CN113171609A - Game copy display method, equipment and storage medium - Google Patents

Game copy display method, equipment and storage medium Download PDF

Info

Publication number
CN113171609A
CN113171609A CN202110315660.9A CN202110315660A CN113171609A CN 113171609 A CN113171609 A CN 113171609A CN 202110315660 A CN202110315660 A CN 202110315660A CN 113171609 A CN113171609 A CN 113171609A
Authority
CN
China
Prior art keywords
answer
question
copy
virtual character
game
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Granted
Application number
CN202110315660.9A
Other languages
Chinese (zh)
Other versions
CN113171609B (en
Inventor
陈瑽
田吉亮
庄涛
姚逸宁
刘鑫明
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
Beijing Perfect Chijin Technology Co Ltd
Original Assignee
Beijing Perfect Chijin Technology Co Ltd
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Beijing Perfect Chijin Technology Co Ltd filed Critical Beijing Perfect Chijin Technology Co Ltd
Priority to CN202110315660.9A priority Critical patent/CN113171609B/en
Publication of CN113171609A publication Critical patent/CN113171609A/en
Application granted granted Critical
Publication of CN113171609B publication Critical patent/CN113171609B/en
Active legal-status Critical Current
Anticipated expiration legal-status Critical

Links

Images

Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/822Strategy games; Role-playing games
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/807Role playing or strategy games

Landscapes

  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Human Computer Interaction (AREA)
  • Processing Or Creating Images (AREA)

Abstract

The embodiment of the application provides a game copy display method, equipment and a storage medium. In the method, a target question-answer copy to be entered by a virtual character is obtained; displaying the question and answer questions configured in the target question and answer copy in a game scene, wherein the question and answer questions comprise a question surface and a plurality of answers related to the question surface, and an answer area corresponding to the plurality of answers is arranged in the game scene; controlling the virtual character to move to an answer area in a game scene; according to the moving track of the virtual character, the answering result of the virtual character under the target question-answer copy is determined, and the interface effect for indicating the answering result is displayed in the game scene. The method not only enables the game content to be quickly fused into the target question-answer copy and the interface effect, greatly improves the convenience of developing the game copy, reduces the development cost of the game copy, improves the game expansibility, but also greatly enriches the display form of the game copy and brings richer visual experience to players.

Description

Game copy display method, equipment and storage medium
Technical Field
The present application relates to the field of computer technologies, and in particular, to a method, an apparatus, and a storage medium for displaying game copies.
Background
In the process of an Action Game (Action Game), a large number of Game copies are usually designed for the diversity of games, so that players can obtain more equipment, props and Game resources to promote the Game progress. Among them, the game copies are in various forms, such as: single/multiple people play a copy of BOSS (a catchy monster at the leader level in a game), a copy of a scenario task, a copy of a contested resource, etc.
Currently, game copies in action games are designed based on hitting a BOSS, holding for a certain time, or guarding an object. However, the game copy designed for any kind of target needs to be developed independently, which not only has a long development period, but also is difficult to expand in accordance with new scenarios and new settings in the game, and thus has poor expandability. Therefore, a new solution is desired to overcome the existing technical problems.
Disclosure of Invention
Aspects of the present application provide a game copy display method, device, and storage medium, so as to reduce development cost of a game copy and improve game extensibility.
The embodiment of the application also provides a game copy display method, wherein the game comprises virtual characters controlled by players; the method comprises the following steps:
acquiring a target question-answer copy to be entered by a virtual character;
displaying the question and answer questions configured in the target question and answer copy in a game scene, wherein the question and answer questions comprise a question surface and a plurality of answers related to the question surface, and the game scene is provided with answer areas corresponding to the plurality of answers;
controlling the virtual character to move to an answer area in the game scene;
and determining the answer result of the virtual character under the target question-answer copy according to the moving track of the virtual character, and displaying an interface effect for indicating the answer result in the game scene.
Further optionally, presenting an interface effect for indicating the answer result in the game scene includes:
determining an interface effect object in the game scene, wherein the interface effect object comprises a virtual character and/or an answering area where the virtual character is located;
and displaying the interface effect corresponding to the interface effect action object in the game scene according to the answer result.
Wherein the interface effect comprises: at least one of lightning, burning, shattering, transparency change, color change, virtual character appearance change, virtual character displacement, virtual character attribute change.
Further optionally, the determining a target question-answer copy to which the virtual character is to enter includes:
obtaining a plurality of question and answer copies matched with the virtual role;
and taking one of the question and answer copies with the number of players less than the number threshold as a target question and answer copy.
Further optionally, the displaying the question and answer questions configured in the target question and answer copy in a game scene includes:
selecting questions to be displayed for meeting the target question-answer copy from a plurality of questions configured for the game in advance according to copy parameters configured in the target question-answer copy; wherein the copy parameters comprise one or more of the number of questions to be answered, the difficulty of questions to be answered and the type of questions to be answered;
and displaying the questions to be displayed in the game scene according to the number of answers in the questions to be displayed and a preset question and answer display mode in the target question and answer copy.
Optionally, displaying the to-be-displayed questions and answers in the game scene according to the number of answers in the to-be-displayed questions and a preset question and answer display mode in the target question and answer copy, including:
determining scene layout in the game scene according to the number of the answers, wherein the scene layout comprises positions of the question surfaces and positions of answer areas corresponding to the answers;
if the question and answer display mode shows one question and answer for each turn and the number of the question and answer to be displayed is multiple, sequencing the multiple question and answer to be displayed according to the attribute of the question and answer to be displayed;
generating an interface effect for indicating each question and answer to be displayed according to the sequencing result and the scene layout;
and sequentially displaying the interface effect of each question and answer to be displayed in the game scene.
Wherein, further optionally, the creating basis of the question and answer comprises one or a combination of the following: game content, common sense, data of personal behavior of participating players, data of interactive behavior of participating players. Alternatively, the questions and answers may be created and stored in a question and answer library.
Further optionally, controlling the virtual character to move to the answer area in the game scene includes:
and responding to a touch instruction aiming at the virtual character, and controlling the virtual character to move in the game scene according to the touch instruction so as to enable the virtual character to move to the selected answer area.
Further optionally, the method further comprises: setting question answering time limit in the target question and answer copy; and displaying an interface effect for prompting the question answering time limit in a game scene.
Wherein, further optionally, controlling the virtual character to move to the answer area in the game scene includes:
responding to a body separating instruction aiming at the virtual role, and separating the virtual role into a plurality of body separating objects;
responding to a transmission instruction aiming at the virtual character, and controlling a plurality of sectional objects to be respectively transmitted to a plurality of selected answer areas in the game scene;
and before the answering time limit is finished, responding to a deleting instruction aiming at the body-divided object, and deleting the body-divided object corresponding to the deleting instruction in the game scene.
Wherein, further optionally, the method further comprises: if two separate objects are respectively transmitted to the answer areas where the contradictory answers are located, alarm information of abnormal answer of the player is displayed.
Further optionally, the plurality of answers includes correct answers to the topic associations.
Determining the answer result of the virtual character under the target question-answer copy according to the moving track of the virtual character, wherein the answer result comprises the following steps: after the answer time limit is finished, judging whether the answer area where the virtual character is located is the answer area for displaying the correct answer or not according to the moving track; or judging whether the moving track points to an answer area for displaying the correct answer;
if yes, determining that the answer result is correct;
if not, the answer result is determined to be incorrect.
Further optionally, the method further comprises: determining the copy settlement information of the virtual role according to the answer result; and sending rewards corresponding to the target question and answer copies to the virtual roles according to the copy settlement information.
Wherein, further optionally, the duplicate settlement information comprises at least one of number of answers, correct rate, and remaining players of the final round; the reward includes at least one of a virtual item in the game, a rating, a gaming jurisdiction.
Optionally, the target question-answer copy includes a plurality of question-answers, and the question-answer display mode set in the target question-answer copy displays one question-answer for each round.
Determining the copy settlement information of the virtual character according to the answer result, comprising the following steps: determining whether the virtual character enters a next round or not according to the answer result of the virtual character in the current round;
and performing problem copy settlement for the virtual role according to the answering times of the virtual role.
Wherein, further optionally, the game comprises a plurality of rounds.
Determining the copy settlement information of the virtual character according to the answer result, comprising the following steps:
determining a question branch entered by the virtual character in the next round according to an answer result of the virtual character in the current round, wherein the plurality of questions comprises at least two questions in the same round, the at least two questions belong to at least two question branches respectively, and the at least two question branches correspond to different answers of the previous answer surface respectively;
and performing problem copy settlement for the virtual roles according to the problem branches and the answer results of the virtual roles in the final round.
Wherein, further optionally, the problem copy settlement comprises: the affinity of the participating player, the level of accessibility by the participating player, and the gaming jurisdiction of the participating player.
An embodiment of the present application further provides an electronic device, including: a memory and a processor; the memory is to store one or more computer instructions; the processor is to execute the one or more computer instructions to: the steps in the method provided by the embodiments of the present application are performed.
Embodiments of the present application further provide a computer-readable storage medium storing a computer program, where the computer program can implement the steps in the method provided in the embodiments of the present application when executed.
In the technical scheme provided by the embodiment of the application, the target question-answer copy and the game setting are quickly combined through the question-answer questions configured in the target question-answer copy. Furthermore, the question and answer questions configured in the target question and answer copy are displayed in the game scene, and the virtual character is controlled to move to the answer area in the game scene, so that the answer result of the virtual character under the target question and answer copy is determined through the moving track of the virtual character, and the interface effect for indicating the answer result is displayed in the game scene, so that the game content can be quickly fused into the target question and answer copy and the interface effect, the convenience for developing the game copy is greatly improved, the development cost of the game copy is reduced, the game expansibility is improved, meanwhile, the display form of the game copy is greatly enriched, and richer visual experience is brought to players.
Drawings
The accompanying drawings, which are included to provide a further understanding of the application and are incorporated in and constitute a part of this application, illustrate embodiment(s) of the application and together with the description serve to explain the application and not to limit the application. In the drawings:
FIG. 1 is a schematic flow chart of a game copy presentation method according to an exemplary embodiment of the present application;
FIG. 2 is a schematic diagram of an item-related single function component provided in an exemplary embodiment of the present application;
FIG. 3 is a schematic diagram illustrating a morphological change of a subject object according to an exemplary embodiment of the present application;
fig. 4 is a schematic structural diagram of an electronic device according to an exemplary embodiment of the present application.
Detailed Description
In order to make the objects, technical solutions and advantages of the present application more apparent, the technical solutions of the present application will be described in detail and completely with reference to the following specific embodiments of the present application and the accompanying drawings. It should be apparent that the described embodiments are only some of the embodiments of the present application, and not all of the embodiments. All other embodiments, which can be derived by a person skilled in the art from the embodiments given herein without making any creative effort, shall fall within the protection scope of the present application.
A game copy is a special play in a game. Generally, a game scene independent of the game master world is set in the game playing process, so that a player entering the game scene can obtain more equipment, props and game resources through the game form set in the game copy, and the game progress of the player is promoted.
Currently, the game copy form is relatively fixed. Taking the action game as an example, the game copy in the action game is designed based on a single target of killing a BOSS, insisting on a certain time length or guarding an object, and the game form of the game copy is single, so that the game experience of a player is influenced.
Moreover, since different game copies depend on different game scenarios and different game settings, the game copies designed for any kind of targets generally need to be developed individually, for example, creating a copy scene, making a game copy strategy, settling a settlement strategy, and the like, and thus, the development period is long, and the development costs are high. When a new plot and a new setting are updated in a game, the existing game copy development form is difficult to rapidly make and cooperate with the expansion of updated contents, so that the expansibility of the game copy is poor, and the game experience of a player is also influenced.
In view of the above technical problems, in some embodiments of the present application, a solution is provided, and the technical solutions provided by the embodiments of the present application are described in detail below with reference to the accompanying drawings.
An embodiment of the present application provides a game copy display method, and fig. 1 is a schematic flow diagram of a game copy display method provided in an exemplary embodiment of the present application. As shown in fig. 1, the method includes:
101. acquiring a target question-answer copy to be entered by a virtual character;
102. and displaying the question and answer questions configured in the target question and answer copy in a game scene. The system comprises a game scene, a question answering system and a question answering system, wherein the question answering question comprises a question surface and a plurality of answers related to the question surface, and an answering area corresponding to the plurality of answers is arranged in the game scene;
103. controlling the virtual character to move to an answer area in a game scene;
104. and determining the answer result of the virtual character under the target question-answer copy according to the moving track of the virtual character, and displaying an interface effect for indicating the answer result in the game scene.
Wherein the game includes virtual characters controlled by the player. The control relationship between the player and the virtual character may be set at the beginning of game entry, may also be set in real time during the game process, and may also be automatically allocated by the game system, which is not limited in the embodiment of the present application.
For example, in a Role-playing game (RPG), a player is responsible for playing a corresponding game Role in a game scene formed by a real or virtual world, and the played game Role is driven to play through some instructions.
In a game scenario, the game characters include virtual characters. In practical application, the game role can be realized as an virtual image in a game scene. Briefly, a virtual character is a game character controlled by a player. In this embodiment of the present application, the virtual character may be selected and controlled by the player after entering the game copy, or may be preset in the game by the player, which is not limited in this embodiment of the present application.
First, in 101, a target question-answer copy to be entered by a virtual character is obtained.
Wherein the question-answer copy is a game copy. The game format in the question-and-answer copy may be that the player receives a corresponding game award by answering a question. For the sake of differentiation, in the present embodiment, the question-answer copy for presentation to the player is referred to as a target question-answer copy.
Different from the current game copy designed based on a single target, the game mode of the question answering copy in the embodiment is easier to adjust in coordination with various targets. For example, the quiz copy may be adjusted according to various game scenarios, game settings. In some examples, multiple branch-form question-answer copies are made in coordination with multiple game scenario branches according to game scenario development, thereby presenting different question-answer questions to players in different scenario branches. Further optionally, in the multi-branch type question-answer copy, a plurality of answers associated with one theme are respectively corresponding to the game scenarios of different branches, and further, different answers can be selected to enter different branches in the question-answer copy. Or, in other examples, the corresponding question and answer questions are supplemented in time according to the game updating content, so that the player is provided with the question copy corresponding to the updating content. Alternatively, and for another example, the question-answer copy may be adjusted according to holidays. In some examples, related question-and-answer questions are made based on holiday characteristics (e.g., holiday customs, holiday gifts, etc.) or seasonal characteristics (season scenes, season foods, etc.). Therefore, a simpler game copy making/updating process is provided, and the development time and various development costs of the game copy are reduced. Meanwhile, the playability of the question and answer copies can be improved and the user experience can be improved due to the richer copy making modes.
Further, in 102, the question and answer questions configured in the target question and answer copy are shown in the game scene.
The answer copy comprises at least one answer, and the answer comprises a question surface and a plurality of answers related to the question surface. In practical application, for a plurality of answers associated with any question surface, answer areas corresponding to the answers are set in a game scene. For an answer area corresponding to any answer, the answer area may be implemented as a certain parcel in a game scene, may also be implemented as a building or a prop with an answer function, and may of course be implemented in other forms in cooperation with a specific game scene, which is not limited in the embodiment of the present application.
Taking a plot as an answer area as an example, in a game scene, a corresponding number of position areas can be selected according to the number of answers, so that the position areas are respectively set as answer areas corresponding to the answers, and the local area ranges of the answer areas are recorded.
Optionally, in a game scene, the layout of the answer area may be set according to the number of answers. For example, assuming that the question surface is question 1, question 1 is a non-type question and the number of answers associated with question 1 is 2, the layout of the answer area in the game scene is shown in fig. 2 based on the above-mentioned assumptions. For another example, assuming that the question surface is question 1 and the number of answers associated with question 1 is 4, the layout of the answer area in the game scene is shown in fig. 3 based on the above-mentioned assumptions.
Optionally, in a game scene, the answer display mode may also be set according to an actual situation. For example, in fig. 2, two answers, "right" and "wrong" are shown in an answer area composed of two concentric circles on the left and right. Further, taking a plot as an answer area as an example, two answers, namely "right" and "wrong" may be marked in the plot with the inner circle as a specific range as a text symbol. Similarly, in fig. 3, the four ABCD answers may be labeled as text symbols in a plot with an inner circle as a specific range.
In practical applications, the answer may be displayed in a game scene element such as the ground, a bubble, a floating frame, or lightning, or may be attached to a prop, a building as a character symbol (for example, a building exterior wall slogan, a character on the prop), or may also be associated with a certain game scene element, and the display of the answer is triggered by a relevant operation for the certain game scene element (for example, rubbing the prop to obtain the answer character displayed in smoke floating the prop). There are, of course, many ways to present answers, not listed here,
it should be noted that, no matter what answer display mode, the answer to be displayed is corresponding to the answer area corresponding to the answer, so as to determine the answer area that the virtual character enters or intends to enter through the corresponding relation, thereby obtaining the answer result finally.
In 103, the movement trajectory of the virtual character in the game scene may be controlled, so that the virtual character moves to the answer area. Optionally, prior to 103, the virtual character may appear from a birth area in the game scene. In some embodiments, after the virtual character is born, the virtual character is controlled to move to the answer area through a virtual rocker in the game interface.
In other embodiments, this step may be accomplished by a single control command or a combination of control commands issued by the player. Wherein, the control instruction includes but is not limited to: a move command, a transmit command, and a touch command. For example, a touch instruction is issued to the game interface to control the virtual character to move according to the trajectory of the touch instruction, so that the virtual character moves to an answer area (such as a certain parcel, a certain building with a transmission function, a prop, etc.). For another example, the virtual character is transmitted to a certain answer area by transmitting an instruction, thereby causing the virtual character to move to the answer area.
It can be understood that, regardless of the control manner, the purpose is to move the virtual character to the answer area selected by the player, so that the actual answer intention of the player is shown by the movement track of the virtual character.
In 104, according to the movement track of the virtual character, the answer result of the virtual character under the target question-answer copy can be determined. The movement track of the virtual character at least comprises one of the following steps: the method comprises the following steps of answering areas where virtual characters are located, answering areas which are closest to the virtual characters, moving routes of the virtual characters in a game scene, and directions of the moving routes of the virtual characters. Specifically, in an optional embodiment, the answer area that the player intends to select may be determined by the movement trajectory of the virtual character, so that it is determined whether the virtual character selects the correct answer in the target question-answer copy, that is, whether the answer result is correct or incorrect, according to the correspondence between the answer area and the answer.
In an alternative embodiment, each virtual character is assigned a starting track in the target question-answer copy that multiple players participate. Thereby, the respective virtual characters are controlled to move from the respective starting tracks to the answering areas. Wherein optionally the starting runway comprises a starting position and a route from the starting position to the answering area. By distributing the starting runway and controlling the movement track of the virtual character starting from the starting runway, a game copy feedback mode is provided, and the experience of a player is greatly improved.
For example, assume that multiple players enter the target question-answer copy. In this case, a runway route selector is provided for acquiring the position of the virtual character and determining the starting runway of the virtual character based on the position of the virtual character. For example, after the player a enters the target question-answer copy, the position of the virtual character a controlled by the player a is acquired, and therefore, at least one runway meeting the starting condition is selected as the starting runway of the virtual character a from a plurality of runways set in the game scene based on the position of the virtual character a. Alternatively, the departure conditions include, but are not limited to: the distance between the runway and the position of the virtual character a is smaller than a preset distance value, and/or the runway is not selected by the virtual character. And further, showing the runway identification corresponding to at least one runway to the virtual character a.
Optionally, when the virtual character runs on the runway, if the runway needs to be replaced, the runway replacement identifier for indicating that the runway is replaceable is displayed according to the position difference between the virtual characters and/or the respective running speeds of the virtual characters.
For example, if the virtual character a wants to change from the current runway 1 to another runway, at least one runway satisfying the runway change condition is selected as a changeable runway of the virtual character a from a plurality of runways set in the game scene according to the position difference between the virtual character a and the adjacent virtual character and the running speed of the virtual character a and the adjacent virtual character, and a runway change identifier indicating the changeable runway of the virtual character a is displayed in the game interface, for example, the runway change identifier of the changeable runway may be runway 2 and runway 0.
Finally, an interface effect for indicating the answer result is shown in the game scene. In practical application, the interface effect action object can be a virtual character and/or an answering area where the virtual character is located. Wherein, the interface effect at least comprises one of the following: at least one of lightning, burning, shattering, transparency change, color change, virtual character appearance change, virtual character displacement, virtual character attribute change.
In an alternative embodiment, when the answer is wrong, the interface effect that the answer area of the player is hit by lightning can be displayed, or the interface effect that the answer area of the player enters burning can be displayed, or the interface effect that the answer area of the player enters a fragmentation state can be displayed. The fractured state is, for example, gradually petrochemical and comminuted. When the answer is correct, the answer area for the player can be shown to be in a luminous state, such as a halo diffusion state. In practical applications, the interface effect may also be applied to a virtual character, and will not be described herein. In addition, transparency changes and color changes can be applied to the virtual character and the answering area of the player. The change modes of transparency change and color change can also be set according to the actual game scene.
Alternatively, the attribute of the virtual character may be a virtual character type, a virtual character age, a virtual character blood volume, a mode in which the virtual character is located, and the like. For example, assuming that the attribute is the blood volume of the virtual character, the initial blood volume of the virtual character is determined first, and thus, the blood volume of the virtual character is increased when the answer is correct and the blood volume of the virtual character is decreased when the answer is wrong.
Alternatively, the virtual character shape change may be set according to the virtual character attribute. For example, assuming that the attribute of the virtual character is the age of the virtual character, the initial age of the virtual character is determined, and thus, the virtual character is younger when the shape change of the virtual character is set to correct answer, and the virtual character is aged when it is wrong.
Specifically, the virtual character can be set by pinching the face according to the answer result, so that the virtual character can be younger or aged. In practical application, the youthful image of the virtual character when the answer is correct and/or the senium image of the virtual character when the answer is wrong are set by adjusting settable parameters in the face pinching system, such as the shape of five sense organs, skin color, hair style, skin texture and the like. The method and the device can trigger corresponding setting in the face pinching system according to the answer result, and automatically complete the youthful image or the aging image of the virtual character.
It should be noted that, no matter what interface effect is, the purpose is to indicate the answer result of the player through the interface effect by displaying the interface effect in the answer area selected by the virtual character and/or the virtual character, so as to give visual impact to the player, thereby achieving the purpose of improving the game experience of the player.
Optionally, after 104, determining the copy settlement information of the virtual character according to the answer result, and sending the reward corresponding to the target question-answer copy to the virtual character according to the copy settlement information. Therefore, the participation degree of the player in the question and answer copies can be improved through the steps.
Wherein, the duplicate settlement information includes but is not limited to: number of questions, accuracy, final turn, at least one of the remaining players. The game awards provided in the targeted quiz copy include, but are not limited to: including at least one of a virtual item in the game, a level, and a gaming jurisdiction. Further optionally, gaming jurisdictions include, but are not limited to: clearance privileges, game skill usage privileges, game item usage privileges, entry privileges for special level and/or copy, and the like. The clearance right is, for example, a right by specifying a level. The game skill use authority is, for example, a use authority for a combat skill, a treatment skill, or other type of skill. The game item usage right is, for example, a usage right with a certain function.
In practice, the game award may also be set based on player attributes and/or relationships between the participating players. Player attributes such as the same place of birth, the same game guild, the same type of game terminal, etc.; the relations among the participating players are, for example, lovers 'relations, teammates' relations, and off-line acquaintances. For example, the target question-answer copy may be a question-answer copy for a couple team, in which case, corresponding rewards may be sent according to the answer of the participating virtual character under the target question-answer copy. Optionally, the game award for such quiz copies is, for example: the affinity of the participating players, the level of accessibility by the participating players, the gaming privileges made available to the participating players, and the like. It will be appreciated that this game award setting is more suitable for small scale quiz-copy scenarios, such as quiz-copies with 5 players participating.
Optionally, it is assumed that the question-answer presentation manner set in the target question-answer copy presents one question-answer for each turn, and the target question-answer copy includes a plurality of question-answers. Based on this, in an optional embodiment, determining the copy settlement information of the virtual character according to the answer result may be specifically implemented as: determining whether the virtual character enters a next round or not according to the answer result of the virtual character in the current round; and performing problem copy settlement for the virtual role according to the answering times of the virtual role.
In practical application, the settlement opportunity may be settlement while answering questions, or final round settlement.
For example, assume that the target question-answer copy includes 4 rounds, assuming that each round shows one question-answer. Suppose that the wrong players are eliminated in each round until the end of 4 rounds. Assume that 1800 avatars enter the target question-answer copy. Suppose the award corresponding to the target copy of the question-answer is the usage right for a particular game item. It is assumed that the duplicate settlement information of the virtual character is the remaining player of the final round.
Based on the assumption, in each turn, according to the movement tracks of 1800 virtual characters, the answer results of 1800 virtual characters in the current turn are determined, and the virtual characters needing to be eliminated are determined according to the answer results. Assuming that the number of the players not eliminated in the third round is 328, in the fourth round, the answer results of the 328 virtual characters in the current round are determined according to the movement tracks of the 328 virtual characters, and then the players eliminated in the current round are determined according to the answer results of the 328 virtual characters in the current round. Assuming that the eliminated players in this round are 200, it can be determined that the remaining players in the final round are 128 players that have not been eliminated. Thus, the usage rights for a certain play item are sent to the remaining players in the final round.
For example, assume that the target question-answer copy includes multiple rounds, assuming that each round shows one question-answer. Suppose that the wrong players are eliminated in each round until the remaining number of players is less than the preset population threshold. Assume that the preset population threshold is 30. Assume that 1000 avatars enter the target question-answer copy. It is assumed that the award corresponding to the target question-answer copy is the usage rights of various game items. And assuming that the copy settlement information of the virtual character is the answer times.
Based on the assumption, in each turn, according to the movement tracks of 1000 virtual characters, determining the answer results of 1000 virtual characters in the current turn, and determining the virtual characters needing to be eliminated according to the answer results. Assuming that the number of players not eliminated in the sixth round is only 27, in this case, it can be determined that the target question-and-answer copy is over. Therefore, according to the elimination turns corresponding to the 1000 virtual characters, the times of answering the questions are determined. And finally, distributing the use permission of the game props corresponding to the answer times of the 1000 virtual characters according to the answer times of the virtual characters. Of course, in practical applications, the preset number of people threshold may also be set according to the initial number of people entering the target question-answering copy. For example, the predetermined threshold number of people is one fifth of the initial number of people.
In another alternative embodiment, assume that the game includes multiple rounds. Corresponding to the question-answer copy in the multi-branch form introduced above, the copy settlement information of the virtual character is determined according to the answer result, which can be specifically realized as follows: and determining a question branch entered by the virtual character in the next round according to the answer result of the virtual character in the current round, and further settling the question copy for the virtual character according to the question branch and the answer result of the virtual character in the final round. The multiple questions include at least two questions in the same turn, the at least two questions belong to at least two question branches respectively, and the at least two question branches correspond to different answers of the last answer surface respectively. By the implementation mode, the multi-branch question and answer questions can be constructed according to the game scenarios, so that the playability of the question and answer copies is improved, the method is further suitable for setting various complex games and rapidly developing the game scenarios, the development cost of the game copies is further reduced, and the game expansibility is improved.
In the embodiment, the quick combination of the target question-answer copy and the game setting is realized through the question-answer questions configured in the target question-answer copy. Furthermore, the question and answer questions configured in the target question and answer copy are displayed in the game scene, and the virtual character is controlled to move to the answer area in the game scene, so that the answer result of the virtual character under the target question and answer copy is determined through the moving track of the virtual character, and the interface effect for indicating the answer result is displayed in the game scene, so that the game content can be quickly fused into the target question and answer copy and the interface effect, the convenience for developing the game copy is greatly improved, the development cost of the game copy is reduced, the game expansibility is improved, meanwhile, the display form of the game copy is greatly enriched, and richer visual experience is brought to players.
In some exemplary embodiments, in 101, obtaining a target question-answer copy to be entered by a virtual character may specifically be implemented as:
responding to a first instruction aiming at the virtual role, and acquiring a plurality of question and answer copies corresponding to the virtual role; and taking one of the question and answer copies with the number of players less than the number threshold as a target question and answer copy.
The first instruction may be an instruction for indicating that the player intends to enter the question-and-answer copy. In some embodiments, the first instruction is triggered by the player. Alternatively, during the game, if the player wants to control the virtual character to enter a target question-answer copy, the first instruction may be issued through a control button provided in the game scene. The form of the control button can be a button form carrying prompt sentences, and can also be a prop form or a building form which is more integrated into the current game scene, such as a countdown clock, an hourglass, a building and the like. The first instruction may be a move instruction, a transfer instruction, etc., and the embodiment is not limited. Optionally, it is assumed that the first instruction is a touch instruction. Based on this, if the player wants to control the virtual character to enter a target question and answer copy, a touch instruction may be issued to the game interface, so that the virtual character moves according to the track of the touch instruction, and thus the virtual character moves to the entrance of the target question and answer copy (for example, a certain parcel, a certain building with a transmission function, a prop, etc.), and enters the target question and answer copy through the entrance.
In some optional embodiments, the game scenario may be set according to the virtual character data. Optionally, according to the level data passed by the virtual character, statistics is performed on what recommended scene elements are, and the scene elements in the game scene are set. Wherein the level data includes but is not limited to: number of shots, battle performance, next level of upcoming virtual character, game copy, game legs, recommended play, etc. Scene elements include, but are not limited to: building elements, prop elements, background elements, etc. in the answering area.
For example, in the target question-answering copy, according to the scene element in the level with the maximum number of times of photographing of the virtual character, the scene element in the game scene is set, so that the style of the scene element in the game scene is consistent with the style of the scene element in the level with the maximum number of times of photographing. For another example, in the target question-answering copy, scene elements in the game scene are set according to scene elements in the next level to which the virtual character is about to enter, so that the style of the scene elements in the game scene is consistent with the style of the scene elements in the next level. Therefore, the style continuity of the game scene is stronger, and the effect of guiding the player to enter the next stage can be achieved, so that visual guidance is provided for the player.
Specifically, at least one question and answer copy corresponding to the virtual character is selected from a preset question and answer copy library in response to a first instruction for the virtual character. For example, at least one question-answer copy is matched based on virtual role attributes, including but not limited to: virtual character level, game progress, virtual character blood volume, player online time period, team player, season of the area in which the virtual character is located, and the like. For example, the virtual character may be matched against the copies of the questions and answers that may participate in the corresponding time period based on the player's online time period. As another example, a virtual character may be matched with a copy of the question and answer that the level may participate in based on the player level. Optionally, at least one question and answer may be selected from the question and answer library, and a target question and answer copy may be constructed from the selected question and answer. Or, at least one question-answer question can be generated in real time, and the selected question-answer question is used for constructing a target question-answer copy. Furthermore, if the number of the question-answer copies corresponding to the virtual character is multiple, in this case, one of the question-answer copies with the number of players less than the threshold number of people is used as the target question-answer copy.
Of course, it should be noted that if the number of the question and answer copies corresponding to the virtual character is one, the question and answer copy is directly used as the target question and answer copy in this case. This case is similar to the above description and will not be specifically described.
In addition, in order to improve the game experience of the player, in the above or below embodiment, in 101, the process of switching from the current scene to the target question-and-answer copy corresponding to the game scene is invisible to the player. I.e. this process may be triggered automatically by the client in response to the first instruction.
In some exemplary embodiments, in 102, the question and answer questions configured in the target question and answer copy are displayed in a game scene, which may be specifically implemented as:
selecting questions to be displayed for meeting the target question-answer copy from a plurality of question-answer questions configured for the game in advance according to copy parameters configured in the target question-answer copy; and displaying the questions to be displayed in the game scene according to the number of the answers in the questions to be displayed and the preset question and answer display mode in the target question and answer copy.
Optionally, the copy parameters configured in the target question-answering copy include, but are not limited to: the number of questions to be answered, the difficulty of questions to be answered, and the type of questions to be answered.
Optionally, the to-be-displayed questions and answers are displayed in the game scene according to the number of answers in the to-be-displayed questions and the preset question and answer display mode in the target question and answer copy, and the method can be implemented as follows:
determining scene layout in a game scene according to the number of the answers, wherein the scene layout comprises positions of the question surfaces and positions of answer areas corresponding to the answers; if the question and answer display mode shows one question and answer for each turn and the number of the question and answer to be displayed is multiple, sequencing the multiple question and answer to be displayed according to the attribute of the question and answer to be displayed; generating an interface effect for indicating each question and answer to be displayed according to the sequencing result and the scene layout; and sequentially displaying the interface effect of each question and answer to be displayed in the game scene.
For example, assuming that the copy parameters configured in the target question-and-answer copy are the number of questions and the difficulty of questions and answers, based on this, the question-and-answer questions to be displayed, which are consistent with the question-and-answer difficulty required by the target question-and-answer copy, are selected from a plurality of question-and-answers configured for the game in advance according to the number of question-and-answer and the difficulty of question-and-answer configured in the target question-and-answer copy. Optionally, if the number of the questions is multiple, the display sequence of the questions to be displayed needs to be determined. Assuming that the difficulty of the questions configured in the target question-and-answer copy includes a plurality of grades, the questions to be presented may be arranged in a sequence of difficulty from low to high, thereby obtaining a presentation sequence of the questions to be presented. And then, sequentially displaying the questions to be displayed in the game scene according to the display sequence of the plurality of questions to be displayed, the number of answers in each question to be displayed and the question and answer display mode preset in the target question and answer copy.
Furthermore, assume that a question-answer presentation mode preset in the target question-answer copy presents one question-answer to be presented for each round. Based on the method, the question and answer to be shown in each round are determined according to the showing sequence of the question and answer to be shown. For the question and answer to be shown in each turn, the game scene layout in the turn, such as the layout of the answer area, is determined according to the number of answers in the question and answer to be shown. And finally, generating an interface effect for indicating the questions to be displayed in each round according to the questions to be displayed in each round and the game scene layout in each round, and sequentially displaying the interface effects of the questions to be displayed in each round in the game scene.
In fact, in addition to the above manner, the manner of presenting the questions and answers preset in the target question-answer copy may be to present the questions and answers to be presented through a plurality of question branches, or other presentation forms, which is not limited in the embodiment of the present application.
In the above or the following embodiments, the creating of the question and answer includes one or a combination of the following: game content, common sense, data of personal behavior of participating players, data of interactive behavior of participating players. In practical application, the questions and answers can be generated according to the updated contents of the game and are newly added into the question and answer library. Or determining the personal behavior data of the current participating player and/or the interactive behavior data of the current participating player, and generating the question-answer to update the question-answer library in real time.
In practical application, the specific setting mode of the question-answer library may be as follows: first, a set of radio topic libraries is created. Specifically, according to game data, common sense and other creating bases, a question surface corresponding to each question, an answer list related to the question surface and correct answers are configured. Alternatively, the configuration of the parameters may be a configuration file or a database. For example, a JSON file is used to configure a question and answer library, and the specific codes are as follows:
{Titld:”1+1=?”
Answer:[1,2,3,4],
Right:2
},{
Titld:”1+2=?”
Answer:[1,2,3,4],
Right:3
}
further, another configuration file or database is used for setting the opening time of the question-answer copy, the number of question-answers, and the answer time defined for each question-answer, the game award, and the like.
Thus, in some embodiments, the game server notifies the player in the server to enter into the target quiz copy half an hour before the target quiz copy is on. When the starting time is up, the virtual character which is registered and controlled by the online player is pulled to the target question and answer copy, and the question and answer questions with the quantity configured in the target question and answer copy are randomly extracted from the question and answer library.
In some exemplary embodiments, in 103, controlling the virtual character to move to the answer area in the game scene may be implemented as:
and responding to a second instruction aiming at the virtual character, and controlling the virtual character to move in the game scene according to the second instruction so as to enable the virtual character to move to the selected answer area.
The second instruction may be an instruction for controlling a movement trajectory of the virtual character in the game scene. In some embodiments, the second instruction is triggered by the player. The second instruction may be a move instruction, a transfer instruction, a touch instruction, and the like, which is not limited in this embodiment.
Based on the above, in an optional embodiment, 103 may be specifically implemented as: and responding to the touch instruction aiming at the virtual character, and controlling the virtual character to move in the game scene according to the touch instruction so as to enable the virtual character to move to the selected answer area. For example, a touch instruction is issued to the game interface, so that the virtual character moves according to the trajectory of the touch instruction, and the virtual character moves to an answer area (for example, a certain parcel, a certain building with a transmission function, a prop, etc.).
It is worth mentioning that the second instruction may also be a combined instruction obtained by combining at least two different functional instructions. In another embodiment, before 103, a question answering time limit is set in the target question and answer copy, and an interface effect for prompting the question answering time limit is shown in a game scene. For example, the interface effect for prompting the answering time limit may be a countdown box shown in fig. 2 or fig. 3. As another example, the interface effect for prompting the answering time limit may also be a bubble box with a prompt time in the game scene.
Based on the above setting of the answering time limit, 103 can also be implemented as: responding to a body separating instruction aiming at the virtual role, and separating the virtual role into a plurality of body separating objects; responding to a transmission instruction aiming at the virtual character, and controlling a plurality of sectional objects to be respectively transmitted to a plurality of selected answering areas in a game scene; and before the answering time limit is finished, responding to a deleting instruction aiming at the body-divided object, and deleting the body-divided object corresponding to the deleting instruction in the game scene.
The body dividing instruction is used for creating a body dividing object for the instruction acting object. For example, for an avatar to be acted on as an avatar instruction, an avatar with consistent object characteristics is created as an avatar object. The transmission instruction is used for transmitting the instruction acting object to different areas, for example, a plurality of body separating objects created based on the same virtual character are respectively transmitted to different answer areas, so that one virtual character can be positioned in a plurality of answer areas at the same time, and the purpose of multi-selecting or confusing other players is achieved.
Optionally, in order to ensure the accuracy of the answer result, if two separate objects are respectively transmitted to the answer area where the contradictory answers are located, the alarm information of the abnormal answer of the player is displayed.
In some exemplary embodiments, it is assumed that the plurality of answers includes correct answers to the topic associations. Based on this, in 104, according to the movement track of the virtual character, the answer result of the virtual character under the target question-answer copy is determined, which can be specifically implemented as follows: and after the answer time limit is finished, judging whether the answer area where the virtual character is located is an answer area for displaying correct answers or not according to the moving track. If yes, determining that the answer result is correct; if not, the answer result is determined to be incorrect. Therefore, the final answer result of the player can be determined according to the answer area where the virtual character is located through the steps.
Or, in another embodiment, after the answer time limit is ended, whether the moving track points to the answer area for showing the correct answer is judged. If yes, determining that the answer result is correct; if not, the answer result is determined to be incorrect. Therefore, the final answer result of the player can be determined according to the direction of the moving route of the virtual character through the steps.
As described above, in addition to the answer area where the virtual character is located and the direction of the virtual character moving route, the moving track of the virtual character further includes the answer area closest to the virtual character and the moving route of the virtual character in the game scene. In practical application, the determination mode of the answer result can be selected according to different types of movement tracks, so that the answer result judgment efficiency is further improved.
Of course, in addition to determining the answer result by using a single type of movement track, the answer result can also be comprehensively judged by combining a plurality of types of movement tracks. Alternatively, if different answer results are determined by combining a plurality of types of movement trajectories, in this case, the final answer result may be further determined according to the determination weight occupied by each type of movement trajectory.
In some exemplary embodiments, in 104, the interface effect for indicating the answer result is presented in the game scene, which may be embodied as:
determining an interface effect object in a game scene, wherein the interface effect object comprises a virtual character and/or an answering area where the virtual character is located; and displaying the interface effect corresponding to the interface effect action object in the game scene according to the answer result.
Wherein, in view of the above description, the interface effect includes: at least one of lightning, burning, shattering, transparency change, color change, virtual character appearance change, virtual character displacement, virtual character attribute change. The descriptions of the effects of the interfaces are referred to above and will not be further described here.
Specifically, in the above steps, the interface effect role object in the game scene and the interface effect type that needs to be shown in the interface effect role object may be configured and obtained according to the target question and answer copy. And then, generating an interface effect corresponding to the interface effect action object according to the answer result, the interface effect action object and the required interface effect type, and displaying the interface effect corresponding to the interface effect action object in the game scene. In practical application, the displayed interface effect types can be consistent or inconsistent in the virtual character and the answer area where the virtual character is located. For example, a burning effect is shown in the answering area of the virtual character, and an effect of being hit by lightning is shown in the virtual character. For example, a fragmentation effect is shown in the answer area where the virtual character is located, and a falling effect is shown in the virtual character.
It should be noted that the execution subjects of the steps of the methods provided in the above embodiments may be the same device, or different devices may be used as the execution subjects of the methods. For example, the execution subjects of steps 101 to 104 may be device a; for another example, the execution subject of steps 101 and 102 may be device a, and the execution subject of step 103 may be device B; and so on.
In addition, in some of the flows described in the above embodiments and the drawings, a plurality of operations are included in a specific order, but it should be clearly understood that the operations may be executed out of the order presented herein or in parallel, and the sequence numbers of the operations, such as 101, 102, etc., are merely used for distinguishing different operations, and the sequence numbers do not represent any execution order per se. Additionally, the flows may include more or fewer operations, and the operations may be performed sequentially or in parallel. It should be noted that, the descriptions of "first", "second", etc. in this document are used for distinguishing different messages, devices, modules, etc., and do not represent a sequential order, nor limit the types of "first" and "second" to be different.
Fig. 4 is a schematic structural diagram of an electronic device according to an exemplary embodiment of the present application, and as shown in fig. 4, the electronic device includes: memory 401, processor 402, communications component 403, and display component 404.
The memory 401 is used for storing computer programs and may be configured to store other various data to support operations on the electronic device. Examples of such data include instructions for any application or method operating on the electronic device, contact data, phonebook data, messages, pictures, videos, and so forth.
The memory 401 may be implemented by any type or combination of volatile and non-volatile memory devices, such as Static Random Access Memory (SRAM), electrically erasable programmable read-only memory (EEPROM), erasable programmable read-only memory (EPROM), programmable read-only memory (PROM), read-only memory (ROM), magnetic memory, flash memory, magnetic or optical disks.
A processor 402, coupled to the memory 401, for executing the computer program in the memory 401 for: the game scene is presented by the display component 404; acquiring a target question-answer copy to be entered by a virtual character; displaying the question and answer questions configured in the target question and answer copy in a game scene, wherein the question and answer questions comprise a question surface and a plurality of answers related to the question surface, and the game scene is provided with answer areas corresponding to the plurality of answers; controlling the virtual character to move to an answer area in the game scene; and determining the answer result of the virtual character under the target question-answer copy according to the moving track of the virtual character, and displaying an interface effect for indicating the answer result in the game scene.
Further optionally, when the interface effect for indicating the answer result is shown in the game scene, the processor 402 is specifically configured to:
determining an interface effect object in the game scene, wherein the interface effect object comprises a virtual character and/or an answering area where the virtual character is located; and displaying the interface effect corresponding to the interface effect action object in the game scene according to the answer result.
Wherein the interface effect comprises: at least one of lightning, burning, shattering, transparency change, color change, virtual character appearance change, virtual character displacement, virtual character attribute change.
Further optionally, when the processor 402 determines that the target question-answer copy to be entered by the virtual character is specifically configured to:
obtaining a plurality of question and answer copies matched with the virtual role; and taking one of the question and answer copies with the number of players less than the number threshold as a target question and answer copy.
Further optionally, when the processor 402 displays the question and answer questions configured in the target question and answer copy in a game scene, the processor is specifically configured to:
selecting questions to be displayed for meeting the target question-answer copy from a plurality of questions configured for the game in advance according to copy parameters configured in the target question-answer copy; wherein the copy parameters comprise one or more of the number of questions to be answered, the difficulty of questions to be answered and the type of questions to be answered; and displaying the questions to be displayed in the game scene according to the number of answers in the questions to be displayed and a preset question and answer display mode in the target question and answer copy.
Optionally, the processor 402 is configured to, when the to-be-displayed question and answer is displayed in the game scene according to the number of answers in the to-be-displayed question and the preset question and answer display manner in the target question and answer copy, specifically:
determining scene layout in the game scene according to the number of the answers, wherein the scene layout comprises positions of the question surfaces and positions of answer areas corresponding to the answers; if the question and answer display mode shows one question and answer for each turn and the number of the question and answer to be displayed is multiple, sequencing the multiple question and answer to be displayed according to the attribute of the question and answer to be displayed; generating an interface effect for indicating each question and answer to be displayed according to the sequencing result and the scene layout; and sequentially displaying the interface effect of each question and answer to be displayed in the game scene.
Wherein, further optionally, the creating basis of the question and answer comprises one or a combination of the following: game content, common sense, data of personal behavior of participating players, data of interactive behavior of participating players.
Further optionally, when the processor 402 controls the virtual character to move to the answer area in the game scene, it is specifically configured to: and responding to a touch instruction aiming at the virtual character, and controlling the virtual character to move in the game scene according to the touch instruction so as to enable the virtual character to move to the selected answer area.
Further optionally, the processor 402, before controlling the virtual character to move to the answer area in the game scene, is further configured to: setting question answering time limit in the target question and answer copy; and displaying an interface effect for prompting the answer time limit in the game scene.
Optionally, when the processor 402 controls the virtual character to move to the answer area in the game scene, the processor is specifically configured to: responding to a body separating instruction aiming at the virtual role, and separating the virtual role into a plurality of body separating objects; responding to a transmission instruction aiming at the virtual character, and controlling a plurality of sectional objects to be respectively transmitted to a plurality of selected answer areas in the game scene; and before the answering time limit is finished, responding to a deleting instruction aiming at the body-divided object, and deleting the body-divided object corresponding to the deleting instruction in the game scene.
Further optionally, the processor 402 is further configured to: if two separate objects are respectively transmitted to the answer areas where the contradictory answers are located, alarm information of abnormal answer of the player is displayed.
Further optionally, the plurality of answers includes correct answers to the topic associations.
When the processor 402 determines the answer result of the virtual character under the target question-answer copy according to the movement track of the virtual character, the processor is specifically configured to:
after the answer time limit is finished, judging whether the answer area where the virtual character is located is the answer area for displaying the correct answer or not according to the moving track; if yes, determining that the answer result is correct; if not, the answer result is determined to be incorrect. Or judging whether the moving track points to an answer area for displaying the correct answer; if yes, determining that the answer result is correct; if not, the answer result is determined to be incorrect.
Further optionally, the processor 402 is further configured to: determining the copy settlement information of the virtual role according to the answer result; and sending rewards corresponding to the target question and answer copies to the virtual roles according to the copy settlement information.
Wherein, further optionally, the duplicate settlement information comprises at least one of number of answers, correct rate, and final round remaining players. The reward includes at least one of a virtual item in the game, a rating, a gaming jurisdiction.
Optionally, the target question-answer copy includes a plurality of question-answers, and the question-answer display mode set in the target question-answer copy displays one question-answer for each round. The processor 402, when determining the copy settlement information of the virtual character according to the answer result, is specifically configured to:
determining whether the virtual character enters a next round or not according to the answer result of the virtual character in the current round; and performing problem copy settlement for the virtual role according to the answering times of the virtual role.
Wherein, further optionally, the game comprises a plurality of rounds; the processor 402, when determining the copy settlement information of the virtual character according to the answer result, is specifically configured to:
determining a question branch entered by the virtual character in the next round according to an answer result of the virtual character in the current round, wherein the plurality of questions comprises at least two questions in the same round, the at least two questions belong to at least two question branches respectively, and the at least two question branches correspond to different answers of the previous answer surface respectively; and performing problem copy settlement for the virtual roles according to the problem branches and the answer results of the virtual roles in the final round.
Wherein, further optionally, the problem copy settlement comprises: the intimacy of the participating players, the level of accessibility to the participating players, and the gaming jurisdiction.
Further, as shown in fig. 4, the electronic device further includes: power components 405, audio components 406, and the like. Only some of the components are schematically shown in fig. 4, and the electronic device is not meant to include only the components shown in fig. 4.
Wherein the communication component 403 is configured to facilitate communication between the device in which the communication component is located and other devices in a wired or wireless manner. The device in which the communication component is located may access a wireless network based on a communication standard, such as WiFi, 2G, 3G, 4G, or 5G, or a combination thereof. In an exemplary embodiment, the communication component receives a broadcast signal or broadcast related information from an external broadcast management system via a broadcast channel. In an exemplary embodiment, the communication component may be implemented based on Near Field Communication (NFC) technology, Radio Frequency Identification (RFID) technology, infrared data association (IrDA) technology, Ultra Wideband (UWB) technology, Bluetooth (BT) technology, and other technologies.
Among other things, display component 404 can be implemented as a display that includes a screen, which can include a Liquid Crystal Display (LCD) and a Touch Panel (TP). The screen may be implemented as a touch screen to receive an input signal from a user, without the screen including a touch panel. The touch panel includes one or more touch sensors to sense touch, slide, and gestures on the touch panel. The touch sensor may not only sense the boundary of a touch or slide action, but also detect the duration and pressure associated with the touch or slide operation.
The power supply module 405 provides power to various components of the device in which the power supply module is located. The power components may include a power management system, one or more power supplies, and other components associated with generating, managing, and distributing power for the device in which the power component is located.
In this embodiment, the target question-answer copy and the game setting are quickly combined by the question-answer questions configured in the target question-answer copy. Furthermore, the question and answer questions configured in the target question and answer copy are displayed in the game scene, and the virtual character is controlled to move to the answer area in the game scene, so that the answer result of the virtual character under the target question and answer copy is determined through the moving track of the virtual character, and the interface effect for indicating the answer result is displayed in the game scene, so that the game content can be quickly fused into the target question and answer copy and the interface effect, the convenience for developing the game copy is greatly improved, the development cost of the game copy is reduced, the game expansibility is improved, meanwhile, the display form of the game copy is greatly enriched, and richer visual experience is brought to players.
Accordingly, the present application further provides a computer-readable storage medium storing a computer program, where the computer program is capable of implementing the steps that can be executed by the electronic device in the foregoing method embodiments when executed.
As will be appreciated by one skilled in the art, embodiments of the present application may be provided as a method, system, or computer program product. Accordingly, the present application may take the form of an entirely hardware embodiment, an entirely software embodiment or an embodiment combining software and hardware aspects. Furthermore, the present application may take the form of a computer program product embodied on one or more computer-usable storage media (including, but not limited to, disk storage, CD-ROM, optical storage, and the like) having computer-usable program code embodied therein.
The present application is described with reference to flowchart illustrations and/or block diagrams of methods, apparatus (systems), and computer program products according to embodiments of the application. It will be understood that each flow and/or block of the flow diagrams and/or block diagrams, and combinations of flows and/or blocks in the flow diagrams and/or block diagrams, can be implemented by computer program instructions. These computer program instructions may be provided to a processor of a general purpose computer, special purpose computer, embedded processor, or other programmable data processing apparatus to produce a machine, such that the instructions, which execute via the processor of the computer or other programmable data processing apparatus, create means for implementing the functions specified in the flowchart flow or flows and/or block diagram block or blocks.
These computer program instructions may also be stored in a computer-readable memory that can direct a computer or other programmable data processing apparatus to function in a particular manner, such that the instructions stored in the computer-readable memory produce an article of manufacture including instruction means which implement the function specified in the flowchart flow or flows and/or block diagram block or blocks.
These computer program instructions may also be loaded onto a computer or other programmable data processing apparatus to cause a series of operational steps to be performed on the computer or other programmable apparatus to produce a computer implemented process such that the instructions which execute on the computer or other programmable apparatus provide steps for implementing the functions specified in the flowchart flow or flows and/or block diagram block or blocks.
In a typical configuration, a computing device includes one or more processors (CPUs), input/output interfaces, network interfaces, and memory.
The memory may include forms of volatile memory in a computer readable medium, Random Access Memory (RAM) and/or non-volatile memory, such as Read Only Memory (ROM) or flash memory (flash RAM). Memory is an example of a computer-readable medium.
Computer-readable media, including both non-transitory and non-transitory, removable and non-removable media, may implement information storage by any method or technology. The information may be computer readable instructions, data structures, modules of a program, or other data. Examples of computer storage media include, but are not limited to, phase change memory (PRAM), Static Random Access Memory (SRAM), Dynamic Random Access Memory (DRAM), other types of Random Access Memory (RAM), Read Only Memory (ROM), Electrically Erasable Programmable Read Only Memory (EEPROM), flash memory or other memory technology, compact disc read only memory (CD-ROM), Digital Versatile Discs (DVD) or other optical storage, magnetic cassettes, magnetic tape magnetic disk storage or other magnetic storage devices, or any other non-transmission medium that can be used to store information that can be accessed by a computing device. As defined herein, computer readable media does not include transitory computer readable media (transient media) such as modulated data signals and batches.
It should also be noted that the terms "comprises," "comprising," or any other variation thereof, are intended to cover a non-exclusive inclusion, such that a process, method, article, or apparatus that comprises a list of elements does not include only those elements but may include other elements not expressly listed or inherent to such process, method, article, or apparatus. Without further limitation, an element defined by the phrase "comprising an … …" does not exclude the presence of other like elements in a process, method, article, or apparatus that comprises the element.
The above description is only an example of the present application and is not intended to limit the present application. Various modifications and changes may occur to those skilled in the art. Any modification, equivalent replacement, improvement, etc. made within the spirit and principle of the present application should be included in the scope of the claims of the present application.

Claims (10)

1. A method of presenting a copy of a game, wherein the game comprises a virtual character controlled by a player; the method comprises the following steps:
acquiring a target question-answer copy to be entered by a virtual character;
displaying the question and answer questions configured in the target question and answer copy in a game scene, wherein the question and answer questions comprise a question surface and a plurality of answers related to the question surface, and the game scene is provided with answer areas corresponding to the plurality of answers;
controlling the virtual character to move to an answer area in the game scene;
and determining the answer result of the virtual character under the target question-answer copy according to the moving track of the virtual character, and displaying an interface effect for indicating the answer result in the game scene.
2. The method of claim 1, wherein presenting an interface effect in the game scene for indicating the answer result comprises:
determining an interface effect object in the game scene, wherein the interface effect object comprises a virtual character and/or an answering area where the virtual character is located;
displaying an interface effect corresponding to the interface effect action object in the game scene according to the answer result;
wherein the interface effect comprises: at least one of lightning, burning, shattering, transparency change, color change, virtual character appearance change, virtual character displacement, virtual character attribute change.
3. The method of claim 1, wherein the determining a target question-answer copy to be entered by the virtual character comprises:
obtaining a plurality of question and answer copies matched with the virtual role;
and taking one of the question and answer copies with the number of players less than the number threshold as a target question and answer copy.
4. The method of claim 1, wherein displaying the question-answer questions configured in the target question-answer copy in a game scene comprises:
selecting questions to be displayed for meeting the target question-answer copy from a plurality of questions configured for the game in advance according to copy parameters configured in the target question-answer copy; wherein the copy parameters comprise one or more of the number of questions to be answered, the difficulty of questions to be answered and the type of questions to be answered;
and displaying the questions to be displayed in the game scene according to the number of answers in the questions to be displayed and a preset question and answer display mode in the target question and answer copy.
5. The method according to claim 4, wherein displaying the to-be-displayed questions and answers in the game scene according to the number of answers in the to-be-displayed questions and a question and answer display mode preset in the target question and answer copy comprises:
determining scene layout in the game scene according to the number of the answers, wherein the scene layout comprises positions of the question surfaces and positions of answer areas corresponding to the answers;
if the question and answer display mode shows one question and answer for each turn and the number of the question and answer to be displayed is multiple, sequencing the multiple question and answer to be displayed according to the attribute of the question and answer to be displayed;
generating an interface effect for indicating each question and answer to be displayed according to the sequencing result and the scene layout;
and sequentially displaying the interface effect of each question and answer to be displayed in the game scene.
6. The method of claim 4, wherein the basis for creating the question comprises one or a combination of the following:
game content, common sense, data of personal behavior of participating players, data of interactive behavior of participating players.
7. The method of claim 1, wherein controlling the virtual character to move to an answer area in the game scene comprises:
and responding to a touch instruction aiming at the virtual character, and controlling the virtual character to move in the game scene according to the touch instruction so as to enable the virtual character to move to the selected answer area.
8. The method of claim 1, further comprising:
setting question answering time limit in the target question and answer copy;
and displaying an interface effect for prompting the answer time limit in the game scene.
9. The method of claim 1, wherein the plurality of answers includes correct answers to the topic associations;
determining the answer result of the virtual character under the target question-answer copy according to the moving track of the virtual character, wherein the answer result comprises the following steps:
after the answer time limit is finished, judging whether the answer area where the virtual character is located is the answer area for displaying the correct answer or not according to the moving track; or judging whether the moving track points to an answer area for displaying the correct answer;
if yes, determining that the answer result is correct;
if not, the answer result is determined to be incorrect.
10. An electronic device, comprising: a memory and a processor;
the memory is to store one or more computer instructions;
the processor is to execute the one or more computer instructions to: performing the steps of the method of any one of claims 1-9.
CN202110315660.9A 2021-03-24 2021-03-24 Game copy display method, equipment and storage medium Active CN113171609B (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
CN202110315660.9A CN113171609B (en) 2021-03-24 2021-03-24 Game copy display method, equipment and storage medium

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
CN202110315660.9A CN113171609B (en) 2021-03-24 2021-03-24 Game copy display method, equipment and storage medium

Publications (2)

Publication Number Publication Date
CN113171609A true CN113171609A (en) 2021-07-27
CN113171609B CN113171609B (en) 2023-01-03

Family

ID=76922724

Family Applications (1)

Application Number Title Priority Date Filing Date
CN202110315660.9A Active CN113171609B (en) 2021-03-24 2021-03-24 Game copy display method, equipment and storage medium

Country Status (1)

Country Link
CN (1) CN113171609B (en)

Cited By (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN114615514A (en) * 2022-03-14 2022-06-10 深圳幻影未来信息科技有限公司 Virtual human live broadcast interaction system
CN117357892A (en) * 2023-10-16 2024-01-09 北京电竞次元文化传播有限公司 Data processing method and system

Citations (6)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN1532782A (en) * 2003-03-24 2004-09-29 郝孟一 Learning system and method in form network game
US20070202937A1 (en) * 2006-02-28 2007-08-30 Peires Grant C Method and System for a Game of Knowledge For Multiple Players Including Wagering
CN109670013A (en) * 2018-07-27 2019-04-23 深圳微盐传媒科技有限公司 Interacting Question-Answer control method and device
CN109847362A (en) * 2018-12-20 2019-06-07 广东小天才科技有限公司 Learning method and learning equipment based on checkpoint setting
JP2019136141A (en) * 2018-02-06 2019-08-22 株式会社コロプラ Game program, method, and information processing device
CN111611030A (en) * 2019-02-22 2020-09-01 北京搜狗科技发展有限公司 Data processing method and device and data processing device

Patent Citations (6)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN1532782A (en) * 2003-03-24 2004-09-29 郝孟一 Learning system and method in form network game
US20070202937A1 (en) * 2006-02-28 2007-08-30 Peires Grant C Method and System for a Game of Knowledge For Multiple Players Including Wagering
JP2019136141A (en) * 2018-02-06 2019-08-22 株式会社コロプラ Game program, method, and information processing device
CN109670013A (en) * 2018-07-27 2019-04-23 深圳微盐传媒科技有限公司 Interacting Question-Answer control method and device
CN109847362A (en) * 2018-12-20 2019-06-07 广东小天才科技有限公司 Learning method and learning equipment based on checkpoint setting
CN111611030A (en) * 2019-02-22 2020-09-01 北京搜狗科技发展有限公司 Data processing method and device and data processing device

Non-Patent Citations (1)

* Cited by examiner, † Cited by third party
Title
金山猎豹游戏中心: "《金山猎豹武易官网》", 24 August 2013 *

Cited By (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN114615514A (en) * 2022-03-14 2022-06-10 深圳幻影未来信息科技有限公司 Virtual human live broadcast interaction system
CN114615514B (en) * 2022-03-14 2023-09-22 深圳幻影未来信息科技有限公司 Live broadcast interactive system of virtual person
CN117357892A (en) * 2023-10-16 2024-01-09 北京电竞次元文化传播有限公司 Data processing method and system

Also Published As

Publication number Publication date
CN113171609B (en) 2023-01-03

Similar Documents

Publication Publication Date Title
US10905960B2 (en) Game system, terminal device and program
RU2571251C2 (en) Data processing system and method, programme for processing of data to be read off by computer and data carrier to store said data processing programme
US10987593B2 (en) Dynamic interfaces for launching direct gameplay
CN113171609B (en) Game copy display method, equipment and storage medium
US9457264B1 (en) System and method for providing speed-up quest offers to users during idle time
JP7274703B2 (en) Game program, rhythm game processing method, rhythm game system, and rhythm game device
WO2022062147A1 (en) Game copy display method and device, computer program and medium
US11192028B2 (en) Systems and methods for the real-time customization of video game content based on player data
US20210060438A1 (en) Game system, server system, terminal and method of executing game
US11534689B2 (en) Processing system, computer-readable non-transitory storage medium having stored therein processing program, processing apparatus, and processing method
US20200215437A1 (en) Game program, and method for controlling game program
US11298620B2 (en) Game system, game processing method, computer-readable non-transitory storage medium having stored therein game program, and game apparatus
US10150035B2 (en) Video game processing apparatus and video game processing program
CN115705385A (en) Smart recommendations for gaming session adjustments
CN114341830A (en) Context-based action suggestions
US9943764B2 (en) Non-transitory computer-readable storage medium, information processing apparatus, information processing system, and information processing method
KR101508766B1 (en) Game system and operation method thereof
WO2022237446A1 (en) Method and apparatus for controlling virtual object, and device, storage medium and program product
JP6391036B1 (en) Game system, instruction method, and program
KR101981643B1 (en) Method and apparatus providing game
US11617956B2 (en) Non-transitory computer-readable storage medium having game program stored therein, game system, game processing method, and game apparatus
WO2024060914A1 (en) Virtual object generation method and apparatus, device, medium, and program product
KR102633350B1 (en) Electronic device and method for providing information related to game
CN114504816A (en) Interaction method, device, equipment and storage medium for multiple virtual objects
JP2024048030A (en) Information processing device, information processing method, and program

Legal Events

Date Code Title Description
PB01 Publication
PB01 Publication
SE01 Entry into force of request for substantive examination
SE01 Entry into force of request for substantive examination
GR01 Patent grant
GR01 Patent grant