到零;第二阵营在本次虚拟对局执行的第二游戏任务全部完成。The virtual game settlement conditions of the second game stage are the same as those of the first game stage. Exemplarily, the virtual game settlement conditions may include but are not limited to at least one of the following items: the number of virtual characters in the second camp is reduced to zero; all second game tasks performed by the second camp in this virtual game are completed.

在一优选示例中,第二游戏任务进度控制参数可包括第二游戏任务的任务估算完成时间,此时,附加结算条件可包括第三对局阶段的持续时间达到任务估算完成时间。In a preferred example, the second game task progress control parameter may include the estimated task completion time of the second game task. In this case, the additional settlement condition may include the duration of the third game stage reaching the estimated task completion time.

本申请实施例中的第二游戏任务可包括多个虚拟任务,任务估算完成时间可以根据多个虚拟任务完成进度来确定。The second game task in the embodiment of the present application may include multiple virtual tasks, and the estimated completion time of the task can be determined according to the completion progress of the multiple virtual tasks.

下面参照图7来介绍根据多个虚拟任务完成进度确定任务估算完成时间的过程。The following describes a process of determining the estimated task completion time according to the completion progress of multiple virtual tasks with reference to FIG. 7 .

图7为本申请实施例所提供的确定任务估算完成时间的步骤的流程图。FIG. 7 is a flowchart of the steps for determining the estimated completion time of a task provided in an embodiment of the present application.

如图7所示,S201、根据多个虚拟任务完成进度,确定多个虚拟任务中未完成的虚拟任务。As shown in FIG. 7 , S201 : determining unfinished virtual tasks among the multiple virtual tasks according to the completion progress of the multiple virtual tasks.

该步骤中,多个虚拟任务完成进度指示多个虚拟任务在本次虚拟对局中被第二阵营中的所有第二虚拟角色共同完成的进度。In this step, the completion progress of the multiple virtual tasks indicates the progress of the multiple virtual tasks being completed jointly by all the second virtual characters in the second camp in this virtual game.

S202、确定每个未完成的虚拟任务对应的任务设定完成时间。S202: Determine the task setting completion time corresponding to each unfinished virtual task.

在本申请实施例中,可以预先为第二游戏任务中的每个虚拟任务分别设置任务设定完成时间,这里,可以通过各种方式来为每个虚拟任务设置对应的任务设定完成时间。In an embodiment of the present application, a task setting completion time may be set in advance for each virtual task in the second game task. Here, a corresponding task setting completion time may be set for each virtual task in various ways.

例如,针对每个虚拟任务,可以根据该虚拟任务的难度级别来设置对应的任务设定完成时间,虚拟任务的难度级别越高,则对应的任务设定完成时间越长,虚拟任务的难度级别越低,则对应的任务设定完成时间越短。除此之外,也可以将每个虚拟任务对应的任务设定完成时间设置为相同的时长。For example, for each virtual task, the corresponding task set completion time can be set according to the difficulty level of the virtual task. The higher the difficulty level of the virtual task, the longer the corresponding task set completion time, and the lower the difficulty level of the virtual task, the shorter the corresponding task set completion time. In addition, the task set completion time corresponding to each virtual task can also be set to the same duration.

S203、根据所有未完成的虚拟任务对应的任务设定完成时间,确定任务估算完成时间。S203: Determine the estimated task completion time according to the task setting completion time corresponding to all unfinished virtual tasks.

在该步骤中,可以将所有未完成的虚拟任务对应的任务设定完成时间之和,确定为任务估算完成时间。In this step, the sum of the task set completion times corresponding to all unfinished virtual tasks may be determined as the task estimated completion time.

图8为本申请实施例所提供的进入本次虚拟对局的第三对局阶段的界面示意图。FIG8 is a schematic diagram of an interface for entering the third game stage of the virtual game provided in an embodiment of the present application.

如图8所示,控制参与本次虚拟对局的多个虚拟角色进入第三对局阶段之后,可以在图形用户界面中显示第三对局阶段的界面30。As shown in FIG. 8 , after the multiple virtual characters participating in the virtual game are controlled to enter the third game stage, an interface 30 of the third game stage may be displayed in the graphical user interface.

在一优选实施例中,在控制本次虚拟对局进入第三对局阶段之后,在图形用户界面上展示用于表征本次虚拟对局从第二对局阶段转换为第三对局阶段的第三阶段提示信息,例如,可以在界面30中以弹窗形式展示第三阶段提示信息332。In a preferred embodiment, after controlling the virtual game to enter the third game stage, the third stage prompt information used to characterize the transition of the virtual game from the second game stage to the third game stage is displayed on the graphical user interface. For example, the third stage prompt information 332 can be displayed in the form of a pop-up window in the interface 30.

和/或,在本申请实施例中,还可以在图形用户界面上展示用于指示当前时刻第一阵营和/或第二阵营中的虚拟角色数量的第三玩家数量提示信息。And/or, in the embodiment of the present application, third player quantity prompt information indicating the number of virtual characters in the first camp and/or the second camp at the current moment may also be displayed on the graphical user interface.

以图8所示为例,第三对局阶段的界面30中展示了第三玩家数量提示信息331,假设参与本次虚拟对局的虚拟角色的总数量为10,其中,11为用于表征属于第一阵营的第一虚拟角色的第一角色标识,12为用于表征属于第二阵营的第二虚拟角色的第二角色标识,在第一角色标识11左侧显示的数字9表示当前时刻第一阵营中的虚拟角色数量,在第二角色标识12右侧显示的数字1表示当前时刻第二阵营中的虚拟角色数量。Taking Figure 8 as an example, the interface 30 of the third game stage displays the third player number prompt information 331. Assume that the total number of virtual characters participating in this virtual game is 10, where 11 is the first character identifier for representing the first virtual character belonging to the first camp, and 12 is the second character identifier for representing the second virtual character belonging to the second camp. The number 9 displayed on the left side of the first character identifier 11 represents the number of virtual characters in the first camp at the current moment, and the number 1 displayed on the right side of the second character identifier 12 represents the number of virtual characters in the second camp at the current moment.

这里,图8所示的界面30可为在控制第一虚拟角色的终端设备的图形用户界面中所显示的第一虚拟角色对应游戏界面,在本示例中,是以上帝视角来显示游戏界面,此时,在游戏界面中显示本次虚拟对局的虚拟场景以及位于虚拟场景中的第一虚拟角色13。此外,在游戏界面中还显示有分身技能控件22。Here, the interface 30 shown in FIG8 may be a game interface corresponding to the first virtual character displayed in a graphical user interface of a terminal device controlling the first virtual character. In this example, the game interface is displayed from a bird's-eye view. At this time, the game interface displays the virtual scene of the current virtual game and the first virtual character 13 in the virtual scene. In addition, the game interface also displays a clone skill control 22.

图9为本申请实施例所提供的展示与第三对局阶段的持续时间对应的时间进度的界面示意图。FIG9 is a schematic diagram of an interface showing the time progress corresponding to the duration of the third game stage provided in an embodiment of the present application.

如图9所示,在本次虚拟对局的第三对局阶段,在图形用户界面上显示与第三对局阶段的持续时间对应的时间进度444。时间进度444的开始时刻为进入第三对局阶段的时刻,时间进度444的结束时刻为任务估算完成时间。As shown in FIG9 , in the third game phase of this virtual game, a time progress 444 corresponding to the duration of the third game phase is displayed on the graphical user interface. The start time of the time progress 444 is the time of entering the third game phase, and the end time of the time progress 444 is the estimated completion time of the task.

在时间进度达到任务估算完成时间时,如果第二阵营中存在第一虚拟角色,则确定第二阵营获胜,第一阵营落败;在时间进度达到任务估算完成时间时,或者在时间进度达到任务估算完成时间之前,如果第二阵营中不存在第二虚拟角色,则确定第二阵营落败,第一阵营获胜。When the time progress reaches the estimated completion time of the task, if the first virtual character exists in the second camp, the second camp is determined to be the winner and the first camp is the loser; when the time progress reaches the estimated completion time of the task, or before the time progress reaches the estimated completion time of the task, if the second virtual character does not exist in the second camp, the second camp is determined to be the loser and the first camp is the winner.

通过本申请的游戏中的信息处理方法,有助于缩短单个游戏对局的时间,降低游戏对局对终端和服务器的处理资源的占用需求。The information processing method in the game of the present application helps to shorten the time of a single game match and reduce the demand for processing resources of the terminal and server occupied by the game match.

此外,通过在不同对局阶段向玩家进行提示,可以提示玩家对局阶段的切换,以减少误操作的概率。In addition, by prompting players at different stages of the game, players can be prompted to switch between stages to reduce the probability of erroneous operations.

在本申请的游戏中的信息处理方法中,还可以在本次虚拟对局的过程中,持续在图形用户界面显示两个阵营的虚拟角色数量的变化,这样玩家可以预先判定出是否将要进入到下一对局阶段,有助于辅助玩家制定游戏策略、布局。In the information processing method in the game of the present application, the changes in the number of virtual characters in the two camps can also be continuously displayed on the graphical user interface during the virtual game, so that players can determine in advance whether to enter the next game stage, which helps assist players in formulating game strategies and layouts.

基于同一发明构思,本申请实施例中还提供了与游戏中的信息处理方法对应的游戏中的信息处理装置,由于本申请实施例中的装置解决问题的原理与本申请实施例上述游戏中的信息处理方法相似,因此装置的实施可以参见方法的实施,重复之处不再赘述。Based on the same inventive concept, the embodiments of the present application also provide an information processing device in the game corresponding to the information processing method in the game. Since the principle of solving the problem by the device in the embodiments of the present application is similar to the information processing method in the above-mentioned game in the embodiments of the present application, the implementation of the device can refer to the implementation of the method, and the repeated parts will not be repeated.

请参阅图10,图10为本申请实施例所提供的游戏中的信息处理装置的结构示意图,如图10中所示,通过终端设备提供图形用户界面,图形用户界面中包括本次虚拟对局的虚拟场景,信息显示装置100包括:Please refer to FIG. 10 , which is a schematic diagram of the structure of an information processing device in a game provided in an embodiment of the present application. As shown in FIG. 10 , a graphical user interface is provided by a terminal device, and the graphical user interface includes a virtual scene of the current virtual game. The information display device 100 includes:

第一对局控制模块101控制参与本次虚拟对局的多个虚拟角色进入第一对局阶段,并从多个虚拟角色中确定属于第一阵营的第一虚拟角色和处于第二阵营的第二虚拟角色,获取第一阵营的第一技能配置参数以确定第一虚拟角色的基础技能。The first game control module 101 controls multiple virtual characters participating in this virtual game to enter the first game stage, and determines a first virtual character belonging to a first camp and a second virtual character in a second camp from the multiple virtual characters, and obtains a first skill configuration parameter of the first camp to determine the basic skills of the first virtual character.

显示控制模块102在控制第一虚拟角色的终端设备的图形用户界面中显示第一虚拟角色对应游戏界面,游戏界面包括基础技能控件和游戏画面,游戏画面包括根据第一虚拟角色的可视范围确定的视野内虚拟场景画面和位于可视范围外的视野外虚拟场景画面,并在视野内虚拟场景画面能够显示位于可视范围内的第二虚拟角色。The display control module 102 displays a game interface corresponding to the first virtual character in the graphical user interface of the terminal device that controls the first virtual character. The game interface includes basic skill controls and a game screen. The game screen includes a virtual scene screen within the field of view determined according to the visible range of the first virtual character and a virtual scene screen outside the field of view that is outside the visible range. The virtual scene screen within the field of view can display a second virtual character within the visible range.

阵营转换模块103在第一对局阶段进行过程中,响应于针对基础技能控件的触发操作,控制第一虚拟角色将所述基础技能命中的第一目标第二虚拟角色的阵营从第二阵营变更为第一阵营。During the first game phase, the camp conversion module 103 controls the first virtual character to change the camp of the first target second virtual character hit by the basic skill from the second camp to the first camp in response to a trigger operation on the basic skill control.

第二对局控制模块104在第一对局阶段进行过程中,响应于第一对局阶段的对局进程满足第一对局切换条件,控制本次虚拟对局进入第二对局阶段。During the first game phase, the second game control module 104 controls the current virtual game to enter the second game phase in response to the game process of the first game phase satisfying the first game switching condition.

游戏运行控制模块105获取第二对局阶段的游戏调整参数,根据游戏调整参数调整第二对局阶段中的游戏运行逻辑。示例性的,调整参数包括如下至少一种:第一阵营中的第一虚拟角色的第二技能配置参数、第二阵营中的第二虚拟角色的第三技能配置参数、第二游戏任务进度控制参数。The game operation control module 105 obtains the game adjustment parameters of the second game stage, and adjusts the game operation logic in the second game stage according to the game adjustment parameters. Exemplarily, the adjustment parameters include at least one of the following: the second skill configuration parameter of the first virtual character in the first camp, the third skill configuration parameter of the second virtual character in the second camp, and the second game task progress control parameter.

一种情况,属于第二阵营的第二虚拟角色在第一对局阶段被配置有默认技能,在第二对局阶段,属于第二阵营的第二虚拟角色在第一对局阶段所配置的默认技能的基础上新增第三技能。In one case, the second virtual character belonging to the second camp is configured with default skills in the first game stage. In the second game stage, the second virtual character belonging to the second camp adds a third skill based on the default skills configured in the first game stage.

另一种情况,属于第二阵营的第二虚拟角色在第一对局阶段被配置有默认技能,在第二对局阶段,属于第一阵营的第一虚拟角色在第一对局阶段所配置的基础技能的基础上新增第二技能,同时属于第二阵营的第二虚拟角色在第一对局阶段所配置的默认技能的基础上新增第三技能,第二对局阶段的虚拟对局结算条件在第一对局阶段的虚拟对局结算条件的基础上新增附加结算条件,所述附加结算条件包括所述第二游戏任务进度控制参数。In another case, the second virtual character belonging to the second camp is configured with default skills in the first game stage. In the second game stage, the first virtual character belonging to the first camp adds a second skill on the basis of the basic skills configured in the first game stage. At the same time, the second virtual character belonging to the second camp adds a third skill on the basis of the default skills configured in the first game stage. The virtual game settlement conditions in the second game stage add additional settlement conditions on the basis of the virtual game settlement conditions in the first game stage, and the additional settlement conditions include the second game task progress control parameters.

在一可选实施例中,上述信息处理装置可还包括第三对局控制模块(图中未示出),在本次虚拟对局的第二对局阶段进行过程中,第三对局控制模块响应于第二对局阶段的对局进程满足第二对局切换条件,控制本次虚拟对局进入第三对局阶段。In an optional embodiment, the above-mentioned information processing device may also include a third game control module (not shown in the figure). During the second game stage of this virtual game, the third game control module controls the current virtual game to enter the third game stage in response to the game progress of the second game stage satisfying the second game switching condition.

第三对局阶段的虚拟对局结算条件在第二对局阶段的虚拟对局结算条件的基础上新增附加结算条件,附加结算条件包括第二游戏任务进度控制参数。The virtual game settlement conditions of the third game stage are additionally provided based on the virtual game settlement conditions of the second game stage, and the additional settlement conditions include the second game task progress control parameters.

在一可选示例中,在第三对局阶段,除新增附加结算条件之外,属于第一阵营的第一虚拟角色在第一对局阶段所配置的基础技能的基础上新增第二技能,同时属于第二阵营的第二虚拟角色在第一对局阶段所配置的默认技能的基础上新增第三技能,或者在第二对局阶段所配置的默认技能和第三技能的基础上新增第四技能。In an optional example, in the third game stage, in addition to adding additional settlement conditions, the first virtual character belonging to the first camp adds a second skill based on the basic skills configured in the first game stage, and the second virtual character belonging to the second camp adds a third skill based on the default skills configured in the first game stage, or adds a fourth skill based on the default skills and the third skill configured in the second game stage.

例如,第二对局阶段的虚拟对局结算条件与第一对局阶段的虚拟对局结算条件相同,虚拟对局结算条件可包括以下项中的至少一项:第二阵营中的虚拟角色的数量减少到零;第二阵营在所述本次虚拟对局执行的第二游戏任务全部完成。For example, the virtual game settlement conditions of the second game stage are the same as those of the first game stage, and the virtual game settlement conditions may include at least one of the following items: the number of virtual characters in the second camp is reduced to zero; the second game tasks performed by the second camp in the virtual game are all completed.

第二游戏任务进度控制参数可包括第二游戏任务的任务估算完成时间,附加结算条件可包括第三对局阶段的持续时间达到任务估算完成时间。这里,第二游戏任务可包括多个虚拟任务,任务估算完成时间可以根据多个虚拟任务完成进度来确定,多个虚拟任务完成进度指示多个虚拟任务在本次虚拟对局中被第二阵营中的所有第二虚拟角色共同完成的进度。The second game task progress control parameter may include the estimated task completion time of the second game task, and the additional settlement condition may include that the duration of the third game stage reaches the estimated task completion time. Here, the second game task may include multiple virtual tasks, and the estimated task completion time may be determined based on the completion progress of the multiple virtual tasks, and the completion progress of the multiple virtual tasks indicates the progress of the multiple virtual tasks being completed by all the second virtual characters in the second camp in this virtual game.

示例性的,第三对局控制模块可以通过以下方式来根据多个虚拟任务完成进度确定任务估算完成时间:根据多个虚拟任务完成进度,确定多个虚拟任务中未完成的虚拟任务;确定每个未完成的虚拟任务对应的任务设定完成时间;根据所有未完成的虚拟任务对应的任务设定完成时间,确定任务估算完成时间。Exemplarily, the third game control module can determine the estimated task completion time according to the completion progress of multiple virtual tasks in the following manner: determine the unfinished virtual tasks among the multiple virtual tasks according to the completion progress of the multiple virtual tasks; determine the task set completion time corresponding to each unfinished virtual task; determine the estimated task completion time according to the task set completion time corresponding to all the unfinished virtual tasks.

在一优选示例中,在本次虚拟对局的第三对局阶段,显示控制模块102在图形用户界面上显示与第三对局阶段的持续时间对应的时间进度;在时间进度达到任务估算完成时间时,如果第二阵营中存在第一虚拟角色,则确定第二阵营获胜,第一阵营落败;在时间进度达到任务估算完成时间时,或者在时间进度达到任务估算完成时间之前,如果第二阵营中不存在第二虚拟角色,则确定第二阵营落败,第一阵营获胜。In a preferred example, in the third game stage of this virtual game, the display control module 102 displays the time progress corresponding to the duration of the third game stage on the graphical user interface; when the time progress reaches the estimated completion time of the task, if there is a first virtual character in the second camp, it is determined that the second camp wins and the first camp loses; when the time progress reaches the estimated completion time of the task, or before the time progress reaches the estimated completion time of the task, if there is no second virtual character in the second camp, it is determined that the second camp loses and the first camp wins.

可选地,第一对局阶段的对局进程满足第一对局切换条件可包括第二阵营中的第二虚拟角色的数量减少到第一阈值,第二对局阶段的对局进程满足第二对局切换条件可包括第二阵营中的第二虚拟角色的数量减少到第二阈值,其中,第二阈值小于第一阈值。也就是说,在本申请实施例中,可以基于第二阵营中的第二虚拟角色的数量的变化(如逐步减少)来控制对局阶段的切换,但本申请不限于此,还可以基于第一阵营中的第一虚拟角色的数量的变化(如逐步增加)来控制对局阶段的切换。Optionally, the game process of the first game stage satisfies the first game switching condition, which may include that the number of the second virtual characters in the second camp is reduced to a first threshold, and the game process of the second game stage satisfies the second game switching condition, which may include that the number of the second virtual characters in the second camp is reduced to a second threshold, wherein the second threshold is less than the first threshold. That is, in the embodiment of the present application, the switching of the game stage can be controlled based on the change in the number of the second virtual characters in the second camp (such as a gradual decrease), but the present application is not limited thereto, and the switching of the game stage can also be controlled based on the change in the number of the first virtual characters in the first camp (such as a gradual increase).

在一优选示例中,在控制本次虚拟对局进入第一对局阶段之后,显示控制模块102在图形用户界面上展示用于表征本次虚拟对局进入第一对局阶段的第一阶段提示信息,和/或用于指示当前时刻第一阵营和/或第二阵营中的虚拟角色数量的第一玩家数量提示信息。此外,在控制本次虚拟对局进入第二对局阶段之后,显示控制模块102在图形用户界面上展示用于表征本次虚拟对局从第一对局阶段转换为第二对局阶段的第二阶段提示信息,和/或展示用于指示当前时刻第一阵营和/或第二阵营中的虚拟角色数量的第二玩家数量提示信息。此外,在控制本次虚拟对局进入第三对局阶段之后,显示控制模块102在图形用户界面上展示用于表征本次虚拟对局从第二对局阶段转换为第三对局阶段的第三阶段提示信息,和/或展示用于指示当前时刻第一阵营和/或第二阵营中的虚拟角色数量的第三玩家数量提示信息。In a preferred example, after controlling the virtual game to enter the first game stage, the display control module 102 displays the first stage prompt information for indicating that the virtual game has entered the first game stage on the graphical user interface, and/or the first player number prompt information for indicating the number of virtual characters in the first camp and/or the second camp at the current moment. In addition, after controlling the virtual game to enter the second game stage, the display control module 102 displays the second stage prompt information for indicating that the virtual game has been converted from the first game stage to the second game stage on the graphical user interface, and/or displays the second player number prompt information for indicating the number of virtual characters in the first camp and/or the second camp at the current moment. In addition, after controlling the virtual game to enter the third game stage, the display control module 102 displays the third stage prompt information for indicating that the virtual game has been converted from the second game stage to the third game stage on the graphical user interface, and/or displays the third player number prompt information for indicating the number of virtual characters in the first camp and/or the second camp at the current moment.

示例性的,第三技能可包括分身技能,上述信息处理装置可还包括分身技能控制模块(图中未示出),执行以下处理:响应于第二阵营中的第二目标第二虚拟角色针对分身技能控件的触发操作,确定第二目标第二虚拟角色在虚拟场景中所处的位置;在该位置处生成第二目标第二虚拟角色的分身虚拟角色;控制第二目标第二虚拟角色在虚拟场景中进行移动,并使第二目标第二虚拟角色的分身虚拟角色在虚拟场景中以预设方式存在。其中,在分身技能持续期间,第二目标第二虚拟角色的分身虚拟角色对参与本次虚拟对局的所有虚拟角色均可见,第二目标第二虚拟角色仅对其自己可见。Exemplarily, the third skill may include a clone skill, and the above-mentioned information processing device may further include a clone skill control module (not shown in the figure), which performs the following processing: in response to the trigger operation of the second target second virtual character in the second camp on the clone skill control, determine the position of the second target second virtual character in the virtual scene; generate a clone virtual character of the second target second virtual character at the position; control the second target second virtual character to move in the virtual scene, and make the clone virtual character of the second target second virtual character exist in the virtual scene in a preset manner. Wherein, during the duration of the clone skill, the clone virtual character of the second target second virtual character is visible to all virtual characters participating in this virtual game, and the second target second virtual character is only visible to itself.

作为示例,预设方式可包括以下项中的任一项:第二目标第二虚拟角色的分身虚拟角色在所述位置处保持不动;第二目标第二虚拟角色的分身虚拟角色在虚拟场景中朝向第一预定方向移动,第一预定方向为在分身附加技能控件被触发时或者在分身附加技能控件被触发之后,响应于在图形用户界面上执行的用于指示分身虚拟角色移动方向的操作而确定的;第二目标第二虚拟角色的分身虚拟角色在虚拟场景中随机移动。As an example, the preset method may include any of the following items: the avatar virtual character of the second target second virtual character remains motionless at the said position; the avatar virtual character of the second target second virtual character moves in a first predetermined direction in the virtual scene, and the first predetermined direction is determined in response to an operation performed on the graphical user interface to indicate the direction of movement of the avatar virtual character when the avatar additional skill control is triggered or after the avatar additional skill control is triggered; the avatar virtual character of the second target second virtual character moves randomly in the virtual scene.

示例性的,基础技能可包括感染技能,上述信息处理装置可还包括感染技能控制模块(图中未示出),执行以下处理:响应于感染技能控件被触发,控制目标第一虚拟角色成功释放感染技能,以使位于虚拟场景的目标范围内的第二阵营中的第二虚拟角色的阵营从第二阵营变更为第一阵营。这里,目标范围基于目标第一虚拟角色所在位置来确定,目标范围小于目标第一虚拟角色的可视范围。Exemplarily, the basic skills may include infection skills, and the above-mentioned information processing device may further include an infection skill control module (not shown in the figure), which performs the following processing: in response to the infection skill control being triggered, the target first virtual character is controlled to successfully release the infection skill, so that the camp of the second virtual character in the second camp within the target range of the virtual scene is changed from the second camp to the first camp. Here, the target range is determined based on the location of the target first virtual character, and the target range is smaller than the visual range of the target first virtual character.

示例性的,基础技能可还包括扑袭技能,上述信息处理装置可还包括扑袭技能控制模块(图中未示出),执行以下处理:响应于扑袭技能控件被触发,控制目标第一虚拟角色向第二预定方向上移动,以使移动路径上的第二阵营中的第二虚拟角色的阵营从第二阵营变更为第一阵营。Exemplarily, the basic skills may also include a pounce skill, and the above-mentioned information processing device may also include a pounce skill control module (not shown in the figure), which performs the following processing: in response to the pounce skill control being triggered, the target first virtual character is controlled to move in a second predetermined direction, so that the camp of the second virtual character in the second camp on the moving path is changed from the second camp to the first camp.

作为示例,第二预定方向可包括以下项中的任一项:目标第一虚拟角色的视野方向;响应于瞄准操作来确定的瞄准方向。As an example, the second predetermined direction may include any one of the following items: a field of view direction of the target first virtual character; an aiming direction determined in response to an aiming operation.

在一优选示例中,第一虚拟角色的可视范围包括第一视野范围和第二视野范围,第一视野范围是以目标第一虚拟角色所在位置为中心以第一预定长度为半径的圆形范围,第一视野范围配置有第一清晰度,其中,第一清晰度从中心向外部逐渐下降,第二视野范围是以目标第一虚拟角色所在位置为圆心以第二预定长度为半径的扇形范围,第二预定长度大于第一预定长度,第二视野范围配置有第二清晰度,且第二视野范围内的第二清晰度维持不变,目标第一虚拟角色向第二预定方向上的移动距离大于第二预定长度。In a preferred example, the visible range of the first virtual character includes a first field of view and a second field of view, the first field of view is a circular range with the target first virtual character's location as the center and a first predetermined length as the radius, the first field of view is configured with a first clarity, wherein the first clarity gradually decreases from the center to the outside, the second field of view is a fan-shaped range with the target first virtual character's location as the center and a second predetermined length as the radius, the second predetermined length is greater than the first predetermined length, the second field of view is configured with a second clarity, and the second clarity within the second field of view remains unchanged, and the moving distance of the target first virtual character in the second predetermined direction is greater than the second predetermined length.

在一可选示例中,第一对局控制模块101通过以下方式控制参与所述本次虚拟对局的多个虚拟角色进入第一对局阶段:在本次虚拟对局开始时,参与本次虚拟对局的所有虚拟角色均属于第二阵营;在经过预定时间之后,响应于参与本次虚拟对局的所有虚拟角色中的任一虚拟角色被变更为属于第一阵营,控制进入第一对局阶段。In an optional example, the first game control module 101 controls the multiple virtual characters participating in the virtual game to enter the first game stage in the following manner: at the beginning of the virtual game, all virtual characters participating in the virtual game belong to the second camp; after a predetermined time, in response to any virtual character among all the virtual characters participating in the virtual game being changed to belong to the first camp, control is performed to enter the first game stage.

在一可选示例中,第一对局控制模块101可以通过以下方式之一确定属于第一阵营的第一虚拟角色和属于第二阵营的第二虚拟角色:在进入第一对局阶段前,根据对参与本次虚拟对局的角色属性的选择,确定属于第一阵营的第一虚拟角色和属于第二阵营的第二虚拟角色;从参与本次虚拟对局的多个虚拟角色中随机选中一虚拟角色,确定为属于第一阵营的第一虚拟角色,将多个虚拟角色中除随机选中的虚拟角色之外的其他虚拟角色,确定为属于第二阵营的第二虚拟角色。In an optional example, the first game control module 101 can determine the first virtual character belonging to the first camp and the second virtual character belonging to the second camp in one of the following ways: before entering the first game stage, determine the first virtual character belonging to the first camp and the second virtual character belonging to the second camp based on the selection of character attributes participating in this virtual game; randomly select a virtual character from multiple virtual characters participating in this virtual game and determine it as the first virtual character belonging to the first camp, and determine the other virtual characters among the multiple virtual characters except the randomly selected virtual character as the second virtual character belonging to the second camp.

请参阅图11,图11为本申请实施例所提供的一种电子设备的结构示意图。如图11中所示,所述电子设备200包括处理器210、存储器220和总线230。Please refer to Fig. 11, which is a schematic diagram of the structure of an electronic device provided in an embodiment of the present application. As shown in Fig. 11, the electronic device 200 includes a processor 210, a memory 220 and a bus 230.

所述存储器220存储有所述处理器210可执行的机器可读指令,当电子设备200运行时,所述处理器210与所述存储器220之间通过总线230通信,所述机器可读指令被所述处理器210执行时,可以执行如上述图1至图9所示方法实施例中的游戏中的信息处理方法的步骤,具体实现方式可参见方法实施例,在此不再赘述。The memory 220 stores machine-readable instructions executable by the processor 210. When the electronic device 200 is running, the processor 210 communicates with the memory 220 via the bus 230. When the machine-readable instructions are executed by the processor 210, the steps of the information processing method in the game in the method embodiments shown in Figures 1 to 9 above can be executed. The specific implementation method can be found in the method embodiments, which will not be repeated here.

本申请实施例还提供一种计算机可读存储介质,该计算机可读存储介质上存储有计算机程序,该计算机程序被处理器运行时可以执行如上述图1至图9所示方法实施例中的游戏中的信息处理方法的步骤,具体实现方式可参见方法实施例,在此不再赘述。An embodiment of the present application also provides a computer-readable storage medium, on which a computer program is stored. When the computer program is executed by a processor, the steps of the information processing method in the game in the method embodiment shown in Figures 1 to 9 above can be executed. The specific implementation method can be found in the method embodiment, which will not be repeated here.

所属领域的技术人员可以清楚地了解到,为描述的方便和简洁,上述描述的系统、装置和单元的具体工作过程,可以参考前述方法实施例中的对应过程,在此不再赘述。Those skilled in the art can clearly understand that, for the convenience and brevity of description, the specific working processes of the systems, devices and units described above can refer to the corresponding processes in the aforementioned method embodiments and will not be repeated here.

在本申请所提供的几个实施例中,应该理解到,所揭露的系统、装置和方法,可以通过其它的方式实现。以上所描述的装置实施例仅仅是示意性的,例如,所述单元的划分,仅仅为一种逻辑功能划分,实际实现时可以有另外的划分方式,又例如,多个单元或组件可以结合或者可以集成到另一个系统,或一些特征可以忽略,或不执行。另一点,所显示或讨论的相互之间的耦合或直接耦合或通信连接可以是通过一些通信接口,装置或单元的间接耦合或通信连接,可以是电性,机械或其它的形式。In the several embodiments provided in the present application, it should be understood that the disclosed systems, devices and methods can be implemented in other ways. The device embodiments described above are merely schematic. For example, the division of the units is only a logical function division. There may be other division methods in actual implementation. For example, multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the mutual coupling or direct coupling or communication connection shown or discussed can be through some communication interfaces, and the indirect coupling or communication connection of devices or units can be electrical, mechanical or other forms.

所述作为分离部件说明的单元可以是或者也可以不是物理上分开的,作为单元显示的部件可以是或者也可以不是物理单元,即可以位于一个地方,或者也可以分布到多个网络单元上。可以根据实际的需要选择其中的部分或者全部单元来实现本实施例方案的目的。The units described as separate components may or may not be physically separated, and the components shown as units may or may not be physical units, that is, they may be located in one place or distributed on multiple network units. Some or all of the units may be selected according to actual needs to achieve the purpose of the solution of this embodiment.

另外,在本申请各个实施例中的各功能单元可以集成在一个处理单元中,也可以是各个单元单独物理存在,也可以两个或两个以上单元集成在一个单元中。In addition, each functional unit in each embodiment of the present application may be integrated into one processing unit, or each unit may exist physically separately, or two or more units may be integrated into one unit.

所述功能如果以软件功能单元的形式实现并作为独立的产品销售或使用时,可以存储在一个处理器可执行的非易失的计算机可读取存储介质中。基于这样的理解,本申请的技术方案本质上或者说对现有技术做出贡献的部分或者该技术方案的部分可以以软件产品的形式体现出来,该计算机软件产品存储在一个存储介质中,包括若干指令用以使得一台计算机设备(可以是个人计算机,服务器,或者网络设备等)执行本申请各个实施例所述方法的全部或部分步骤。而前述的存储介质包括:U盘、移动硬盘、只读存储器(Read-OnlyMemory,ROM)、随机存取存储器(Random Access Memory,RAM)、磁碟或者光盘等各种可以存储程序代码的介质。If the functions are implemented in the form of software functional units and sold or used as independent products, they can be stored in a non-volatile computer-readable storage medium that is executable by a processor. Based on this understanding, the technical solution of the present application can essentially be embodied in the form of a software product, or in other words, the part that contributes to the prior art or the part of the technical solution. The computer software product is stored in a storage medium, including several instructions for a computer device (which can be a personal computer, a server, or a network device, etc.) to perform all or part of the steps of the method described in each embodiment of the present application. The aforementioned storage medium includes: various media that can store program codes, such as a USB flash drive, a mobile hard disk, a read-only memory (ROM), a random access memory (RAM), a magnetic disk or an optical disk.

最后应说明的是:以上所述实施例,仅为本申请的具体实施方式,用以说明本申请的技术方案,而非对其限制,本申请的保护范围并不局限于此,尽管参照前述实施例对本申请进行了详细的说明,本领域的普通技术人员应当理解:任何熟悉本技术领域的技术人员在本申请揭露的技术范围内,其依然可以对前述实施例所记载的技术方案进行修改或可轻易想到变化,或者对其中部分技术特征进行等同替换;而这些修改、变化或者替换,并不使相应技术方案的本质脱离本申请实施例技术方案的精神和范围,都应涵盖在本申请的保护范围之内。因此,本申请的保护范围应以权利要求的保护范围为准。Finally, it should be noted that the above-described embodiments are only specific implementation methods of the present application, which are used to illustrate the technical solutions of the present application, rather than to limit them. The protection scope of the present application is not limited thereto. Although the present application is described in detail with reference to the above-mentioned embodiments, ordinary technicians in the field should understand that any technician familiar with the technical field can still modify the technical solutions recorded in the above-mentioned embodiments within the technical scope disclosed in the present application, or can easily think of changes, or make equivalent replacements for some of the technical features therein; and these modifications, changes or replacements do not make the essence of the corresponding technical solutions deviate from the spirit and scope of the technical solutions of the embodiments of the present application, and should be included in the protection scope of the present application. Therefore, the protection scope of the present application shall be based on the protection scope of the claims.

Claims (24)

19. The information processing method according to claim 18, wherein the visual range of the first virtual character includes a first visual field range which is a circular range having a first predetermined length as a radius around a position of the target first virtual character, the first visual field range being configured with a first definition, wherein the first definition gradually decreases from the center to the outside, and a second visual field range which is a sector range having a second predetermined length as a radius around the position of the target first virtual character, the second predetermined length being larger than the first predetermined length, the second visual field range being configured with a second definition, and the second definition in the second visual field range being maintained, the moving distance of the target first virtual character in the second predetermined direction being larger than the second predetermined length.
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