WO2023103601A1 - 游戏控制方法、装置、计算机设备及存储介质 - Google Patents

游戏控制方法、装置、计算机设备及存储介质 Download PDF

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Publication number
WO2023103601A1
WO2023103601A1 PCT/CN2022/126139 CN2022126139W WO2023103601A1 WO 2023103601 A1 WO2023103601 A1 WO 2023103601A1 CN 2022126139 W CN2022126139 W CN 2022126139W WO 2023103601 A1 WO2023103601 A1 WO 2023103601A1
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WIPO (PCT)
Prior art keywords
game
camp
target
virtual object
battle line
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PCT/CN2022/126139
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English (en)
French (fr)
Inventor
江玉沛
姚红婷
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北京字跳网络技术有限公司
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Priority to JP2023578182A priority Critical patent/JP2024522819A/ja
Publication of WO2023103601A1 publication Critical patent/WO2023103601A1/zh

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    • 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
    • A63F13/843Special adaptations for executing a specific game genre or game mode involving concurrently two or more players on the same game device, e.g. requiring the use of a plurality of controllers or of a specific view of game data for each player
    • 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
    • A63F13/56Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding
    • 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
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/65Methods for processing data by generating or executing the game program for computing the condition of a game character
    • 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
    • A63F2300/8023Features 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 the game being played by multiple players at a common site, e.g. in an arena, theatre, shopping mall using a large public display
    • YGENERAL TAGGING OF NEW TECHNOLOGICAL DEVELOPMENTS; GENERAL TAGGING OF CROSS-SECTIONAL TECHNOLOGIES SPANNING OVER SEVERAL SECTIONS OF THE IPC; TECHNICAL SUBJECTS COVERED BY FORMER USPC CROSS-REFERENCE ART COLLECTIONS [XRACs] AND DIGESTS
    • Y02TECHNOLOGIES OR APPLICATIONS FOR MITIGATION OR ADAPTATION AGAINST CLIMATE CHANGE
    • Y02DCLIMATE CHANGE MITIGATION TECHNOLOGIES IN INFORMATION AND COMMUNICATION TECHNOLOGIES [ICT], I.E. INFORMATION AND COMMUNICATION TECHNOLOGIES AIMING AT THE REDUCTION OF THEIR OWN ENERGY USE
    • Y02D30/00Reducing energy consumption in communication networks
    • Y02D30/70Reducing energy consumption in communication networks in wireless communication networks

Definitions

  • the present disclosure relates to the field of game technology, in particular, to a game control method, device, computer equipment, storage medium, computer program product and program.
  • Embodiments of the present disclosure at least provide a game control method, device, computer equipment, storage medium, computer program product and program.
  • the embodiment of the present disclosure provides a game control method
  • the scene of the game includes a plurality of game camps, a plurality of virtual objects, and the connection relationship among the virtual objects; the method includes: responding to the establishment of battle lines The event is triggered, and a game battle line is established; the game battle line includes at least one game camp; in response to an interaction request for the first target virtual object among the plurality of virtual objects, determine the belonging target battle line according to the game camp of the requesting party, and According to the virtual object occupation information of each game camp in the home target battle line and the connection relationship between the virtual objects, determine whether the interaction condition is satisfied; in response to satisfying the interaction condition, send an interaction request success response; the The success response to the interaction request is used to indicate that the interaction operation on the first target virtual object is allowed.
  • the establishment of a game battle line in response to a battle line establishment event being triggered includes: responding to the first game that the second target virtual object among the plurality of virtual objects is not assigned to any game battle line for the first time The camp occupies and establishes the game battle line; wherein, the game battle line includes the first game camp.
  • the method further includes: in response to triggering of a battle line joining event corresponding to joining the game battle line, controlling the second game faction that triggers the battle line joining event to join the game battle line.
  • controlling the second game camp that triggers the battleline join event to join the game battleline includes: responding to the The battle line join event corresponding to the game battle line is triggered, and it is determined whether the number of game camps included in the game battle line reaches a preset number threshold, and it is determined whether the first game camp agrees that the second game camp joins the the game battle line; in response to the fact that the number of the game camps included in the game battle line does not reach the preset number threshold and the first game camp triggers the consent of the second game camp to join the game battle line, then Controlling the second game camp to join the game front.
  • the attribution target battle line is determined according to the game camp of the requesting party, and according to the attribution target battle line
  • the virtual object occupation information of each game camp and the connection relationship between the virtual objects determine whether the interaction condition is satisfied, including: responding to the first target virtual object in the plurality of virtual objects.
  • Interaction request determining the attribution target battle line according to the game camp of the requesting party; in response to the successful determination of the target battle line, according to the virtual object occupation information of each game camp in the target battle line and the virtual object The connection relationship between them determines whether the interaction condition is satisfied; in response to the failure to determine the target battle line, according to the virtual object occupation information of the game camp corresponding to the interaction request and the connection relationship between the virtual objects, determine Whether the interaction condition is met.
  • the interaction conditions include: according to the virtual object occupation information of each game camp in the target battle line and the connection relationship between the virtual objects, determine the first target virtual object and the game player in the target battle line. Whether there is a direct connected relationship between the virtual objects occupied by the camp; if so, it is determined that the interaction condition is met.
  • the plurality of virtual objects include: a first virtual object located in the first area, and a second virtual object located in the second area;
  • the virtual object occupation information of each game camp in the target battle line and the connection relationship between the virtual objects determine the first target virtual object and the virtual objects occupied by the game camp in the target battle line Whether there is a direct connection between them, including:
  • the first target virtual object is determined according to the virtual object occupation information of each game camp in the target battle line and the connection relationship between the virtual objects , whether there is a direct connection relationship with the virtual object occupied by the game camp in the target battle line.
  • the method further includes: in response to a resource allocation event being triggered, determining the resource allocation of each game camp in the game battle line based on the virtual object occupation information of each game camp in the game battle line Information; allocate game resources based on the resource allocation information.
  • the game resources include: camp resources allocated to each game camp in the game battle line, and/or, game resources allocated to game characters in each game camp in the game battle line Game character resources.
  • the resource allocation event includes at least one of the following: the current time reaches a preset resource settlement time; the third target virtual object among the virtual objects is occupied by any game camp.
  • the embodiment of the present disclosure provides a game control method
  • the scene of the game includes a plurality of game camps, a plurality of virtual objects and the connection relationship between the virtual objects; each game camp includes a plurality of virtual characters
  • the method includes: in response to triggering an interaction request of the target virtual character to a first target virtual object among the plurality of virtual objects, sending the interaction request to a server; in response to receiving the interaction request from the server based on the The successful response of the feedback interaction request enables the interaction authority of the target virtual character to the first target virtual object; wherein, the successful response of the interaction request is the target that the server belongs to according to the game camp of the target virtual character
  • the virtual object occupation information of each game camp in the battle line and the connection relationship between the virtual objects are determined.
  • the interaction request is a capture request for the first target virtual object
  • the method further includes: in response to a successful capture request, controlling the target virtual A capture scene of a target virtual object.
  • the method further includes: acquiring game resources allocated by a server to the target avatar; wherein, the game resources are the resources allocated by the server based on the target after a resource allocation event is triggered.
  • the virtual object occupation information corresponding to each game camp in the battle line is determined.
  • the embodiment of the present disclosure also provides a game control device, the game scene includes multiple game camps, multiple virtual objects, and the connection relationship between the virtual objects; the device includes:
  • a generating module configured to establish a game battle line in response to a battle line establishment event being triggered; the game battle line includes at least one game camp;
  • the first processing module is configured to, in response to an interaction request for the first target virtual object among the plurality of virtual objects, determine the attribution target battle line according to the game camp of the requesting party, and determine the attribution target battle line according to each game camp in the attribution target battle line
  • the virtual object occupation information and the connection relationship between the virtual objects are used to determine whether the interaction condition is satisfied; in response to the interaction condition being satisfied, an interaction request success response is sent; the interaction request success response is used to indicate permission to the The first target virtual object is interactively operated.
  • the generation module is configured to respond to the second target virtual object among the plurality of virtual objects being unavailable for the first time when the game battle line is established in response to the battle line establishment event being triggered.
  • the first game camp belonging to any game battle line is occupied, and the game battle line is established; wherein, the game battle line includes the first game camp.
  • the first processing module is configured to, in response to triggering of a battleline join event corresponding to joining the game battleline, control the second game faction that triggers the battleline join event to join the game battleline .
  • the first processing module controls the second game faction that triggers the battle line joining event to join the game when the battle line join event corresponding to joining the game battle line is triggered.
  • the battle line in response to the battle line joining event corresponding to the game battle line being triggered, determine whether the number of game camps included in the game battle line reaches a preset number threshold, and determine whether the first game camp agreeing the second game camp to join the game battle line; in response to the fact that the number of the game camps included in the game battle line does not reach the preset number threshold and the first game camp triggers the approval of the second game camp
  • the second game camp is controlled to join the game battle line.
  • the first processing module in response to the interaction request for the first target virtual object among the plurality of virtual objects, determines the belonging target battle line according to the game camp of the requesting party, And according to the virtual object occupation information of each game camp in the attribution target battle line and the connection relationship between the virtual objects, when determining whether the interaction condition is satisfied, it is used to respond to all of the multiple virtual objects.
  • the attributable target battle line is determined according to the game camp of the requesting party; in response to the successful determination of the target battle line, according to the virtual Determine whether the capture condition is satisfied by object occupation information and the connection relationship between the virtual objects; in response to the failure to determine the target front, according to the occupation information of the virtual object of the game camp corresponding to the capture request and the Connected relationship between virtual objects, determine whether the capture condition is satisfied.
  • the first processing module after determining success in response to the target battle line, according to the virtual object occupation information of each game camp in the target battle line and the virtual object When determining whether the capture condition is satisfied, it is used to determine the first target virtual object according to the virtual object occupation information of each game camp in the target front and the connected relationship between the virtual objects. Whether there is a direct connection between the object and the virtual object occupied by the game camp in the target battle line; if so, determine that the capture condition is met.
  • the multiple virtual objects include: a first virtual object located in a first area, and a second virtual object located in a second area; the first processing module, according to the The virtual object occupation information of each game camp in the target battle line and the connection relationship between the virtual objects determine whether there is a When in a direct connection relationship, it is used to determine whether the first target virtual object is located in the first area; in response to the first target virtual object being located in the first area, according to the The virtual object occupation information and the connection relationship between the virtual objects determine whether there is a direct connection relationship between the first target virtual object and the virtual objects occupied by the game camp in the target battle line.
  • the first processing module is configured to, in response to a resource allocation event being triggered, determine the resource allocation information of a game camp; based on the resource allocation information, game resources are allocated.
  • the game resources include: camp resources allocated to each game camp in the game battle line, and/or, game resources allocated to game characters in each game camp in the game battle line Game character resources.
  • the resource allocation event includes at least one of the following: the current time reaches a preset resource settlement time; the third target virtual object among the virtual objects is occupied by any game camp.
  • the embodiment of the present disclosure also provides a game control device, the scene of the game includes multiple game camps, multiple virtual objects, and the connection relationship between the virtual objects; each game camp includes multiple virtual characters ; the device comprises:
  • a sending module configured to send the interaction request to a server in response to triggering the interaction request of the target virtual character to the first target virtual object among the plurality of virtual objects;
  • the second processing module is configured to enable the target virtual character to interact with the first target virtual object in response to receiving an interaction request success response fed back by the server based on the interaction request; wherein, the interaction request The successful response is determined by the server according to the virtual object occupation information of each game camp in the target battle line to which the target virtual character's game camp belongs, and the connection relationship between the virtual objects.
  • the second processing module is configured to control the target virtual character in response to a successful capture request when the interaction request is a capture request for the first target virtual object, Enter a scene of capturing the first target virtual object.
  • the second processing module is configured to obtain game resources allocated by a server to the target avatar; wherein, the game resources are based on The virtual object occupation information corresponding to each game camp in the target battle line is determined.
  • an optional implementation manner of the present disclosure further provides a computer device, a processor, and a memory, where the memory stores machine-readable instructions executable by the processor, and the processor is configured to execute the instructions stored in the memory.
  • the machine-readable instructions when the machine-readable instructions are executed by the processor, when the machine-readable instructions are executed by the processor, perform the first aspect above, or any possibility in the first aspect or, perform the steps in the above-mentioned second aspect, or any possible implementation manner in the second aspect.
  • an optional implementation manner of the present disclosure further provides a computer-readable storage medium, on which a computer program is stored, and when the computer program is executed, the above-mentioned first aspect, or any one of the first aspects in the first aspect, may be executed. Steps in a possible implementation manner; or, performing the steps in the above second aspect, or any possible implementation manner in the second aspect.
  • an optional implementation manner of the present disclosure further provides a computer program product, including a computer program, and when the computer program is executed, the steps in the above-mentioned first aspect or any possible implementation manner of the first aspect are executed; Or, execute the above second aspect, or the steps in any possible implementation manner of the second aspect.
  • an optional implementation manner of the present disclosure further provides a computer program, which executes the steps in the above first aspect or any possible implementation manner of the first aspect when the computer program is executed; or, executes the above first aspect The second aspect, or the steps in any possible implementation of the second aspect.
  • the game scene includes multiple game camps, multiple virtual objects, and the connection relationship among the virtual objects; by responding to a battle line establishment event being triggered, a game battle line is established, wherein, The above-mentioned game battle line includes at least one game camp, and then in response to the game camp’s interaction request for the first target virtual object, determine the target battle line to which it belongs according to the game camp of the requesting party, then determine success based on the target battle line, and determine the success based on the target battle line.
  • the information occupied by the virtual objects of each game camp and the connection relationship between virtual objects determine whether the game camp of the requesting party meets the interaction conditions.
  • the request sent by the requesting party camp In response to a successful response, an interactive operation can be initiated on the first target virtual object.
  • a game battle line composed of different camps can be added, and the interaction with the virtual object is based on the correspondence between each camp in the game battle line.
  • the occupation information of the virtual objects it is determined whether the interaction conditions are met, thereby enriching the game mode.
  • the way of forming the front is also more flexible, which improves the fun of the game.
  • the resource allocation information for all game camps in the game battle line is determined, and the game resources are allocated according to the resource allocation information, so that multiple players in the same game battle line Game camps can share the distribution of game resources, which enriches the distribution methods of game resources and further increases the diversity and flexibility of game forms.
  • FIG. 1 shows a flowchart of a game control method provided by an embodiment of the present disclosure
  • FIG. 2 shows a schematic diagram of a specific example of establishing a battle line after the second target virtual object is occupied by the first game camp for the first time provided by an embodiment of the present disclosure
  • Fig. 3 shows a method of determining that there is a direct connection relationship between the first target virtual object and the virtual objects occupied by the first game camp in the target battle line in response to the first target virtual object being located in the first area provided by an embodiment of the present disclosure.
  • FIG. 4 shows a schematic diagram of a specific example of whether a third target virtual object can be occupied by any game camp provided by an embodiment of the present disclosure
  • FIG. 5 shows a flow chart of another game control method provided by an embodiment of the present disclosure
  • FIG. 6 shows a schematic diagram of a specific example of taking a gang as a game camp to capture a city provided by an embodiment of the present disclosure
  • Fig. 7 shows a schematic diagram of a game control device provided by an embodiment of the present disclosure
  • Fig. 8 shows a schematic diagram of another game control device provided by an embodiment of the present disclosure.
  • Fig. 9 shows a schematic diagram of a computer device provided by an embodiment of the present disclosure.
  • the present disclosure provides a game control method, which includes multiple game camps, multiple virtual objects, and the connection relationship between the virtual objects in the game scene;
  • the interaction request initiated by the game camp to the first target virtual object according to the information of the virtual object occupation of each game camp in the game battle line and the connection relationship between the virtual objects, determine whether the game camp meets the interaction condition, if the If the game camp satisfies the interaction conditions, the request sent by the game camp responds successfully, and an interactive operation can be initiated on the first target virtual object.
  • a game front composed of different camps can be added on the basis of the game camp, and the The interaction of objects is based on the virtual object occupation information corresponding to each camp in the game station line, and determines whether the interaction conditions are met, thus enriching the game mode.
  • the way to form the battle line is also more flexible, improving the fun of the game .
  • the resource allocation information for all game camps in the game battle line is determined, and the game resources are allocated according to the resource allocation information, so that multiple players in the same game battle line Game camps can share the distribution of game resources, which enriches the distribution methods of game resources, makes the distribution of resources in the game more reasonable, and reduces the damage to the game balance.
  • the execution subject of the game control method provided in the embodiment of the present disclosure is generally a computer device with a certain computing power.
  • the computer The device includes, for example: a terminal device or a server or other processing device, and the terminal device includes, for example, a touch terminal and a personal computer (personal computer, PC) terminal.
  • Touch terminals include, for example, smart phones, tablet computers, etc.; PC terminals, for example, include desktop computers, notebook computers, and the like.
  • a game program corresponding to the game is installed in the terminal device.
  • the game can also run on a server, and the server completes game-related data processing, and the terminal device acts as a display device to display the data sent by the server.
  • the game scene of the game contains a plurality of game camps and a plurality of virtual objects, and the game camp includes a plurality of virtual characters; when the game program is running in the terminal device, the game of the game is displayed through the graphical user interface of the display component A screen, the game screen partially includes the game scene.
  • the virtual character can be displayed in the game screen, for example, in a game with a third-person perspective, the virtual character can be displayed in the game screen; the virtual character can also not be displayed in the game screen, for example, in a game with a first-person perspective , the avatar is not displayed on the game screen.
  • the game control method provided by the embodiment of the present disclosure will be described below.
  • the subject of execution of the game control method may be a terminal device or a server.
  • FIG. 1 is a flowchart of a game control method provided by an embodiment of the present disclosure, the method includes steps S101 to S103, wherein:
  • S101 In response to a battle line establishment event being triggered, establish a game battle line; the game battle line includes at least one game camp;
  • S102 In response to the interaction request for the first target virtual object among the plurality of virtual objects, determine the home target battle line according to the game camp of the requesting party, and according to the virtual object occupation information of each game camp in the home target battle line , and the connection relationship between the virtual objects, determine whether the interaction condition is satisfied;
  • the game scene includes a plurality of game camps, a plurality of virtual objects, and the connection relationship between the virtual objects, and the area in the game scene is divided into a first area (core area) and a first area (core area) and The second area (peripheral area): by being triggered in response to the battle line establishment event, a game battle line is established, wherein, the game battle line includes at least one game camp, and then in response to the interaction request of the game camp for the first target virtual object, According to the game camp of the requesting party, determine the target battle line to belong to, and then determine the success based on the target battle line, and determine the game camp of the requesting party according to the information occupied by the virtual objects of each game camp in the target battle line and the connection relationship between virtual objects Whether the interaction conditions are met, if the requester’s game camp meets the interaction conditions, the request sent by the requester’s camp responds successfully, and an interactive operation can be initiated on the first target virtual object.
  • an additional The game battle line composed of different camps, and the interaction with virtual objects is based on the occupation information of the virtual objects corresponding to each camp in the game battle line, to determine whether the interaction conditions are met, thereby enriching the game mode.
  • the composition of the battle line The method is also more flexible, improving the flexibility of the game method.
  • the game scene includes multiple game camps, multiple virtual objects, and connectivity relationships among the virtual objects;
  • the game camp includes a plurality of virtual characters, for example, gangs, gangs, families, etc. in the game.
  • the number of virtual characters in the game camp can have a certain upper limit. For example, the number of virtual characters in the game camp is at most 100. When the number of virtual characters in the game camp reaches the upper limit, other virtual characters that have not joined the game camp You cannot join the game camp. If the number of virtual characters in the game camp does not reach the upper limit, other virtual characters that have not joined the game camp can apply to join the game camp.
  • the virtual object includes, for example: a city or territory in the game scene, and the interactive request of the game camp to the virtual object, for example, it may be a request for capturing the city or territory in the game scene, an exchange request for a city or territory with other game camps, or Requests for the transfer of occupied cities or territories, or sharing requests for occupied cities or territories.
  • the city or territory can be located in the peripheral area or in the core area; in addition, each game camp has a virtual object initially occupied, that is, the city or territory.
  • the game camp that applied for the capture request can capture the corresponding city or territory; if the capture is successful, the corresponding city or territory will be occupied; if the capture fails, it cannot be occupied Corresponding to the city or territory.
  • the game camps (at least two) that applied for the exchange request exchange the occupation authority of the occupied city or territory. For example, game faction A occupies city a1, game faction B occupies city a2, and game faction A and game faction B belong to the same game front; if the exchange request for exchanging city a1 and city a2 is triggered, and the exchange request is successful, Then the game camp A obtains the occupation authority of the city a2, and at the same time loses the occupation authority of the city a1; the game camp B obtains the occupation authority of the city a1, and loses the occupation authority of the city a2 at the same time.
  • the transferee of the transfer request will obtain the right to occupy the city or territory corresponding to the transfer request.
  • game faction A occupies city a1
  • a transfer request for transferring city a1 occupied by game faction A to game faction B is triggered (game faction A and game faction B belong to the same game front), and the transfer request is successful, then , the game camp B is the transferee, and the game camp A is the granting party, then the game camp B obtains the occupation authority of the city a1, and at the same time, the game camp A loses the occupation authority of the city a1.
  • the shared party of the sharing request obtains the occupation authority of the city or territory corresponding to the sharing request. For example, game camp A occupies city a1, if a sharing request is triggered to share the occupation authority of game camp A with game camp B (game camp A and game camp B belong to the same game front), and the sharing request is successful, At this time, game camp B is the shared party, then game camp B has the right to occupy city a1, and game camp A retains the right to occupy city a1, that is, game camp A and game camp B share the same occupation authority.
  • the connectivity relationship between virtual objects includes, for example: an indirect connection relationship and a direct connection relationship; the indirect connection relationship means that there is no direct connection between two virtual objects, and a connection relationship needs to be established through a third-party virtual object; for example, as shown in Figure 2
  • the displayed game scene includes city a1, city a2 and city a4. There is no direct connection between city a1 and city a2, but city a4 is connected to city a1 and city a2 respectively, then city a1 and city a2 establish an indirect connection through city a4. connected relationship.
  • the multiple game camps in the game scene are screened to determine the game camps that can participate in the corresponding gameplay, for example, according to the overall ranking of all game camps included in the game server.
  • the 16 game camps with the highest ranking points are used as the game camps for the city competition;
  • the number of active players in the game and the combat power information of the virtual characters in the game camp are used to determine the game camp for regional competition.
  • the combat power information of the virtual character includes, for example, information that is determined based on the comprehensive attributes of the virtual character and can characterize the virtual character's combat power, such as combat power information determined based on the virtual object's equipment, attributes, virtual resources, and guild gains. For example, if there are a large number of active players in a certain game camp and the player's combat power information represents a high combat capability, then the game camp has the authority to participate in the city competition event.
  • the attribute information of the initially occupied virtual objects includes at least one of: low-level virtual objects, randomly allocated virtual objects located in the edge area of the game scene.
  • the connection relationship between the virtual objects is preset, and the connection relationship of each virtual object can be displayed through the map in the game scene, and the player initiates a competition for the virtual object through the connection route between the virtual objects displayed on the map;
  • the virtual object not occupied by the game camp can be occupied by a non-player character (Non-Player Character, NPC) in the game.
  • NPC non-player Character
  • game camps can also initiate competition for virtual objects already occupied by game camps.
  • the game camp When the game camp joins the game scene of regional competition, the game camp will initiate a capture request for the virtual object; for the game camp successfully occupying the virtual object, the game camp obtains the acquisition authority of the game resources generated by the virtual object.
  • the game camp When the multiple virtual objects The second target virtual object in is occupied by a game camp that does not belong to any game battle line for the first time, and a battle line establishment event will be triggered.
  • An embodiment of the present disclosure provides a specific example of establishing a game battleline in response to a battleline establishment event being triggered, including: responding to the first game in which the second target virtual object among the plurality of virtual objects is not assigned to any game battleline for the first time
  • the camp occupies and establishes a game battle line, wherein the game battle line includes the first game camp.
  • described game scene is divided into two areas: the first area and the second area; Described game scene comprises the first game camp A, and the virtual object of the initial occupation of described first game camp comprises a1, a2, a3, the first game camp occupied two virtual objects a4 and a5 in the subsequent game, among them, the connection relationship between the occupied virtual objects is represented by a solid line in the figure, and the unoccupied virtual objects and the occupied The connected relationship between the virtual objects is represented by a dotted line, and the second target virtual object c2 is located in the second area; when there is a direct connection between the virtual object occupied by the first game camp A and the second target virtual object, It is possible to initiate an attack on the second target virtual object c2.
  • a game camp A can launch an attack on the second target virtual object c2; when the second target virtual object c2 is captured successfully, because the second target virtual object c2 has not been captured before the first game camp occupies the second target virtual object c2 Occupied by other game camps, therefore, a battle line establishment event is triggered, and a game battle line including the first game camp A is established.
  • any of the following situations can be used to determine the state of the battle line:
  • game camp A occupies the second target virtual object c2, and establishes a game battle line including game camp A; if the second target virtual object c2 is later occupied by game camp B, but the game battle line including game camp A still exists, And no new game fronts will be created.
  • the game battle line will be disbanded, and a new game camp will be established based on other game camps occupying the second target virtual object.
  • game front include: game camps that do not belong to any game front.
  • game camp A occupies the second target virtual object c2, and establishes a game battle line including game camp A; if the second target virtual object c2 is later occupied by game camp B, and B is before occupying the second target virtual object c2 , does not belong to any game battlefront, so the game battlefront including game camp A is disbanded, and a new game battlefront including game camp B is re-established.
  • the game camp A After the game camp A occupies the second target virtual object for the first time, it will establish a game front with game camp A as the core.
  • game camp B that has not joined other game fronts triggers the battle line joining event, and the game camp A agrees that the game camp B joins , then control the game camp B to join the game front.
  • the embodiments of the present disclosure aim at a specific example of controlling the second game faction that triggers the battle line joining event to join the game battle line in response to joining the battle line corresponding to the game battle line after the game battle line is established, including:
  • the second game team is controlled. Factions join the battle lines of the game.
  • the battle line joining event it is determined whether the number of game camps in the game battle line reaches the preset number threshold, if the number of game camps in the game battle line does not reach the preset number threshold, and the first game The camp agrees that the second game camp that triggers the game battle line joining event joins the game battle line, and then controls the second game camp to join the game battle line.
  • the second game faction fails to join the game battle line.
  • the second game camp fails to join the game battle line.
  • the first game camp can choose to delete the game battle line Any game camp in the game, after deleting any game camp, the first game agrees that the second game camp joins the game front, then the second game camp joins the game front successfully.
  • the second game camps can be automatically assigned to each game battle line.
  • the current game state of each game camp that does not belong to any game front can be measured, such as combat power information, the number of occupied virtual objects, the position of occupied virtual objects, etc., to determine the second game camp for each game front, and in After the second game camp is determined, the second game camp is added to the corresponding game front.
  • the overall combat power of each game camp can be sorted (the overall combat power of each game camp can be According to the combat power information of the virtual characters in the game camp, it can also be determined according to the historical battle records), and then according to the order, with the goal of balancing the combat power of the game camps in different fronts as much as possible, assign the first rank to each game front. Two game camps.
  • the distribution can also be performed according to the number of virtual objects occupied by each game camp. Sorting, and then according to the sorting, with the goal of balancing the number of virtual objects occupied by game camps in different battle lines as much as possible, assigning a second game camp to each game battle line.
  • the allocation can be made according to the position of the virtual object occupied by each game camp.
  • the goal is to disperse the positions of virtual objects occupied by different game camps as much as possible, or to gather the positions of virtual objects occupied by different game camps belonging to the same game front as much as possible, and assign a second game camp to each game front.
  • the embodiment of the present disclosure provides a specific example of determining whether the target front to which the requester belongs satisfies the interaction condition in response to an interaction request for the first target virtual object among the multiple virtual objects, including:
  • the server after receiving the interaction request for the first target virtual object, the server will determine the target battle line according to the game camp of the requesting party.
  • the requesting party is, for example, a virtual character controlled by a player with requesting authority in any game camp.
  • the virtual characters with request authority include, for example, the president and the vice president.
  • the virtual characters with request authority include, for example, the patriarch.
  • the terminal device corresponding to the virtual character with the request authority in the game camp can send the interaction request to the server after receiving the interaction request triggering the first target virtual object.
  • the server determines the target battle line according to the game camp of the requesting party.
  • any of the following two situations may exist:
  • the requesting party's game camp has joined a certain game front. At this time, the target front can be determined to be successful.
  • the target battle line is determined successfully, it may be determined whether the interaction condition is met according to the virtual object occupation information of each game camp in the target battle line and the connection relationship between the virtual objects.
  • the virtual object occupation information includes, for example: the position or identification of the virtual object occupied by the game camp in the game scene.
  • the virtual object occupation information of each game camp in the target battle line and the connected relationship between the virtual objects determine whether there is a first target virtual object and the virtual objects occupied by the game camp in the target battle line Direct connection relationship; if there is a direct connection relationship, it is determined that the interaction condition is met.
  • the areas in the game scene include: a core area (such as the first area in the following embodiments) and a peripheral area (such as the second area in the following embodiments); Whether the position of the virtual object in the game scene is the core area, and the connection relationship between the virtual objects to determine whether the interaction condition is met; if the first target virtual object is located in the core area, and there is any game camp occupied by the target If there is a direct connected relationship between the virtual object and the first target virtual object, then the interaction condition is satisfied.
  • connectivity is only shared within the core region.
  • the connection relationship in the peripheral area cannot be shared, so that the virtual objects occupied by each game camp in the peripheral area can form a certain area range, and it can increase the chance of the first target virtual object in the first area being captured, which enhances the fun sex.
  • each virtual object in the computer device has a unique identifier
  • the server may store the identifiers corresponding to the two virtual objects having a direct connection relationship in the form of a pair of identifiers.
  • the server will also store the association relationship between the logo and the game camp, and the association relationship between the logo and the game camp can represent the virtual object occupation information of each game camp.
  • the server can read the tag pair (s1, s2) including the ID of the first target virtual object from all the ID pairs, where s1 is the ID of the first target virtual object mark, s2 is the mark of another virtual object that has a direct connection relationship with the first target virtual object, and there is at least one mark pair; then, according to the association between s2 and the game camp, determine the virtual object corresponding to s2 , whether it is occupied by any game camp in the target battle line. If the virtual object corresponding to s2 is occupied by any game camp in the target battle line, the representation satisfies the interaction condition.
  • the virtual object occupation information may further include: other information such as the number of occupied virtual objects and the positions of occupied virtual objects.
  • virtual object occupation information including the number of occupied virtual objects as an example, the more virtual objects occupied by a game camp, the more virtual objects it can initiate interaction requests at the same time; therefore, after triggering the first After the interactive operation of the target virtual object, it can be determined whether the number of the first target virtual object corresponding to the interactive operation exceeds the upper limit of the number of virtual objects that can be interactively operated according to the number of virtual objects occupied by each game camp in the target battle line; If not exceeded, the interaction condition is met.
  • a game camp when a game camp initiates an interactive operation, it can only interact with a virtual object at another specific position after it occupies a virtual object at a specific position. Therefore, after determining whether the interactive operation with the first target virtual object is satisfied, it is necessary to determine whether the specific virtual object that needs to be occupied before occupying the first target virtual object has been occupied according to the positions of the virtual objects occupied by each game camp in the target battle line. The virtual object at the location; if so, then determine that the interaction permission is satisfied.
  • a preset time period for initiating a competition can also be set, and the game camp can initiate a competition for the first target virtual object within the game period, and after obtaining a successful response to the interaction request, another The competition for the first target virtual object is carried out within the time period.
  • the preset time period is preset, and the game camps perform different interactive operations at different times.
  • the preset time period includes: a gage period, a war declaration period, a war preparation period, and a combat period;
  • the interaction request initiated by the object is carried out during the declaration of war period.
  • the game camp captures the first target virtual object during the combat period; when the game state is in the gage period, every Each game camp will automatically exit the game capture scene, and the game camp cannot initiate capture during the gage period; when the game state is in the preparation period, the game camp will call each virtual character to prepare for entering the battle period.
  • the requesting game camp initiates an attack on the first target virtual object, and the requesting game camp fails to attack the first target virtual object, the first target virtual object belongs to the original game camp or the NPC camp; If the game camp of the requesting party succeeds in attacking the first target virtual object, the first target virtual object belongs to the game camp of the requesting party.
  • the virtual object occupation information includes, for example: information such as the number, level, position, and identification of the virtual objects occupied by the requesting party's game camp.
  • the embodiment of the present disclosure also provides a method for determining the first target virtual object and the game camp in the target battle line according to the virtual object occupation information of each game camp in the target battle line and the connection relationship between the virtual objects.
  • Specific examples of whether there are direct connected relationships between occupied virtual objects include:
  • the first target virtual object In response to the fact that the first target virtual object is located in the first area, according to the virtual object occupation information of each game camp in the target battle line and the connection relationship between the virtual objects, determine the first target virtual object, Whether there is a direct connection with the virtual object occupied by the game camp in the target battle line.
  • the first target in response to the fact that the first target virtual object is located in the first area, is determined according to the occupation information of each game camp virtual object in the target battle line and the connection relationship between the occupied virtual objects Whether there is a direct connected relationship between the virtual object and the virtual object occupied by the game camp in the target front, if there is a direct connected relationship between the first target virtual object and the virtual object occupied by the game camp in the target front, the requesting party The game camp initiates the capture of the first target virtual object, and at the same time, other game camps belonging to the target battle line share the connection relationship between the requesting game camp and the first target virtual object, and launch a long-distance capture of the first target virtual object.
  • the game scene is divided into two areas: the first area and the second area; the game scene includes a plurality of virtual objects, the first game camp A and the second game camp B, the target battle line Including the first game camp A and the second game camp B, the initial virtual objects of the first game camp include a1, a2, a3, the initial virtual objects of the second game camp B include b1, b2, b3, the
  • the first target virtual object c1 is located in the first area, and the first game team A has a direct connection relationship with the first target virtual object c1, and the connection relationship between the occupied virtual objects is represented by a solid line in the figure, not
  • the connected relationship between the occupied virtual objects is represented by a dotted line; when the first game camp A attacks the first target virtual object c1, it can share the occupied space of the first game camp A with the second game camp B belonging to the same front.
  • the second game camp B can capture the first target virtual object c1 from a long distance.
  • the first game camp A can share the direct connection relationship between c1 and the occupied city pool a7 with the second game camp B belonging to the united front, the second game camp B can also directly attack the first target virtual object c1 ask.
  • the first target virtual object in response to the fact that the first target virtual object is located in the first area, is determined according to the occupation information of each game camp virtual object in the target battle line and the connection relationship between the occupied virtual objects. Whether there is a direct connected relationship between the object and the virtual object occupied by the game camp in the target front. If there is no direct connected relationship between the first target virtual object and the virtual object occupied by the game camp in the target front, the requesting party The game camp cannot attack the first target virtual object.
  • an interaction request success response is sent; the interaction request success response is used to indicate that the interaction operation on the first target virtual object is allowed.
  • the game camp can enter the game capture scene and capture the first target virtual object. If the game camp successfully occupies the first target virtual object, then The game resources generated by the first target virtual object will be acquired by the game camp and the game battle line to which the game camp belongs.
  • the resource allocation information of each game camp in the game battle line is determined; the resource allocation Information includes: combat power output value, defense value, active value;
  • the resource allocation event includes at least one of the following:
  • the occupied virtual object information includes the number, level and position information of the virtual objects to carry out the resource settlement of the day; when the number of virtual objects occupied by the game camp is large, the virtual The object is located in the core area, and the game camp acquires more resources; or the season is summed up according to the performance of the game camp at the end of the season, and the season settlement resources include information about virtual objects occupied by the game camp during the season, the game front Multiple game camps occupy virtual objects for resource sharing.
  • the successful occupation of the third target virtual object needs to meet the condition: all virtual objects that have a direct connection relationship with the third target virtual object are occupied by the game camps in the target battle line.
  • any virtual object in all virtual objects that have a direct connection relationship with the third target virtual object is occupied by a game camp of another game front, any game camp in the target front cannot initiate a capture request for the third target virtual object ; If all the virtual objects that have a direct connection relationship with the third target virtual object are occupied by each game camp in the target battle line, the game camp in the target battle line initiates a capture request for the third target virtual object; when any of the target battle lines If the game camp successfully occupies the third target virtual object, the third target virtual object belongs to the game camp that successfully occupied the target battle line.
  • the game scene includes the first game camp A in the target battle line, the second game camp B, the third game camp E in other game battle lines, the third target virtual object c3 and has a direct connection relationship with c3 virtual object d1, virtual object d2, virtual object d3, virtual object d4,
  • the initial virtual objects of the first game camp A include a1, a2, a3, and the initial virtual objects of the second game camp B include b1, b2 , b3,
  • the initial virtual objects of the third game camp E include e1, e2, and e3, and the connection relationship between the occupied virtual objects is represented by a solid line in the figure, and the connection relationship between the unoccupied virtual objects is represented by Dotted line representation;
  • the connection relationship between the unoccupied virtual objects is represented by Dotted line representation
  • first game camp A and second game camp B all occupy virtual object d1, virtual object d2, virtual object d3, virtual object d4, then any player in the target battle line A game camp, that is, the first game camp A and the second game camp B can initiate a capture request to the third target virtual object c3.
  • the game scene includes the first game camp A in the target battle line, the second game camp B, the third game camp E in other game battle lines, the third target virtual object c3 and c3 have
  • the virtual object d1, virtual object d2, virtual object d3, virtual object d4 of the direct connected relationship, and the connected relationship between the occupied virtual objects are represented by solid lines in the figure, and the connected relationships between unoccupied virtual objects are represented by dashed lines Represent; if described first game camp A and second game camp B occupy virtual object d1, virtual object d2, virtual object d3, and virtual object d4 is occupied by the third game camp E, then any game camp in the target battle line That is, the first game camp A and the second game camp B cannot initiate a capture request to the third target virtual object c3.
  • condition that the third target virtual object needs to be successfully occupied may also be that a preset number of virtual objects having a direct connection relationship with the third target virtual object are occupied by game camps in the target battle line.
  • the third target virtual object is occupied by any game camp, that is, the current game season is over, according to the information about the virtual object occupied by the game camp at this moment and the resources of the virtual object occupied by each game camp in the game battle line Sharing is performed for settlement, and the game front belonging to the game camp that occupies the third target virtual object will obtain additional resources.
  • game resources are allocated; in the resource allocation information, for example, a certain game camp in the game front has a large number of virtual objects occupied during the game and a high level of virtual objects, then the game camp The corresponding combat power output value is high and the defense value is high; if the game camp frequently attacks other virtual objects that do not belong to the game battle line during the game, the corresponding activity value of the game camp is high.
  • the game resources include: camp resources allocated to each game camp in the game battle line, and/or, game role resources allocated to game characters in each game camp in the game battle line; the game resources include : Attack props (such as equipment, etc.), gain status, and materials in the game (such as materials used to make medicines, equipment, buildings, etc.).
  • the number of game resources acquired by each game camp is determined according to the combat power output value, defense value, and activity value of each game camp; if the game camp has a high combat power output value, a high defense value, and a high active value , then more camp resources will be allocated; based on the obtained camp resources, the number of resources obtained by the player will be determined according to the player's level information, combat power output and activity value in the game camp. If the player's level is high, and in the game The higher the activity value in the process, and the higher the output value of combat power in the process of fighting for the area, the more game character resources the player obtains.
  • the embodiment of the present disclosure also provides a game control method applied to the client, see FIG. 5 , which is a flow chart of another game control method provided by the embodiment of the present disclosure, the method includes steps S501-S502, wherein :
  • S501 In response to triggering an interaction request of the target virtual character to a first target virtual object among the plurality of virtual objects, send the interaction request to a server;
  • S502 In response to receiving an interaction request success response fed back by the server based on the interaction request, enable the interaction authority of the target virtual character to the first target virtual object; wherein, the interaction request success response is the It is determined by the server according to the virtual object occupation information of each game camp in the target battle line to which the target virtual character's game camp belongs, and the connection relationship between the virtual objects.
  • each game camp includes multiple virtual characters, and the interaction request is a request to capture the first target virtual object; the player controls the target virtual character to initiate a capture request to the server for the first target virtual object , the server receives the request, feeds back the request to the target avatar, and controls whether the target avatar enters the capture scene of the first target virtual object; the capture scene includes: the game camp simultaneously attacks the first target virtual object Capture or the game camp's capture operation on the first target virtual object.
  • the server Based on the player's control of the target virtual character to initiate an interaction request to the first target virtual object, if the server successfully responds to the capture request, the target virtual character is controlled to enter the scene of capturing the first target virtual object, and the target virtual character is connected to other players in the game camp to which it belongs.
  • the virtual characters attack the first target virtual object together.
  • the server receives a successful response to the interaction request, and the successful response is the virtual object occupation information of each game camp in the target battle line to which the requested target virtual character belongs and the virtual object occupation information of the server.
  • the connectivity relationship between them is determined.
  • the occupation state of the virtual object by the game camp to which the target virtual character belongs returning to the state before the request to capture the first target virtual object.
  • the game faction to which the target virtual character belongs obtains the right to occupy the first target virtual object. If the first target virtual object is successfully occupied, the target virtual character can enter the sub-scene corresponding to the first target virtual object, or perform operations within the scope of authority on the first target virtual object, such as construction operations, operations to increase the gain state, etc. .
  • the method further includes: obtaining game resources allocated by the server to the target virtual character; wherein, the game resources are based on each game in the target battle line after the resource allocation event is triggered by the server.
  • the occupation information of virtual objects corresponding to the camps respectively is determined.
  • the embodiment of the present disclosure also provides a specific example of taking the guild as the game camp to capture the city, including: in response to the points ranking of the game's entire server and region, determine the gameplay of the top 16 guilds entering the city; entering the city based on the guild
  • each guild is assigned 3 initial birth cities, and the attribute information of the initial birth cities includes: randomly assigned, low-level cities on the edge of the map; A gang occupation that does not belong to any game front will establish a game front.
  • Each game front includes the gang that occupies the state city and three ordinary gangs that do not occupy the state city.
  • the game front The gangs occupying the city share the connection between the cities and share the resource allocation; based on the connection between the cities, attack other cities and the king city (the third target virtual object), at 0:00 every day during the season, Game resources can be settled once; the total resource settlement will be done at the end of the season.
  • the entire game scene is divided into the peripheral birth area and the core area, that is, the second area and the first area; the cities in the peripheral area are divided into: birth city, state city c2 and contestable city, core Area: 6 peripheral connecting cities f1, f2, f3, f4, f5 and f6, 4 key cities d1, d2, d3 and d4 connected to the royal city, and 1 royal city c3; among the occupied cities in the game scene
  • the connected relationship between the cities is represented by a solid line, and the connected relationship between unoccupied cities is represented by a dotted line; as shown in a in Figure 6, firstly, the three birth cities a1, a2, and a3 are randomly assigned to the gang A.
  • the A gang can capture the city a4 and city a5 that are connected to the state city c2 within the period before capturing the state city. After the A gang successfully occupies the city a4 and the city a5, it will initiate Capture, the A gang successfully occupied the state city c2, and a game front with the A gang as the leader will be automatically established.
  • the game scene also includes the B gang, the B gang and the A gang are in the same game front, and the birth pools of the B gang are b1, b2 and b3;
  • the game resource sharing authority of the same battle line and the connection relationship sharing between the city pools occupied by the gang will be opened.
  • B in the game battle line Gang can attack f6 from a distance, and gang A can also attack d3 from a distance.
  • the writing order of each step does not mean a strict execution order and constitutes any limitation on the implementation process.
  • the specific execution order of each step should be based on its function and possible
  • the inner logic is OK.
  • the embodiment of the present disclosure also provides a game control device corresponding to the game control method. Since the problem-solving principle of the device in the embodiment of the present disclosure is similar to the above-mentioned game control method of the embodiment of the present disclosure, the implementation of the device Reference can be made to the implementation of the method, and repeated descriptions will not be repeated.
  • the device includes: a generating module 70 and a first processing module 71; wherein,
  • a generating module 70 configured to establish a game battle line in response to a battle line establishment event being triggered; the game battle line includes at least one game camp;
  • the first processing module 71 is configured to, in response to an interaction request for the first target virtual object among the plurality of virtual objects, determine the attribution target battle line according to the game camp of the requesting party, and The virtual object occupation information of the camp and the connection relationship between the virtual objects determine whether the interaction condition is met; in response to meeting the interaction condition, send an interaction request success response; the interaction request success response is used to indicate that the interaction request is allowed
  • the first target virtual object is interactively operated.
  • the generation module 70 is configured to respond to the second target virtual object among the plurality of virtual objects being activated for the first time when the game battle line is established in response to the battle line establishment event being triggered.
  • the first game camp that does not belong to any game battle line occupies and establishes the game battle line; wherein, the game battle line includes the first game camp.
  • the first processing module 71 in response to triggering of a battle line joining event corresponding to joining the game battle line, controls the second game faction that triggers the battle line joining event to join the game battle line.
  • the first processing module 71 when the battleline join event corresponding to joining the game battleline is triggered, controls the second game camp that triggers the battleline join event to join the
  • the game battle line in response to the battle line joining event corresponding to the game battle line being triggered, determine whether the number of game camps included in the game battle line reaches a preset number threshold, and determine the first game camp Whether to approve the second game camp to join the game battle line; in response to the fact that the number of the game camps included in the game battle line does not reach the preset number threshold and the first game camp triggers approval of the second game camp
  • control the second game camp to join the game battle line control the second game camp to join the game battle line.
  • the first processing module 71 in response to the interaction request for the first target virtual object among the plurality of virtual objects, determines the belonging target battle line according to the game camp of the requesting party. , and according to the virtual object occupation information of each game camp in the attribution target front and the connection relationship between the virtual objects, when determining whether the interaction condition is satisfied, it is used to respond to the multiple virtual objects
  • For the capture request of the first target virtual object determine the target battle line according to the game camp of the requesting party; in response to the successful determination of the target battle line, according to the virtual object occupation information of each game camp in the target battle line , and the connected relationship between the virtual objects, determine whether the capture condition is satisfied; in response to the failure to determine the target front, according to the occupation information of the virtual object of the game camp corresponding to the capture request, and the relationship between the virtual objects The connected relationship among them is determined to determine whether the capture condition is satisfied.
  • the first processing module 71 in response to the success of the determination of the target battle line, according to the virtual object occupation information of each game camp in the target battle line, and the virtual object Connected relationship among them, when determining whether the capture condition is satisfied, it is used to determine the first target according to the virtual object occupation information of each game camp in the target battle line and the connected relationship between the virtual objects Whether there is a direct connection between the virtual object and the virtual object occupied by the game camp in the target battle line; if so, determine that the capture condition is satisfied.
  • the multiple virtual objects include: a first virtual object located in a first area, and a second virtual object located in a second area; the first processing module 71, according to The virtual object occupation information of each game camp in the target battle line and the connection relationship between the virtual objects determine whether the first target virtual object and the virtual objects occupied by the game camp in the target battle line When there is a direct connection relationship, it is used to determine whether the first target virtual object is located in the first area; in response to the first target virtual object being located in the first area, according to each game camp in the target battle line The occupation information of the virtual object and the connection relationship between the virtual objects determine whether there is a direct connection relationship between the first target virtual object and the virtual objects occupied by the game camp in the target battle line.
  • the first processing module 71 is configured to determine the virtual object occupation information of each game camp in the game battle line in response to a resource allocation event being triggered. Resource allocation information for each game camp; based on the resource allocation information, game resources are allocated.
  • the game resources include: camp resources allocated to each game camp in the game battle line, and/or, game resources allocated to game characters in each game camp in the game battle line Game character resources.
  • the resource allocation event includes at least one of the following: the current time reaches a preset resource settlement time; the third target virtual object among the virtual objects is occupied by any game camp.
  • FIG. 8 is a schematic diagram of another game control device provided by an embodiment of the present disclosure
  • the device includes: a sending module 80 and a second processing module 81; wherein,
  • a sending module 80 configured to send the interaction request to the server in response to triggering the interaction request of the target virtual character to the first target virtual object among the plurality of virtual objects;
  • the second processing module 81 is configured to enable the target virtual character to interact with the first target virtual object in response to receiving an interaction request success response from the server based on the interaction request feedback; wherein, the interaction The successful response to the request is determined by the server according to the virtual object occupation information of each game camp in the target battle line to which the target virtual character belongs, and the connection relationship between the virtual objects.
  • the second processing module 81 is configured to control the target virtual character in response to a successful capture request when the interaction request is a capture request for the first target virtual object. , entering the capture scene of the first target virtual object.
  • the second processing module 81 is configured to obtain game resources allocated by the server to the target virtual character; wherein, the game resources are the resources allocated by the server after the resource allocation event is triggered. Determined based on virtual object occupation information corresponding to each game camp in the target battle line.
  • FIG. 9 is a schematic structural diagram of the computer device provided by the embodiment of the present disclosure, including:
  • Processor 91 and memory 92 stores machine-readable instructions executable by the processor 91, the processor 91 is used to execute the machine-readable instructions stored in the memory 92, and the machine-readable instructions are executed by the processor 91 During execution, the processor 91 performs the following steps:
  • a game battle line is established; the game battle line includes at least one game camp;
  • an interaction request success response is sent; the interaction request success response is used to indicate that the interaction operation on the first target virtual object is allowed.
  • the interaction request success response is the server It is determined according to the virtual object occupation information of each game camp in the target battle line to which the game camp of the target virtual character belongs, and the connection relationship between the virtual objects.
  • Storer 92 comprises memory 921 and external memory 922;
  • memory 921 is also called internal memory, is used for temporarily storing computing data in the processor 91, and the data exchanged with external memory 922 such as hard disk, processor 91 communicates with memory 921 through memory 921.
  • the external memory 922 performs data exchange.
  • Embodiments of the present disclosure also provide a computer-readable storage medium, on which a computer program is stored, and when the computer program is run by a processor, the steps of the game control method described in the foregoing method embodiments are executed.
  • the storage medium may be a volatile or non-volatile computer-readable storage medium.
  • Embodiments of the present disclosure also provide a computer program, which executes the steps of the game control method described in the above method embodiments when the computer program is run by a processor.
  • the embodiment of the present disclosure also provides a computer program product, the computer program product is loaded with program code, and the instructions contained in the program code can be used to execute the steps of the game control method described in the above method embodiment, for details, please refer to the above method The embodiment will not be repeated here.
  • the above-mentioned computer program product may be specifically implemented by means of hardware, software or a combination thereof.
  • the computer program product is embodied as a computer storage medium, and in another optional embodiment, the computer program product is embodied as a software product, such as a software development kit (Software Development Kit, SDK) etc. wait.
  • a software development kit Software Development Kit, SDK
  • the units described as separate components may or may not be physically separated, and the components shown as units may or may not be physical units, that is, they may be located in one place, or may be distributed to multiple network units. Part or all of the units can be selected according to actual needs to achieve the purpose of the solution of this embodiment.
  • each functional unit in each embodiment of the present disclosure may be integrated into one processing unit, each unit may exist separately physically, or two or more units may be integrated into one unit.
  • the functions are realized in the form of software function units and sold or used as independent products, they can be stored in a non-volatile computer-readable storage medium executable by a processor.
  • the technical solution of the present disclosure is essentially or the part that contributes to the prior art or the part of the technical solution can be embodied in the form of a software product, and the computer software product is stored in a storage medium, including Several instructions are used to make a computer device (which may be a personal computer, a server, or a network device, etc.) execute all or part of the steps of the methods described in various embodiments of the present disclosure.
  • the aforementioned storage media include: U disk, mobile hard disk, read-only memory (Read-Only Memory, ROM), random access memory (Random Access Memory, RAM), magnetic disk or optical disc and other media that can store program codes. .

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Abstract

本公开提供了一种游戏控制方法,其中,游戏场景中包括多个游戏阵营、多个虚拟对象以及虚拟对象之间的连通关系;所述方法包括:响应于战线建立事件被触发,建立游戏战线;所述游戏战线包括至少一个游戏阵营;响应于对多个所述虚拟对象中的第一目标虚拟对象的交互请求,根据请求方的游戏阵营确定归属目标战线,并根据所述归属目标战线中每个游戏阵营的虚拟对象占领信息、以及所述虚拟对象之间的连通关系,确定是否满***互条件;响应于满足所述交互条件,发送交互请求成功响应;所述交互请求成功响应用于指示允许对所述第一目标虚拟对象进行交互操作。

Description

游戏控制方法、装置、计算机设备及存储介质
相关申请交叉引用
本公开要求于2021年12月7日提交的、申请号为202111489276.7、名称为“一种游戏控制方法、装置、计算机设备及存储介质”的中国专利申请的优先权,其全部内容通过引用并入本文。
技术领域
本公开涉及游戏技术领域,具体而言,涉及一种游戏控制方法、装置、计算机设备、存储介质、计算机程序产品及程序。
背景技术
目前,在多人同时在线攻占领地或者城池的游戏中,玩家的关注点集中在领地或者城池抢夺玩法,该游戏过程主要通过多个玩家组成帮会的方式以及帮会中玩家战力的高低决定帮会占城的结果以及收益,这样的游戏方式形式单一。
发明内容
本公开实施例至少提供一种游戏控制方法、装置、计算机设备、存储介质、计算机程序产品及程序。
第一方面,本公开实施例提供了一种游戏控制方法,所述游戏的场景中包括多个游戏阵营、多个虚拟对象以及虚拟对象之间的连通关系;所述方法包括:响应于战线建立事件被触发,建立游戏战线;所述游戏战线包括至少一个游戏阵营;响应于对多个所述虚拟对象中的第一目标虚拟对象的交互请求,根据请求方的游戏阵营确定归属目标战线,并根据所述归属目标战线中每个游戏阵营的虚拟对象占领信息、以及所述虚拟对象之间的连通关系,确定是否满***互条件;响应于满足所述交互条件,发送交互请求成功响应;所述交互请求成功响应用于指示允许对所述第一目标虚拟对象进行交互操作。
一种可选的实施方式中,所述响应于战线建立事件被触发,建立游戏战线包括:响应于多个所述虚拟对象中的第二目标虚拟对象首次被未归属任何游戏战线的第一游戏阵营占领,建立所述游戏战线;其中,所述游戏战线包括所述第一游戏阵营。
一种可选的实施方式中,所述方法还包括:响应于加入所述游戏战线对应的战线加入事件被触发,控制触发所述战线加入事件的第二游戏阵营加入所述游戏战线。
一种可选的实施方式中,所述响应于加入所述游戏战线对应的战线加入事件被触发,控制触发所述战线加入事件的第二游戏阵营加入所述游戏战线,包括:响应于与所述游戏战线对应的所述战线加入事件被触发,确定所述游戏战线中包括的游戏阵营的数量是否达到预设数量阈值,以及确定所述第一游戏阵营是否同意所述第二游戏阵营加入所述游戏战线;响应于所述游戏战线中包括的所述游戏阵营的数量未达到所述预设数量阈值、且所述第一游戏阵营触发同意所述第二游戏阵营加入所述游戏战线,则控制所述第二游 戏阵营加入所述游戏战线。
一种可选的实施方式中,所述响应于对多个所述虚拟对象中的第一目标虚拟对象的交互请求,根据请求方的游戏阵营确定归属目标战线,并根据所述归属目标战线中每个游戏阵营的虚拟对象占领信息、以及所述虚拟对象之间的连通关系,确定是否满***互条件,包括:响应于对多个所述虚拟对象中的所述第一目标虚拟对象的所述交互请求,根据所述请求方的所述游戏阵营确定所述归属目标战线;响应于所述目标战线确定成功,根据所述目标战线中每个游戏阵营的虚拟对象占领信息、以及所述虚拟对象之间的连通关系,确定是否满足所述交互条件;响应于所述目标战线确定失败,根据所述交互请求对应的游戏阵营的虚拟对象占领信息、以及所述虚拟对象之间的连通关系,确定是否满足所述交互条件。
一种可选的实施方式中,所述响应于所述目标战线确定成功,根据所述目标战线中每个游戏阵营的虚拟对象占领信息、以及所述虚拟对象之间的连通关系,确定是否满足所述交互条件,包括:根据所述目标战线中每个游戏阵营的虚拟对象占领信息、以及所述虚拟对象之间的连通关系,确定所述第一目标虚拟对象、与所述目标战线中游戏阵营占领的虚拟对象之间是否存在直接连通关系;若是,则确定满足所述交互条件。
一种可选的实施方式中,多个所述虚拟对象包括:位于第一区域的第一虚拟对象、以及位于第二区域的第二虚拟对象;
所述根据所述目标战线中每个游戏阵营的虚拟对象占领信息、以及所述虚拟对象之间的连通关系,确定所述第一目标虚拟对象、与所述目标战线中游戏阵营占领的虚拟对象之间是否存在直接连通关系,包括:
确定所述第一目标虚拟对象是否位于所述第一区域;
响应于所述第一目标对象位于所述第一区域,根据所述目标战线中每个游戏阵营的虚拟对象占领信息、以及所述虚拟对象之间的连通关系,确定所述第一目标虚拟对象、与所述目标战线中游戏阵营占领的虚拟对象之间是否存在直接连通关系。
一种可选的实施方式中,还包括:响应于资源分配事件被触发,基于所述游戏战线中的各个游戏阵营的虚拟对象占领信息,确定所述游戏战线中的每个游戏阵营的资源分配信息;基于所述资源分配信息,分配游戏资源。
一种可选的实施方式中,所述游戏资源包括:向所述游戏战线中的各个游戏阵营分配的阵营资源,和/或,向所述游戏战线中的各个游戏阵营中的游戏角色分配的游戏角色资源。
一种可选的实施方式中,所述资源分配事件包括下述至少一种:当前时刻到达预设的资源结算时刻;所述虚拟对象中的第三目标虚拟对象被任一游戏阵营占领。
第二方面,本公开实施例提供了一种游戏控制方法,所述游戏的场景中包括多个游戏阵营、多个虚拟对象以及虚拟对象之间的连通关系;每个游戏阵营包括多个虚拟角色;所述方法包括:响应于触发目标虚拟角色对多个所述虚拟对象中的第一目标虚拟对象的交互请求,向服务器发送所述交互请求;响应于接收到所述服务器基于所述交互请求反馈的交互请求成功响应,开启所述目标虚拟角色对所述第一目标虚拟对象的交互权限;其中,所述交互请求成功响应,是所述服务器根据所述目标虚拟角色的游戏阵营归属的目标战线中每个游戏阵营的虚拟对象占领信息、以及所述虚拟对象之间的连通关系确定 的。
一种可选的实施方式中,所述交互请求为对所述第一目标虚拟对象的攻占请求,所述方法还包括:响应于攻占请求成功,控制所述目标虚拟角色,进入对所述第一目标虚拟对象的攻占场景。
一种可选的实施方式中,所述方法还包括:获取服务器向所述目标虚拟角色分配的游戏资源;其中,所述游戏资源是所述服务器在资源分配事件被触发后,基于所述目标战线中的各个游戏阵营分别对应的虚拟对象占领信息确定的。
第三方面,本公开实施例还提供一种游戏控制装置,所述游戏的场景中包括多个游戏阵营、多个虚拟对象以及虚拟对象之间的连通关系;所述装置包括:
生成模块,用于响应于战线建立事件被触发,建立游戏战线;所述游戏战线包括至少一个游戏阵营;
第一处理模块,用于响应于对多个所述虚拟对象中的第一目标虚拟对象的交互请求,根据请求方的游戏阵营确定归属目标战线,并根据所述归属目标战线中每个游戏阵营的虚拟对象占领信息、以及所述虚拟对象之间的连通关系,确定是否满***互条件;响应于满足所述交互条件,发送交互请求成功响应;所述交互请求成功响应用于指示允许对所述第一目标虚拟对象进行交互操作。
一种可选的实施方式中,所述生成模块,在所述响应于战线建立事件被触发,建立游戏战线时,用于响应于多个所述虚拟对象中的第二目标虚拟对象首次被未归属任何游戏战线的第一游戏阵营占领,建立所述游戏战线;其中,所述游戏战线包括所述第一游戏阵营。
一种可选的实施方式中,所述第一处理模块,用于响应于加入所述游戏战线对应的战线加入事件被触发,控制触发所述战线加入事件的第二游戏阵营加入所述游戏战线。
一种可选的实施方式中,所述第一处理模块,在所述响应于加入所述游戏战线对应的战线加入事件被触发,控制触发所述战线加入事件的第二游戏阵营加入所述游戏战线时,用于响应于与所述游戏战线对应的所述战线加入事件被触发,确定所述游戏战线中包括的游戏阵营的数量是否达到预设数量阈值,以及确定所述第一游戏阵营是否同意所述第二游戏阵营加入所述游戏战线;响应于所述游戏战线中包括的所述游戏阵营的数量未达到所述预设数量阈值、且所述第一游戏阵营触发同意所述第二游戏阵营加入所述游戏战线,则控制所述第二游戏阵营加入所述游戏战线。
一种可选的实施方式中,所述第一处理模块,在所述响应于对多个所述虚拟对象中的第一目标虚拟对象的交互请求,根据请求方的游戏阵营确定归属目标战线,并根据所述归属目标战线中每个游戏阵营的虚拟对象占领信息、以及所述虚拟对象之间的连通关系,确定是否满***互条件时,用于响应于对多个所述虚拟对象中的所述第一目标虚拟对象的所述交互请求,根据所述请求方的所述游戏阵营确定所述归属目标战线;响应于所述目标战线确定成功,根据所述目标战线中每个游戏阵营的虚拟对象占领信息、以及所述虚拟对象之间的连通关系,确定是否满足所述攻占条件;响应于所述目标战线确定失败,根据所述攻占请求对应的游戏阵营的虚拟对象占领信息、以及所述虚拟对象之间的连通关系,确定是否满足所述攻占条件。
一种可选的实施方式中,所述第一处理模块,在所述响应于所述目标战线确定成功, 根据所述目标战线中每个游戏阵营的虚拟对象占领信息、以及所述虚拟对象之间的连通关系,确定是否满足所述攻占条件时,用于根据所述目标战线中每个游戏阵营的虚拟对象占领信息、以及所述虚拟对象之间的连通关系,确定所述第一目标虚拟对象、与所述目标战线中游戏阵营占领的虚拟对象之间是否存在直接连通关系;若是,则确定满足所述攻占条件。
一种可选的实施方式中,多个所述虚拟对象包括:位于第一区域的第一虚拟对象、以及位于第二区域的第二虚拟对象;所述第一处理模块,在所述根据所述目标战线中每个游戏阵营的虚拟对象占领信息、以及所述虚拟对象之间的连通关系,确定所述第一目标虚拟对象、与所述目标战线中游戏阵营占领的虚拟对象之间是否存在直接连通关系时,用于确定所述第一目标虚拟对象是否位于所述第一区域;响应于所述第一目标虚拟对象位于所述第一区域,根据所述目标战线中每个游戏阵营的虚拟对象占领信息、以及所述虚拟对象之间的连通关系,确定所述第一目标虚拟对象、与所述目标战线中游戏阵营占领的虚拟对象之间是否存在直接连通关系。
一种可选的实施方式中,所述第一处理模块,用于响应于资源分配事件被触发,基于所述游戏战线中的各个游戏阵营的虚拟对象占领信息,确定所述游戏战线中的每个游戏阵营的资源分配信息;基于所述资源分配信息,分配游戏资源。
一种可选的实施方式中,所述游戏资源包括:向所述游戏战线中的各个游戏阵营分配的阵营资源,和/或,向所述游戏战线中的各个游戏阵营中的游戏角色分配的游戏角色资源。
一种可选的实施方式中,所述资源分配事件包括下述至少一种:当前时刻到达预设的资源结算时刻;所述虚拟对象中的第三目标虚拟对象被任一游戏阵营占领。
第四方面,本公开实施例还提供一种游戏控制装置,所述游戏的场景中包括多个游戏阵营、多个虚拟对象以及虚拟对象之间的连通关系;每个游戏阵营包括多个虚拟角色;所述装置包括:
发送模块,用于响应于触发目标虚拟角色对多个所述虚拟对象中的第一目标虚拟对象的交互请求,向服务器发送所述交互请求;
第二处理模块,用于响应于接收到所述服务器基于所述交互请求反馈的交互请求成功响应,开启所述目标虚拟角色对所述第一目标虚拟对象的交互权限;其中,所述交互请求成功响应,是所述服务器根据所述目标虚拟角色的游戏阵营归属的目标战线中每个游戏阵营的虚拟对象占领信息、以及所述虚拟对象之间的连通关系确定的。
一种可选的实施方式中,所述第二处理模块,在所述交互请求为对所述第一目标虚拟对象的攻占请求时,用于响应于攻占请求成功,控制所述目标虚拟角色,进入对所述第一目标虚拟对象的攻占场景。
一种可选的实施方式中,所述第二处理模块,用于获取服务器向所述目标虚拟角色分配的游戏资源;其中,所述游戏资源是所述服务器在资源分配事件被触发后,基于所述目标战线中的各个游戏阵营分别对应的虚拟对象占领信息确定的。
第五方面,本公开可选实现方式还提供一种计算机设备,处理器、存储器,所述存储器存储有所述处理器可执行的机器可读指令,所述处理器用于执行所述存储器中存储的所述机器可读指令,所述机器可读指令被所述处理器执行时,所述机器可读指令被所 述处理器执行时执行上述第一方面,或第一方面中任一种可能的实施方式中的步骤;或者,执行上述第二方面,或第二方面中任一种可能的实施方式中的步骤。
第六方面,本公开可选实现方式还提供一种计算机可读存储介质,该计算机可读存储介质上存储有计算机程序,该计算机程序被运行时执行上述第一方面,或第一方面中任一种可能的实施方式中的步骤;或者,执行上述第二方面,或第二方面中任一种可能的实施方式中的步骤。
第七方面,本公开可选实现方式还提供一种计算机程序产品,包括计算机程序,该计算机程序被运行时执行上述第一方面,或第一方面中任一种可能的实施方式中的步骤;或者,执行上述第二方面,或第二方面中任一种可能的实施方式中的步骤。
第八方面,本公开可选实现方式还提供一种计算机程序,该计算机程序被运行时执行上述第一方面,或第一方面中任一种可能的实施方式中的步骤;或者,执行上述第二方面,或第二方面中任一种可能的实施方式中的步骤。
本公开实施例提供的游戏控制方法中,在游戏场景中包括多个游戏阵营、多个虚拟对象以及虚拟对象之间的连通关系;通过响应于战线建立事件被触发,建立游戏战线,其中,所述的游戏战线中至少包括一个游戏阵营,然后响应于游戏阵营对第一目标虚拟对象的交互请求,根据请求方的游戏阵营确定归属的目标战线,然后基于目标战线确定成功,根据目标战线中的每个游戏阵营的虚拟对象占领的信息以及虚拟对象之间连通关系,确定所述请求方的游戏阵营是否满***互条件,如果该请求方的游戏阵营满***互条件,则该请求方阵营发送的请求成功响应,可以对第一目标虚拟对象发起交互操作,这样,能够在游戏阵营的基础上,增加由不同阵营构成的游戏战线,并在与虚拟对象进行交互是基于游戏战线中的各个阵营分别对应的虚拟对象占领信息的基础上,确定是否满***互条件,从而丰富了游戏方式,同时,组成战线的方式也较为灵活,提升游戏的趣味性。
另外,本公开实施例中会基于游戏战线中各个游戏阵营的虚拟对象占领信息,确定对游戏战线中所有游戏阵营的资源分配信息,并按照资源分配信息分配游戏资源,使得同一游戏战线内多个游戏阵营可以共享游戏资源的分配,丰富了游戏资源的分配方式,进一步增加游戏形式的多样性和灵活性。
为使本公开的上述目的、特征和优点能更明显易懂,下文特举较佳实施例,并配合所附附图,作详细说明如下。
附图说明
为了更清楚地说明本公开实施例的技术方案,下面将对实施例中所需要使用的附图作简单地介绍,此处的附图被并入说明书中并构成本说明书中的一部分,这些附图示出了符合本公开的实施例,并与说明书一起用于说明本公开的技术方案。应当理解,以下附图仅示出了本公开的某些实施例,因此不应被看作是对范围的限定,对于本领域普通技术人员来讲,在不付出创造性劳动的前提下,还可以根据这些附图获得其他相关的附图。
图1示出了本公开实施例所提供的一种游戏控制方法的流程图;
图2示出了本公开实施例所提供的一种第二目标虚拟对象被第一游戏阵营首次占领后,建立战线的具体示例的示意图;
图3示出了本公开实施例所提供的一种响应于第一目标虚拟对象位于第一区域,确定第一目标虚拟对象与目标战线中第一游戏阵营占领的虚拟对象之间存在直接连通关系,目标战线中的第二游戏阵营对第一目标虚拟对象发起攻占请求的具体示例的示意图;
图4示出了本公开实施例所提供的一种第三目标虚拟对象是否能够被任一游戏阵营占领的具体示例的示意图;
图5示出了本公开实施例所提供另一种游戏控制方法的流程图;
图6示出了本公开实施例所提供一种以帮会为游戏阵营进行城池攻占的具体示例的示意图;
图7示出了本公开实施例所提供的一种游戏控制装置的示意图;
图8示出了本公开实施例所提供的另一种游戏控制装置的示意图;
图9示出了本公开实施例所提供的一种计算机设备的示意图。
具体实施方式
为使本公开实施例的目的、技术方案和优点更加清楚,下面将结合本公开实施例中附图,对本公开实施例中的技术方案进行清楚、完整地描述,显然,所描述的实施例仅仅是本公开一部分实施例,而不是全部的实施例。通常在此处描述和示出的本公开实施例的组件可以以各种不同的配置来布置和设计。因此,以下对本公开的实施例的详细描述并非旨在限制要求保护的本公开的范围,而是仅仅表示本公开的选定实施例。基于本公开的实施例,本领域技术人员在没有做出创造性劳动的前提下所获得的所有其他实施例,都属于本公开保护的范围。
经研究发现,在很多游戏中,会涉及到多人同时在线攻占领地或者城池的玩法,在该玩法中,玩家归属于不同的游戏阵营,如家族、帮派等;游戏阵营可以对领地或者城池进行争夺。玩家的战力会影响游戏阵营占城结果、数量以及获得的收益,导致玩家只能通过不断地提高自身的战斗力,提升帮会的综合战力,才能使帮会获取更多的收益也即游戏资源,这样的游戏方式形式单一。
另外,在游戏过程中,会根据游戏阵营占领的领地或者城池的数量来进行资源的分配;这造成了玩家为了获取更多的游戏资源,战力较高的玩家会在部分游戏阵营内聚集,导致不同游戏阵营中玩家的战力存在较大差异,进而造成不同游戏阵营整体战力具有很大的差异性,在攻占领地或者城池的时候,整体战力较高的阵营更容易获得较大的优势,导致游戏内的资源分配出现向少部分玩家的较大倾斜,破坏游戏的平衡。
基于上述研究,本公开提供了一种游戏控制方法,在游戏场景中包括多个游戏阵营、多个虚拟对象以及虚拟对象之间的连通关系;通过建立游戏战线的方式,然后响应于游戏战线中的游戏阵营向第一目标虚拟对象发起的交互请求,根据游戏战线中的每个游戏阵营的虚拟对象占领的信息以及虚拟对象之间连通关系,确定所述该游戏阵营是否满***互条件,如果该游戏阵营满***互条件,则该游戏阵营发送的请求成功响应,可以对第一目标虚拟对象发起交互操作,这样,能够在游戏阵营的基础上,增加由不同阵营构 成的游戏战线,并在与虚拟对象进行交互是基于游戏站线中的各个阵营分别对应的虚拟对象占领信息的基础上,确定是否满***互条件,从而丰富了游戏方式,同时,组成战线的方式也较为灵活,提升游戏的趣味性。
另外,本公开实施例中会基于游戏战线中各个游戏阵营的虚拟对象占领信息,确定对游戏战线中所有游戏阵营的资源分配信息,并按照资源分配信息分配游戏资源,使得同一游戏战线内多个游戏阵营可以共享游戏资源的分配,丰富了游戏资源的分配方式,使得游戏内资源分配更加的合理,减少对游戏平衡的破坏。
针对以上方案所存在的缺陷,均是发明人在经过实践并仔细研究后得出的结果,因此,上述问题的发现过程以及下文中本公开针对上述问题所提出的解决方案,都应该是发明人在本公开过程中对本公开做出的贡献。
应注意到:相似的标号和字母在下面的附图中表示类似项,因此,一旦某一项在一个附图中被定义,则在随后的附图中不需要对其进行进一步定义和解释。
为便于对本实施例进行理解,首先对本公开实施例所公开的一种游戏控制方法进行详细介绍,本公开实施例所提供的游戏控制方法的执行主体一般为具有一定计算能力的计算机设备,该计算机设备例如包括:终端设备或服务器或其它处理设备,终端设备例如包括触控终端和个人计算机(personal computer,PC)终端。触控终端例如包括:智能手机、平板电脑等;PC终端例如包括台式电脑、笔记本电脑等。在终端设备中,安装有与游戏对应的游戏程序,需要说明的是,游戏也可以是运行于服务器,通过服务器完成游戏相关的数据处理,终端设备作为显示设备进行显示服务器发送的数据。在游戏的游戏场景中包含多个游戏阵营、多个虚拟对象,所述游戏阵营包括多个虚拟角色;当游戏程序在终端设备中运行时,通过显示组件的图形用户界面展示所述游戏的游戏画面,所述游戏画面中部分地包含所述游戏场景。其中,虚拟角色可以在游戏画面中显示出来,例如在以第三人称视角的游戏中,虚拟角色在游戏画面中显示出来;虚拟角色也可以不在游戏画面中显示出来,例如在第一人称视角的游戏中,虚拟角色不在游戏画面中显示出来。
下面对本公开实施例提供的游戏控制方法加以说明。该游戏控制方法的执行主体可以为终端设备,也可以为服务器。
参见图1所示,为本公开实施例提供的游戏控制方法的流程图,所述方法包括步骤S101~S103,其中:
S101:响应于战线建立事件被触发,建立游戏战线;所述游戏战线包括至少一个游戏阵营;
S102:响应于对多个所述虚拟对象中的第一目标虚拟对象的交互请求,根据请求方的游戏阵营确定归属目标战线,并根据所述归属目标战线中每个游戏阵营的虚拟对象占领信息、以及所述虚拟对象之间的连通关系,确定是否满***互条件;
S103:响应于满足所述交互条件,发送交互请求成功响应;所述请求成功响应用于指示允许对第一目标虚拟对象进行交互操作。
本公开实施例提供的游戏控制方法中,在游戏场景中包括多个游戏阵营、多个虚拟对象以及虚拟对象之间的连通关系、且游戏场景中的区域划分为第一区域(核心区域)和第二区域(***区域);通过响应于战线建立事件被触发,建立游戏战线,其中,所述 的游戏战线中至少包括一个游戏阵营,然后响应于游戏阵营对第一目标虚拟对象的交互请求,根据请求方的游戏阵营确定归属的目标战线,然后基于目标战线确定成功,根据目标战线中的每个游戏阵营的虚拟对象占领的信息以及虚拟对象之间连通关系,确定所述请求方的游戏阵营是否满***互条件,如果该请求方的游戏阵营满***互条件,则该请求方阵营发送的请求成功响应,可以对第一目标虚拟对象发起交互操作,这样,能够在游戏阵营的基础上,增加由不同阵营构成的游戏战线,并在与虚拟对象进行交互是基于游戏战线中的各个阵营分别对应的虚拟对象占领信息的基础上,确定是否满***互条件,从而丰富了游戏方式,同时,组成战线的方式也较为灵活,提升游戏方式的灵活性。
下面对上述S101~S103以详细说明。
针对上述S101,所述游戏场景中包括多个游戏阵营、多个虚拟对象以及虚拟对象之间的连通关系;
示例性的,游戏阵营例如包括多个虚拟角色,例如,游戏中的帮派、帮会、家族等。游戏阵营中的虚拟角色的数量可以有一定的数量上限,例如游戏阵营中的虚拟角色最多为100个,当游戏阵营中的虚拟角色的数量达到该数量上限后,其他未加入游戏阵营的虚拟角色不能加入该游戏阵营,若游戏阵营中的虚拟角色的数量未达到该数量上限,则其他未加入游戏阵营的虚拟角色可以通过申请加入到该游戏阵营中。
虚拟对象例如包括:游戏场景中的城池或者领地,游戏阵营对虚拟对象的交互请求,例如可以是对游戏场景中城池或者领地的攻占请求、与其他游戏阵营进行城池或者领地的互换请求、或者对已经占领的城池或者领地的转让请求、或者对已经占领的城池或者领地的共享请求。所述城池或者领地可以位于***区域,也可以是位于核心区域;另外,每个游戏阵营都有初始占领的虚拟对象即城池或者领地。
其中,若交互请求为攻占请求,且攻占请求成功,则申请攻占请求的游戏阵营可以对对应的城池或者领地进行攻占;若攻占成功,则占领对应的城池或者领地;若攻占失败,则无法占领对应城池或者领地。
若交互请求为交换请求,且交换请求成功,则申请交换请求的游戏阵营(至少两个)互换对占领的城池或者领地的占领权限。例如,游戏阵营A占领了城池a1,游戏阵营B占领了城池a2,且游戏阵营A和游戏阵营B属于相同的游戏战线;若触发了交换城池a1和城池a2的交换请求,且交换请求成功,则游戏阵营A获得城池a2的占领权限,同时,失去对城池a1的占领权限;游戏阵营B获得城池a1的占领权限,同时失去对城池a2的占领权限。
若交互请求为转让请求,且转让请求成功,则转让请求的受让方,获得与转让请求对应的城池或者领地的占领权限。例如,游戏阵营A占领了城池a1,若触发了将游戏阵营A占领的城池a1转让给游戏阵营B的转让请求(游戏阵营A和游戏阵营B属于同一游戏战线),且转让请求成功,此时,游戏阵营B为受让方,游戏阵营A为授予方,则游戏阵营B获得对城池a1的占领权限,同时,游戏阵营A失去对城池a1的占领权限。
若交互请求为共享请求,且共享请求成功,则共享请求的被共享方,获取共享请求对应的城池或者领地的占领权限。例如游戏阵营A占领了城池a1,若触发了将游戏阵营A占领的城池a1的占领权限共享给游戏阵营B的共享请求(游戏阵营A和游戏阵营B属于同一游戏战线),且共享请求成功,此时,游戏阵营B为被共享方,则游戏阵营B获 得对城池a1的占领权限,同时,游戏阵营A保有对城池a1的占领权限,也即游戏阵营A和游戏阵营B共同享有与城池a1的占领权限。
虚拟对象之间的连通关系例如包括:间接连通关系和直接连通关系;所述间接连通关系指两个虚拟对象之间没有进行直接连通,需要通过第三方虚拟对象来建立连通关系;例如图2示出的游戏场景中包括城池a1、城池a2以及城池a4,城池a1和城池a2之间没有直接相连,而城池a4分别和城池a1和城池a2连接,则城池a1和城池a2通过城池a4建立了间接连通关系。若两个虚拟对象之间进行直接相连,无需通过第三方虚拟对象来建立连通关系,则这个两个虚拟对象之间存在直接连通关系,例如上述示例中,城池a4和城池a1具有直接连通关系,且城池a4和城池a2之间具有直接连通关系。
在游戏场景中的多个游戏阵营例如是根据游戏服务器中包括的所有游戏阵营之间的总排名情况,进行筛选确定能够参与到对应游戏玩法中的游戏阵营。
以将帮会作为游戏阵营、将城池作为虚拟对象、多个帮会对城池进行争夺为例,在游戏中将排名积分最高的16个游戏阵营作为进行城池争夺的游戏阵营;另外,也可以根据游戏阵营中活跃玩家的数量以及游戏阵营中虚拟角色的战力信息来确定进行区域争夺的游戏阵营。所述虚拟角色的战力信息例如包括基于虚拟角色的综合属性确定的能够表征虚拟角色战斗力的信息,如基于虚拟对象的装备、属性、所具有的虚拟资源、帮会增益等确定的战力信息。例如,某游戏阵营中活跃的玩家数量较多且玩家的战力信息表征的战斗能力较高,则该游戏阵营具备加入城池争夺事件的权限。
针对加入城池争夺事件的游戏阵营,分配初始占领的虚拟对象,所述初始占领虚拟对象的属性信息包括至少一种:低等级虚拟对象、随机分配、位于游戏场景的边缘区域的虚拟对象。所述虚拟对象之间的连通关系是预先设置的,通过游戏场景中的地图可以显示各个虚拟对象的连通关系,玩家通过地图显示的虚拟对象之间的连通路线,向虚拟对象发起争夺;其中对于并非由游戏阵营占领的虚拟对象,其可以由游戏中的非玩家角色(Non-Player Character,NPC)占领,游戏阵营需向NPC占领的虚拟对象发起进攻,才能够占领所述虚拟对象。
另外,对于已经有游戏阵营占领的虚拟对象,其他的游戏阵营也可以发起争夺。
当游戏阵营加入区域争夺的游戏场景中,游戏阵营将对虚拟对象发起攻占请求;针对游戏阵营成功占领虚拟对象,所述游戏阵营获取虚拟对象产生的游戏资源的获取权限,当该多个虚拟对象中的第二目标虚拟对象首次被未归属任何游戏战线的游戏阵营占领,将触发战线建立事件。
本公开实施例提供一种响应于战线建立事件被触发,建立游戏战线的具体示例,包括:响应于所述多个虚拟对象中的第二目标虚拟对象首次被未归属任何游戏战线的第一游戏阵营占领,建立游戏战线,其中所述游戏战线包括所述第一游戏阵营。
参见图2所示,所述游戏场景划分为两个区域:第一区域和第二区域;所述游戏场景包括第一游戏阵营A,所述第一游戏阵营的初始占领的虚拟对象包括a1、a2、a3,第一游戏阵营在后续的游戏中占领了两个虚拟对象a4以及a5,其中,被占领的虚拟对象之间连通关系在图中用实线表示,未被占领的虚拟对象和占领的虚拟对象之间连通关系用虚线表示,第二目标虚拟对象c2位于第二区域内;当所述第一游戏阵营A占领的虚拟对象和第二目标虚拟对象之间具有直接的连接关系时,可以向第二目标虚拟对象c2发起攻 占,在图2所示的示例中,由于第一游戏阵营A占领的虚拟对象a4和a5均与第二目标虚拟对象之间具有直接连通关系,因此,第一游戏阵营A能够对第二目标虚拟对象c2发起攻占;当对第二目标虚拟对象c2攻占成功后,由于在第一游戏阵营占领第二目标虚拟对象c2之前,第二目标虚拟对象c2并未被其他的游戏阵营占领,因此,触发战线建立事件,建立包括了第一游戏阵营A在内的一条游戏战线。
针对第一游戏阵营建立游戏战线后,可采用以下任一种情况确定战线的状态:
(1)游戏战线一旦建立,该游戏战线对应的第二目标虚拟对象无论是否被其他的游戏阵营占领,游戏战线会一直存在。
例如游戏阵营A占领了第二目标虚拟对象c2,建立了包括游戏阵营A在内的游戏战线;若第二目标虚拟对象c2后被游戏阵营B占领,但包括游戏阵营A的游戏战线依然存在,且不会建立新的游戏战线。
(2)游戏战线一旦建立,该游戏战线对应的第二目标虚拟对象一旦被其他游戏阵营占领,则游戏战线就会被解散,并基于占领该第二目标虚拟对象的其他游戏阵营,建立一条新的游戏战线。此处,该其他的游戏阵营,包括:未归属任何游戏战线的游戏阵营。
例如游戏阵营A占领了第二目标虚拟对象c2,建立了包括游戏阵营A在内的游戏战线;若第二目标虚拟对象c2后被游戏阵营B占领,且B在占领第二目标虚拟对象c2之前,未归属任何游戏战线,因此包括游戏阵营A的游戏战线被解散,并重新建立包括游戏阵营B的新的游戏战线。
游戏战线被建立成功后,响应于加入所述游戏战线对应的战线加入事件被触发,控制触发所述战线加入事件的第二游戏阵营加入所述游戏战线。
例如:游戏阵营A首次占领第二目标虚拟对象之后,将建立以游戏阵营A为核心的游戏战线,当未加入其他游戏战线的游戏阵营B触发战线加入事件,且游戏阵营A同意游戏阵营B加入,则控制游戏阵营B加入所述游戏战线。
本公开实施例针对建立游戏战线后,响应于加入所述游戏战线对应的战线触发战线加入事件,控制触发所述战线加入事件的第二游戏阵营加入所述游戏战线的具体示例,包括:
响应于与所述游戏战线对应的战线加入事件被触发,确定所述游戏战线中包括的游戏阵营的数量是否达到预设数量阈值,以及确定所述第一游戏阵营是否同意所述第二游戏阵营加入所述游戏战线;
响应于所述游戏战线中包括的游戏阵营的数量未达到所述预设数量阈值、且所述第一游戏阵营触发同意所述第二游戏阵营加入所述游戏战线,则控制所述第二游戏阵营加入所述游戏战线。
示例性的,针对战线加入事件被触发,确定所述游戏战线中的游戏阵营数量是否达到预设数量阈值,若所述游戏战线中的游戏阵营的数量未达到预设数量阈值,且第一游戏阵营同意触发游戏战线加入事件的第二游戏阵营加入到游戏战线,则控制所述第二游戏阵营加入所述游戏战线。
若第一游戏阵营不同意触发游戏战线加入事件的第二游戏阵营加入到游戏战线,则第二游戏阵营加入游戏战线失败。
示例性的,所述游戏战线中的游戏阵营数量达到预设数量阈值,则第二游戏阵营加入所述游戏战线失败。
另外,在另一实施例中,若所述游戏战线中的游戏阵营数量达到预设数量阈值,第一游戏阵营在接收到第二游戏阵营的加入请求时,第一游戏阵营可以选择删除游戏战线中的任一游戏阵营,在删除任一游戏阵营后,第一游戏同意第二游戏阵营加入所述游戏战线,则第二游戏阵营加入所述游戏战线成功。
在另一种实施例中,在游戏战线建立成功后,还可以自动的为各个游戏战线分配第二游戏阵营。例如,可以衡量各个未归属任何游戏战线的游戏阵营的当前游戏状态,如战力信息、占领的虚拟对象的数量、占领的虚拟对象的位置等,为各个游戏战线确定第二游戏阵营,并在确定了第二游戏阵营后,将第二游戏阵营加入到对应的游戏战线中。
例如:在自动的为各个游戏战线分配第二游戏阵营时,例如按照各个游戏阵营的战力信息来进行分配,可以将各个游戏阵营的总体战力进行排序(各个游戏阵营的总体战力可以是根据游戏阵营中虚拟角色的战力信息确定的,也可以是根据历史战斗记录来确定的),然后根据排序,以不同战线中的游戏阵营的战力尽量均衡为目标,为各个游戏战线分配第二游戏阵营。
又例如,在自动的为各个游戏战线分配第二游戏阵营时,例如按照各个游戏阵营的占领的虚拟对象的数量来进行分配,也可以根据各个游戏阵营占领的虚拟对象的数量,对游戏阵营进行排序,然后根据排序,以不同战线中的游戏阵营的所占领的虚拟对象的数量尽量均衡为目标,为各个游戏战线分配第二游戏阵营。
又例如,在自动的为各个游戏战线分配第二游戏阵营时,例如按照各个游戏阵营的占领的虚拟对象的位置来进行分配,可以根据各个游戏阵营占领的虚拟对象的位置,以属于相同游戏战线的不同游戏阵营占领的虚拟对象的位置尽量分散为目标,或者以属于相同游戏战线的不同游戏阵营占领的虚拟对象的位置尽量聚集为目标,为各个游戏战线分配第二游戏阵营。
针对上述S102,本公开实施例提供了一种响应于对多个虚拟对象中的第一目标虚拟对象的交互请求,确定请求方归属的目标战线是否满***互条件的具体示例,包括:
响应于对多个所述虚拟对象中的第一目标虚拟对象的交互请求,根据请求方的游戏阵营确定归属目标战线;
响应于所述目标战线确定成功,根据所述目标战线中每个游戏阵营的虚拟对象占领信息、以及所述虚拟对象之间的连通关系,确定是否满足所述交互条件;
响应于所述目标战线确定失败,根据所述交互请求对应的游戏阵营的虚拟对象占领信息、以及所述虚拟对象之间的连通关系,确定是否满足所述交互条件。
在具体实施中,服务器在接收到对第一目标虚拟对象的交互请求后,会根据请求方的游戏阵营,确定归属目标战线。其中,请求方例如是任一游戏阵营中具有请求权限的玩家控制的虚拟角色。
以游戏阵营为帮会为例,具有请求权限的虚拟角色例如包括:会长、副会长。以游戏阵营为家族为例,具有请求权限的虚拟角色例如包括族长。
与游戏阵营中具有请求权限的虚拟角色对应的终端设备在接收到触发对第一目标虚拟对象的交互请求后,能够将该交互请求发送给服务器。服务器响应于接收到该交互请求,根据请求方的游戏阵营,确定归属目标战线。
其中,在确定归属目标战线的时候,可能存在下述两种情况中任一种:
第一:请求方的游戏阵营已经加入了某个游戏战线,此时,目标战线能够确定成功。
在目标战线确定成功的情况下,可以根据所述目标战线中每个游戏阵营的虚拟对象占领信息、以及所述虚拟对象之间的连通关系,确定是否满足所述交互条件。
此处,虚拟对象占领信息例如包括:游戏阵营占领的虚拟对象在游戏场景中的位置或者标识。
在确定是否满***互条件时,例如可以:
根据所述目标战线中每个游戏阵营的虚拟对象占领信息、以及所述虚拟对象之间的连通关系,确定第一目标虚拟对象、与所述目标战线中游戏阵营占领的虚拟对象之间是否存在直接连通关系;若存在直接连通关系,则确定满***互条件。
示例性的,在游戏场景中的区域包括:核心区域(例如为下述实施例中的第一区域)以及***区域(例如为下述实施例中的第二区域);服务器根据游戏阵营占领的虚拟对象在游戏场景中位置是否为核心区域,以及虚拟对象之间的连通关系来判断是否满***互条件;若所述第一目标虚拟对象位于核心区域、且目标战线中存在任一游戏阵营占领的虚拟对象与该第一目标虚拟对象之间存在直接连通关系,则满***互条件。在该种情况下,连通关系仅在核心区域内共享。在***区域的连通关系无法共享,这样使得每一个游戏阵营在***区域所占领的虚拟对象能够形成一定的区域范围,并且可以增加第一区域内第一目标虚拟对象被攻占的机会,增强了趣味性。
示例性的,在计算机设备中的每个虚拟对象都具备唯一的标识,服务器可以将具有直接连通关系的两个虚拟对象分别对应的标识,以标志对的形式进行存储。同时,服务器还会存储标识与游戏阵营之间的关联关系,该标识与游戏阵营之间的关联关系即可表征每个游戏阵营的虚拟对象占领信息。
当触发了第一目标虚拟对象的交互操作后,服务器可以从所有的标识对中,读取包括第一目标虚拟对象的标识的标志对(s1,s2),其中s1为第一目标虚拟对象的标识,s2为与第一目标虚拟对象之间具有直接连通关系的另一虚拟对象的标识,该标志对有至少一个;然后,根据s2与游戏阵营之间的关联关系,判断s2对应的虚拟对象,是否被目标战线中任一游戏阵营占领。若s2对应的虚拟对象被目标战线中任一游戏阵营占领,则表征满***互条件。
另一种实施例中,目标战线中存在任一游戏阵营占领的虚拟对象与该第一目标虚拟对象之间存在直接连通关系,无论该第一目标虚拟对象的位置是否属于核心区域,都会确定满***互条件。这样,使得每一游戏阵营在***区域所占领的虚拟对象之间可以不存在直接的连通关系,在战术上可以具有更多的多样性。
另外,虚拟对象占领信息还可以包括:占领的虚拟对象的数量、以及占领的虚拟对象的位置等其他信息。
以虚拟对象占领信息包括占领的虚拟对象的数量为例,游戏阵营占领的虚拟对象的数量越多,其可以在同一时段发起交互请求的虚拟对象的数量也越多;因此,在触发了 第一目标虚拟对象的交互操作后,可以根据目标战线内各个游戏阵营占领的虚拟对象的数量,确定与交互操作对应的第一目标虚拟对象的数量是否超出了其可以进行交互操作的虚拟对象数量上限;如果未超出,则满***互条件。
以虚拟对象占领信息包括占领的虚拟对象的位置为例,游戏阵营在发起交互操作时,只有在其占领了某些特定位置的虚拟对象后,才能对另一特定位置的虚拟对象进行交互操作。因此,在确定是否满足与第一目标虚拟对象的交互操作后,需要根据目标战线内各个游戏阵营占领的虚拟对象的位置,确定是否已经占领了在占领第一目标虚拟对象前,需要占领的特定位置的虚拟对象;如果是,则确定满***互权限。
另外,在另一实施例中,还可以设置一发起争夺的预设时段,游戏阵营可以在该游戏时段内,向第一目标虚拟对象发起争夺,并在获得交互请求成功响应后,在另一时段内进行对第一目标虚拟对象的争夺。
所述预设时段是预先设置的,游戏阵营在不同的时间进行不同的交互操作,所述的预设时段包括:休战期、宣战期、备战期以及战斗期;上述游戏阵营向第一目标虚拟对象发起的交互请求是在宣战期进行的,当所述游戏阵营满***互条件后,所述游戏阵营向第一目标虚拟对象进行攻占是在战斗期进行的;当游戏状态处于休战期时,每个游戏阵营将自动退出游戏攻占场景,且游戏阵营不能在休战期内发起攻占;当游戏状态处于备战期时,游戏阵营将会召集各个虚拟角色,为进入战斗期做好准备。
又例如,若所述请求方游戏阵营向第一目标虚拟对象发起攻占,所述请求方游戏阵营进攻第一目标虚拟对象失败,第一目标虚拟对象归属原游戏阵营、或者归属NPC阵营;若请求方游戏阵营进攻第一目标虚拟对象成功,则所述第一目标虚拟对象归属所述请求方游戏阵营。
另外,若所述目标战线确定失败,即该请求方游戏阵营未加入任何战线,将根据请求方游戏阵营的虚拟对象占领信息来确定所述请求方游戏阵营是否满***互条件,若请求方游戏阵营满***互条件,可以向第一目标虚拟对象发起攻占。其中,虚拟对象占领信息例如包括:所述请求方游戏阵营占领的虚拟对象数量,等级、位置、标识等信息。
本公开实施例还提供一种根据所述目标战线中每个游戏阵营的虚拟对象占领信息、以及所述虚拟对象之间的连通关系,确定第一目标虚拟对象、与所述目标战线中游戏阵营占领的虚拟对象之间是否存在直接连通关系的具体示例,包括:
确定所述第一目标虚拟对象是否位于第一区域;
响应于所述第一目标虚拟对象位于所述第一区域,根据所述目标战线中每个游戏阵营的虚拟对象占领信息、以及所述虚拟对象之间的连通关系,确定第一目标虚拟对象、与所述目标战线中游戏阵营占领的虚拟对象之间是否存在直接连通关系。
示例性的,响应于所述第一目标虚拟对象位于所述第一区域,根据目标战线中每个游戏阵营虚拟对象的占领信息以及所述占领的虚拟对象之间的连通关系,确定第一目标虚拟对象与所述目标战线中游戏阵营占领的虚拟对象之间是否存在直接连通关系,若第一目标虚拟对象与所述目标战线中游戏阵营占领的虚拟对象之间存在直接连通关系,则请求方游戏阵营对第一目标虚拟对象发起攻占,同时归属于所述目标战线的其他游戏阵营共享请求方游戏阵营与第一目标虚拟对象的连通关系,远距离对第一目标虚拟对象发起攻占。
参见图3所示,所述游戏场景划分为两个区域:第一区域和第二区域;所述游戏场景包括多个虚拟对象、第一游戏阵营A和第二游戏阵营B,所述目标战线包括第一游戏阵营A、第二游戏阵营B,所述第一游戏阵营的初始虚拟对象包括a1、a2、a3,所述第二游戏阵营B的初始虚拟对象包括b1、b2、b3,所述第一目标虚拟对象c1位于第一区域内,且第一游戏阵营A与第一目标虚拟对象c1具有直接连通关系,以及被占领的虚拟对象之间连通关系在图中用实线表示,未被占领的虚拟对象之间连通关系用虚线表示;当所述第一游戏阵营A向第一目标虚拟对象c1发起攻占时,可以与归属同一战线的第二游戏阵营B共享第一游戏阵营A所占城池a7与第一目标虚拟对象的c1的直接连通关系,第二游戏阵营B可以远距离攻占第一目标虚拟对象c1。示例性地,由于第一游戏阵营A可以与归属统一战线的第二游戏阵营B共享c1与所占城池a7的直接连通关系,第二游戏阵营B也可以直接向第一目标虚拟对象c1发起攻占请求。
示例性的,响应于所述第一目标虚拟对象位于所述第一区域,根据目标战线中每个游戏阵营虚拟对象占领信息以及所述占领的虚拟对象之间的连通关系,确定第一目标虚拟对象与所述目标战线中游戏阵营占领的虚拟对象之间是否存在直接连通关系,若第一目标虚拟对象与所述目标战线中游戏阵营占领的虚拟对象之间不存在直接连通关系,则请求方游戏阵营不能对第一目标虚拟对象发起攻占。
在上述的S103中,响应于满足所述交互条件,发送交互请求成功响应;所述交互请求成功响应用于指示允许对第一目标虚拟对象进行交互操作。
基于游戏阵营向第一目标虚拟对象发起交互请求,该请求成功响应后,该游戏阵营可以进入游戏攻占场景,向第一目标虚拟对象进行攻占,若该游戏阵营成功占领第一目标虚拟对象,则第一目标虚拟对象产生的游戏资源将被该游戏阵营以及该游戏阵营归属的游戏战线获取。
本公开实施例中,响应于资源分配事件被触发,基于所述游戏战线中的各个游戏阵营的虚拟对象占领信息,确定所述游戏战线中的每个游戏阵营的资源分配信息;所述资源分配信息包括:战力输出值、防御值、活跃值;
所述的资源分配事件包括以下至少一种:
A:当前时刻到达预设的资源结算时刻;
例如,根据每日游戏阵营占领虚拟对象信息,所述占领虚拟对象信息包括虚拟对象的数量、等级以及位置信息来进行当日的资源结算;当游戏阵营占领虚拟对象数量多、虚拟对象等级高且虚拟对象位于核心区域,该游戏阵营获取的资源多;或者根据赛季结束时,根据游戏阵营的表现进行赛季总结算,所述赛季结算资源包括在赛季中游戏阵营的占领虚拟对象信息、所述游戏战线中的多个游戏阵营占领虚拟对象的进行资源共享。
B:所述虚拟对象中的第三目标虚拟对象被任一游戏阵营占领。
所述第三目标虚拟对象被成功占领需要满足该条件:与第三目标虚拟对象具有直接连通关系的所有虚拟对象被目标战线中的游戏阵营占领。
若与第三目标虚拟对象具有直接连通关系的所有虚拟对象中的任一虚拟对象被其他游戏战线的游戏阵营占领,所述目标战线中的任一游戏阵营无法对第三目标虚拟对象发起攻占请求;若与第三目标虚拟对象具有直接连通关系的所有虚拟对象均被目标战线中每个游戏阵营占领,目标战线中的游戏阵营对第三目标虚拟对象发起攻占请求;当目标 战线中的任一游戏阵营成功占领第三目标虚拟对象,则第三目标虚拟对象归属于目标战线中占领成功的游戏阵营。
参见图4所示,游戏场景中包括目标战线中的第一游戏阵营A、第二游戏阵营B、其他游戏战线中的第三游戏阵营E、第三目标虚拟对象c3以及与c3具有直接连通关系的虚拟对象d1、虚拟对象d2、虚拟对象d3、虚拟对象d4,所述第一游戏阵营A的初始虚拟对象包括a1、a2、a3,所述第二游戏阵营B的初始虚拟对象包括b1、b2、b3,所述第三游戏阵营E的初始虚拟对象包括e1、e2、e3,以及被占领的虚拟对象之间连通关系在图中用实线表示,未被占领的虚拟对象之间连通关系用虚线表示;如图4中的a所示,若所述第一游戏阵营A和第二游戏阵营B均占领虚拟对象d1、虚拟对象d2、虚拟对象d3、虚拟对象d4,则目标战线中的任一游戏阵营即第一游戏阵营A和第二游戏阵营B可以对第三目标虚拟对象c3发起攻占请求。
如图4中的b所示,游戏场景中包括目标战线中的第一游戏阵营A、第二游戏阵营B、其他游戏战线中的第三游戏阵营E,第三目标虚拟对象c3以及与c3具有直接连通关系的虚拟对象d1、虚拟对象d2、虚拟对象d3、虚拟对象d4,以及被占领的虚拟对象之间连通关系在图中用实线表示,未被占领的虚拟对象之间连通关系用虚线表示;若所述第一游戏阵营A和第二游戏阵营B占领虚拟对象d1、虚拟对象d2、虚拟对象d3,而虚拟对象d4被第三游戏阵营E占领,则目标战线中的任一游戏阵营即第一游戏阵营A和第二游戏阵营B无法对第三目标虚拟对象c3发起攻占请求。
示例性的,所述第三目标虚拟对象被成功占领需要满足的条件也可以是与第三目标虚拟对象具有直接连通关系的预设个数的虚拟对象被目标战线中的游戏阵营占领。
例如,在游戏过程中,当第三目标虚拟对象被任一游戏阵营占领,即当前的游戏赛季结束,根据此刻游戏阵营占领虚拟对象信息以及所述游戏战线中每个游戏阵营占领虚拟对象的资源共享进行结算,而占领第三目标虚拟对象的游戏阵营归属的游戏战线将获取额外的资源。基于上述的资源分配信息,分配游戏资源;所述的资源分配信息,例如所述游戏战线中的某个游戏阵营在游戏过程中占领的虚拟对象数量多、虚拟对象的等级高,则该游戏阵营对应的战力输出值高和防御值高;若该游戏阵营在游戏过程中频繁进攻未归属游戏战线的其他虚拟对象,则该游戏阵营对应的活跃值高。
所述游戏资源包括:向所述游戏战线中的各个游戏阵营分配的阵营资源,和/或,向所述游戏战线中的各个游戏阵营中的游戏角色分配的游戏角色资源;所述游戏资源包括:攻击道具(如装备等)、增益状态、游戏内的材料(如用于制造药品、装备、建筑等的材料)。
例如,针对游戏阵营具备的资源类型的数量来判断,分配对应的资源类型;若游戏阵营中的攻击道具较少,在资源结算时增加攻击道具资源;或者由玩家自主选择增加哪一类型的游戏资源的结算。
示例性的,根据每个游戏阵营的战力输出值、防御值、活跃值来确定该游戏阵营获取的游戏资源数量;若所述游戏阵营的战力输出值高、防御值高以及活跃值高,则将分配较多的阵营资源;基于获取到的阵营资源,在根据游戏阵营中玩家的等级信息、战力输出情况以及活跃值来决定玩家获取资源数量,若玩家的等级高,且在游戏过程中的活跃度值高,以及在对区域争夺过程中战力输出值高,则该玩家获取的游戏角色资源较多。
本公开实施例还提供了一种应用于客户端的游戏控制方法,参见图5所示,为本公开实施例提供的另一种游戏控制方法的流程图,所述方法包括步骤S501~S502,其中:
S501:响应于触发目标虚拟角色对多个所述虚拟对象中的第一目标虚拟对象的交互请求,向服务器发送所述交互请求;
S502:响应于接收到所述服务器基于所述交互请求反馈的交互请求成功响应,开启所述目标虚拟角色对所述第一目标虚拟对象的交互权限;其中,所述交互请求成功响应,是所述服务器根据所述目标虚拟角色的游戏阵营归属的目标战线中每个游戏阵营的虚拟对象占领信息、以及所述虚拟对象之间的连通关系确定的。
在上述S501中,每个游戏阵营包括多个虚拟角色,所述的交互请求为对所述第一目标虚拟对象的攻占请求;玩家控制目标虚拟角色向服务器发起对第一目标虚拟对象发起攻占请求,服务器接收到该请求,将请求反馈给目标虚拟角色,控制目标虚拟角色是否进入对所述第一目标虚拟对象的攻占场景;所述攻占场景包括:所述游戏阵营同时对第一目标虚拟对象攻占或者所述游戏阵营对第一目标虚拟对象的攻占操作。
基于玩家控制目标虚拟角色向第一目标虚拟对象发起交互请求,若服务器成功响应攻占请求,则控制目标虚拟角色进入对第一目标虚拟对象的攻占场景,所述目标虚拟角色与所属游戏阵营的其他虚拟角色一起攻占所述第一目标虚拟对象。
在上述S502中,所述服务器接收到所述交互请求成功响应,所述成功响应是服务器根据请求的目标虚拟角色的游戏阵营归属的目标战线中每个游戏阵营的虚拟对象占领信息以及虚拟对象之间的连通关系来确定的。其中,服务器确定成功响应的方式,可以参见上述图1对应的实施例,在此不在赘述。
另外,针对开启所述目标虚拟角色对第一目标虚拟对象的攻占权限,若所述目标虚拟角色所属的游戏阵营攻占第一目标虚拟对象失败,目标虚拟角色所属的游戏阵营对虚拟对象的占领状态,返回至请求攻占第一目标虚拟对象之前的状态。
目标虚拟角色所属的游戏阵营攻占第一目标虚拟对象成功,则目标虚拟角色所属的游戏阵营获得对第一目标虚拟对象的占领权限。若占领第一目标虚拟对象成功,则目标虚拟角色可以进入与第一目标虚拟对象对应的子场景,或者对第一目标虚拟对象进行权限范围内的操作,例如建设操作、增加增益状态的操作等。
在另一实施例中,还包括:获取服务器向所述目标虚拟角色分配的游戏资源;其中,所述游戏资源是所述服务器在资源分配事件被触发后,基于所述目标战线中的各个游戏阵营分别对应的虚拟对象占领信息确定的。游戏资源的具体确定方式可参见上述图1对应的实施例所述,在此不再赘述。
本公开实施例还提供了以帮会为游戏阵营进行城池攻占的具体示例,包括:响应于游戏全区全服积分排名情况,确定积分排名前16的帮会进入城池攻占的玩法;基于帮会进入城池攻占游戏中,向每个帮会分配3个初始出生城池,所述初始出生城池的属性信息包括:随机分配的、低等级的、地图边缘的城池;响应于州城(第二目标虚拟对象)被其中一个未归属任何游戏战线的帮会占领,将建立游戏战线,所述每个游戏战线中包括占领州城的帮会以及三个未占领州城的普通帮会,然后在游戏战线的基础上,游戏战线中的帮会占领城池之间共享城池之间的连通关系,并共享资源分配;基于城池之间的 连通关系,进攻其他城池以及王城(第三目标虚拟对象),在赛季中每一天的0:00,可以结算一次游戏资源;在赛季结束时进行总的资源结算。
参见图6所示,以A帮会为例,整个游戏场景分为***出生区域和核心区域即第二区域和第一区域;***区域城池分为:出生城池,州城c2和可争夺城池,核心区域:6个***连接城f1、f2、f3、f4、f5以及f6,4个连通王城的关键城池d1、d2、d3以及d4,和1个王城c3;在游戏场景中被占领的城池之间的连通关系用实线表示,未被占领的城池之间的连通关系用虚线表示;如图6中a所示,首先随机向A帮会分配三个出生城池a1、a2、a3。
如图6中b所示,A帮会在攻占州城之前可以在宣战时期内攻占与州城c2具有连通关系的城池a4和城池a5,A帮会成功占领城池a4和城池a5后,向州城发起攻占,A帮会成功占领州城c2,将自动建立以A帮会为首领的游戏战线。
如图6中c所示,所述游戏场景中还包括B帮会,所述B帮会与A帮会在同一游戏战线中,B帮会的出生池为b1、b2以及b3;在游戏过程中,A帮会成功占领核心区域的城池f1(a8)后,将会开启同一战线的游戏资源共享权限以及帮会占领的城池之间的连通关系共享,当A帮会在攻占城池f6时,所述游戏战线中的B帮会可以远距离攻打f6,而A帮会也可以远距离攻打d3。
图6中d所示,当A帮会和B帮会均占领与王城c3具有直接连通的关系的四座城池d1、d2、d3以及d4时,图中所示d1被A帮会占领,d2、d3、d4均被B帮会占领,此时A帮会以及A帮会归属的游戏战线中的游戏阵营可以对王城c3发起攻占,攻占成功后同一战线的资源进行共享。
图6中e所示,若与王城具有直接连通的关系的四座城池d1、d2、d3以及d4,其中的d4被其他游戏战线的C帮会占领时,A帮会以及A帮会归属的游戏战线中的游戏阵营不能对王城c3发起攻占。
本领域技术人员可以理解,在具体实施方式的上述方法中,各步骤的撰写顺序并不意味着严格的执行顺序而对实施过程构成任何限定,各步骤的具体执行顺序应当以其功能和可能的内在逻辑确定。
基于同一发明构思,本公开实施例中还提供了与游戏控制方法对应的游戏控制装置,由于本公开实施例中的装置解决问题的原理与本公开实施例上述游戏控制方法相似,因此装置的实施可以参见方法的实施,重复之处不再赘述。
参照图7所示,为本公开实施例提供的一种游戏控制装置的示意图,所述装置包括:生成模块70、第一处理模块71;其中,
生成模块70,用于响应于战线建立事件被触发,建立游戏战线;所述游戏战线包括至少一个游戏阵营;
第一处理模块71,用于响应于对多个所述虚拟对象中的第一目标虚拟对象的交互请求,根据请求方的游戏阵营确定归属目标战线,并根据所述归属目标战线中每个游戏阵营的虚拟对象占领信息、以及所述虚拟对象之间的连通关系,确定是否满***互条件;响应于满足所述交互条件,发送交互请求成功响应;所述交互请求成功响应用于指示允许对所述第一目标虚拟对象进行交互操作。
一种可选的实施方式中,所述生成模块70,在所述响应于战线建立事件被触发,建立游戏战线时,用于响应于多个所述虚拟对象中的第二目标虚拟对象首次被未归属任何游戏战线的第一游戏阵营占领,建立所述游戏战线;其中,所述游戏战线包括所述第一游戏阵营。
一种可选的实施方式中,所述第一处理模块71:响应于加入所述游戏战线对应的战线加入事件被触发,控制触发所述战线加入事件的第二游戏阵营加入所述游戏战线。
一种可选的实施方式中,所述第一处理模块71,在所述响应于加入所述游戏战线对应的战线加入事件被触发,控制触发所述战线加入事件的第二游戏阵营加入所述游戏战线时,用于响应于与所述游戏战线对应的所述战线加入事件被触发,确定所述游戏战线中包括的游戏阵营的数量是否达到预设数量阈值,以及确定所述第一游戏阵营是否同意所述第二游戏阵营加入所述游戏战线;响应于所述游戏战线中包括的所述游戏阵营的数量未达到所述预设数量阈值、且所述第一游戏阵营触发同意所述第二游戏阵营加入所述游戏战线,则控制所述第二游戏阵营加入所述游戏战线。
一种可选的实施方式中,所述第一处理模块71,在所述响应于对多个所述虚拟对象中的第一目标虚拟对象的交互请求,根据请求方的游戏阵营确定归属目标战线,并根据所述归属目标战线中每个游戏阵营的虚拟对象占领信息、以及所述虚拟对象之间的连通关系,确定是否满***互条件时,用于响应于对多个所述虚拟对象中的所述第一目标虚拟对象的攻占请求,根据所述请求方的游戏阵营确定所述归属目标战线;响应于所述目标战线确定成功,根据所述目标战线中每个游戏阵营的虚拟对象占领信息、以及所述虚拟对象之间的连通关系,确定是否满足所述攻占条件;响应于所述目标战线确定失败,根据所述攻占请求对应的游戏阵营的虚拟对象占领信息、以及所述虚拟对象之间的连通关系,确定是否满足所述攻占条件。
一种可选的实施方式中,所述第一处理模块71,在所述响应于所述目标战线确定成功,根据所述目标战线中每个游戏阵营的虚拟对象占领信息、以及所述虚拟对象之间的连通关系,确定是否满足所述攻占条件时,用于根据所述目标战线中每个游戏阵营的虚拟对象占领信息、以及所述虚拟对象之间的连通关系,确定所述第一目标虚拟对象、与所述目标战线中游戏阵营占领的虚拟对象之间是否存在直接连通关系;若是,则确定满足所述攻占条件。
一种可选的实施方式中,多个所述虚拟对象包括:位于第一区域的第一虚拟对象、以及位于第二区域的第二虚拟对象;所述第一处理模块71,在所述根据所述目标战线中每个游戏阵营的虚拟对象占领信息、以及所述虚拟对象之间的连通关系,确定所述第一目标虚拟对象、与所述目标战线中游戏阵营占领的虚拟对象之间是否存在直接连通关系时,用于确定所述第一目标虚拟对象是否位于所述第一区域;响应于所述第一目标虚拟对象位于所述第一区域,根据所述目标战线中每个游戏阵营的虚拟对象占领信息、以及所述虚拟对象之间的连通关系,确定所述第一目标虚拟对象、与所述目标战线中游戏阵营占领的虚拟对象之间是否存在直接连通关系。
一种可选的实施方式中,所述第一处理模块71,用于响应于资源分配事件被触发,基于所述游戏战线中的各个游戏阵营的虚拟对象占领信息,确定所述游戏战线中的每个游戏阵营的资源分配信息;基于所述资源分配信息,分配游戏资源。
一种可选的实施方式中,所述游戏资源包括:向所述游戏战线中的各个游戏阵营分配的阵营资源,和/或,向所述游戏战线中的各个游戏阵营中的游戏角色分配的游戏角色资源。
一种可选的实施方式中,所述资源分配事件包括下述至少一种:当前时刻到达预设的资源结算时刻;所述虚拟对象中的第三目标虚拟对象被任一游戏阵营占领。
参照图8所示,为本公开实施例提供的另一种游戏控制装置的示意图,所述装置包括:发送模块80、第二处理模块81;其中,
发送模块80,用于响应于触发目标虚拟角色对多个所述虚拟对象中的第一目标虚拟对象的交互请求,向服务器发送所述交互请求;
第二处理模块81,用于响应于接收到所述服务器基于所述交互请求反馈的交互请求成功响应,开启所述目标虚拟角色对所述第一目标虚拟对象的交互权限;其中,所述交互请求成功响应,是所述服务器根据所述目标虚拟角色的游戏阵营归属的目标战线中每个游戏阵营的虚拟对象占领信息、以及所述虚拟对象之间的连通关系确定的。
一种可选的实施方式中,所述第二处理模块81,在所述交互请求为对所述第一目标虚拟对象的攻占请求时,用于响应于攻占请求成功,控制所述目标虚拟角色,进入对所述第一目标虚拟对象的攻占场景。
一种可选的实施方式中,所述第二处理模块81,用于获取服务器向所述目标虚拟角色分配的游戏资源;其中,所述游戏资源是所述服务器在资源分配事件被触发后,基于所述目标战线中的各个游戏阵营分别对应的虚拟对象占领信息确定的。
关于装置中的各模块的处理流程、以及各模块之间的交互流程的描述可以参照上述方法实施例中的相关说明,这里不再详述。
本公开实施例还提供了一种计算机设备,如图9所示,为本公开实施例提供的计算机设备结构示意图,包括:
处理器91和存储器92;所述存储器92存储有处理器91可执行的机器可读指令,处理器91用于执行存储器92中存储的机器可读指令,所述机器可读指令被处理器91执行时,处理器91执行下述步骤:
响应于战线建立事件被触发,建立游戏战线;所述游戏战线包括至少一个游戏阵营;
响应于对多个所述虚拟对象中的第一目标虚拟对象的交互请求,根据请求方的游戏阵营确定归属目标战线,并根据所述归属目标战线中每个游戏阵营的虚拟对象占领信息、以及所述虚拟对象之间的连通关系,确定是否满***互条件;
响应于满足所述交互条件,发送交互请求成功响应;所述交互请求成功响应用于指示允许对所述第一目标虚拟对象进行交互操作。
或执行下述步骤:
响应于触发目标虚拟角色对多个所述虚拟对象中的第一目标虚拟对象的交互请求,向服务器发送所述交互请求;
响应于接收到所述服务器基于所述交互请求反馈的交互请求成功响应,开启所述目标虚拟角色对所述第一目标虚拟对象的交互权限;其中,所述交互请求成功响应,是所述服务器根据所述目标虚拟角色的游戏阵营归属的目标战线中每个游戏阵营的虚拟对象占领信息、以及所述虚拟对象之间的连通关系确定的。
上述存储器92包括内存921和外部存储器922;这里的内存921也称内存储器,用于暂时存放处理器91中的运算数据,以及与硬盘等外部存储器922交换的数据,处理器91通过内存921与外部存储器922进行数据交换。
上述指令的具体执行过程可以参考本公开实施例中所述的游戏控制方法的步骤,此处不再赘述。
本公开实施例还提供一种计算机可读存储介质,该计算机可读存储介质上存储有计算机程序,该计算机程序被处理器运行时执行上述方法实施例中所述的游戏控制方法的步骤。其中,该存储介质可以是易失性或非易失的计算机可读取存储介质。
本公开实施例还提供一种计算机程序,该计算机程序被处理器运行时执行上述方法实施例中所述的游戏控制方法的步骤。
本公开实施例还提供一种计算机程序产品,该计算机程序产品承载有程序代码,所述程序代码包括的指令可用于执行上述方法实施例中所述的游戏控制方法的步骤,具体可参见上述方法实施例,在此不再赘述。
其中,上述计算机程序产品可以具体通过硬件、软件或其结合的方式实现。在一个可选实施例中,所述计算机程序产品具体体现为计算机存储介质,在另一个可选实施例中,计算机程序产品具体体现为软件产品,例如软件开发包(Software Development Kit,SDK)等等。
所属领域的技术人员可以清楚地了解到,为描述的方便和简洁,上述描述的***和装置的具体工作过程,可以参考前述方法实施例中的对应过程,在此不再赘述。在本公开所提供的几个实施例中,应该理解到,所揭露的***、装置和方法,可以通过其它的方式实现。以上所描述的装置实施例仅仅是示意性的,例如,所述单元的划分,仅仅为一种逻辑功能划分,实际实现时可以有另外的划分方式,又例如,多个单元或组件可以结合或者可以集成到另一个***,或一些特征可以忽略,或不执行。另一点,所显示或讨论的相互之间的耦合或直接耦合或通信连接可以是通过一些通信接口,装置或单元的间接耦合或通信连接,可以是电性,机械或其它的形式。
所述作为分离部件说明的单元可以是或者也可以不是物理上分开的,作为单元显示的部件可以是或者也可以不是物理单元,即可以位于一个地方,或者也可以分布到多个网络单元上。可以根据实际的需要选择其中的部分或者全部单元来实现本实施例方案的目的。
另外,在本公开各个实施例中的各功能单元可以集成在一个处理单元中,也可以是各个单元单独物理存在,也可以两个或两个以上单元集成在一个单元中。
所述功能如果以软件功能单元的形式实现并作为独立的产品销售或使用时,可以存储在一个处理器可执行的非易失的计算机可读取存储介质中。基于这样的理解,本公开的技术方案本质上或者说对现有技术做出贡献的部分或者该技术方案的部分可以以软件产品的形式体现出来,该计算机软件产品存储在一个存储介质中,包括若干指令用以使得一台计算机设备(可以是个人计算机,服务器,或者网络设备等)执行本公开各个实施例所述方法的全部或部分步骤。而前述的存储介质包括:U盘、移动硬盘、只读存储器(Read-Only Memory,ROM)、随机存取存储器(Random Access Memory,RAM)、磁碟或者光盘等各种可以存储程序代码的介质。
最后应说明的是:以上所述实施例,仅为本公开的具体实施方式,用以说明本公开的技术方案,而非对其限制,本公开的保护范围并不局限于此,尽管参照前述实施例对本公开进行了详细的说明,本领域的普通技术人员应当理解:任何熟悉本技术领域的技术人员在本公开揭露的技术范围内,其依然可以对前述实施例所记载的技术方案进行修改或可轻易想到变化,或者对其中部分技术特征进行等同替换;而这些修改、变化或者替换,并不使相应技术方案的本质脱离本公开实施例技术方案的精神和范围,都应涵盖在本公开的保护范围之内。因此,本公开的保护范围应以所述以权利要求的保护范围为准。

Claims (19)

  1. 一种游戏控制方法,其中,所述游戏的场景中包括多个游戏阵营、多个虚拟对象以及虚拟对象之间的连通关系;所述方法包括:
    响应于战线建立事件被触发,建立游戏战线;所述游戏战线包括至少一个游戏阵营;
    响应于对多个所述虚拟对象中的第一目标虚拟对象的交互请求,根据请求方的游戏阵营确定归属目标战线,并根据所述归属目标战线中每个游戏阵营的虚拟对象占领信息、以及所述虚拟对象之间的连通关系,确定是否满***互条件;
    响应于满足所述交互条件,发送交互请求成功响应;所述交互请求成功响应用于指示允许对所述第一目标虚拟对象进行交互操作。
  2. 根据权利要求1所述的游戏控制方法,其中,所述响应于战线建立事件被触发,建立游戏战线包括:
    响应于多个所述虚拟对象中的第二目标虚拟对象首次被未归属任何游戏战线的第一游戏阵营占领,建立所述游戏战线;其中,所述游戏战线包括所述第一游戏阵营。
  3. 根据权利要求2所述的游戏控制方法,其中,所述方法还包括:响应于加入所述游戏战线对应的战线加入事件被触发,控制触发所述战线加入事件的第二游戏阵营加入所述游戏战线。
  4. 根据权利要求3所述的游戏控制方法,其中,所述响应于加入所述游戏战线对应的战线加入事件被触发,控制触发所述战线加入事件的第二游戏阵营加入所述游戏战线,包括:
    响应于与所述游戏战线对应的所述战线加入事件被触发,确定所述游戏战线中包括的游戏阵营的数量是否达到预设数量阈值,以及确定所述第一游戏阵营是否同意所述第二游戏阵营加入所述游戏战线;
    响应于所述游戏战线中包括的所述游戏阵营的数量未达到所述预设数量阈值、且所述第一游戏阵营触发同意所述第二游戏阵营加入所述游戏战线,则控制所述第二游戏阵营加入所述游戏战线。
  5. 根据权利要求1至4任一项所述的游戏控制方法,其中,所述响应于对多个所述虚拟对象中的第一目标虚拟对象的交互请求,根据请求方的游戏阵营确定归属目标战线,并根据所述归属目标战线中每个游戏阵营的虚拟对象占领信息、以及所述虚拟对象之间的连通关系,确定是否满***互条件,包括:
    响应于对多个所述虚拟对象中的所述第一目标虚拟对象的所述交互请求,根据所述请求方的所述游戏阵营确定所述归属目标战线;
    响应于所述目标战线确定成功,根据所述目标战线中每个游戏阵营的虚拟对象占领信息、以及所述虚拟对象之间的连通关系,确定是否满足所述交互条件;
    响应于所述目标战线确定失败,根据所述交互请求对应的游戏阵营的虚拟对象占领信息、以及所述虚拟对象之间的连通关系,确定是否满足所述交互条件。
  6. 根据权利要求5所述的游戏控制方法,其中,所述响应于所述目标战线确定成功,根据所述目标战线中每个游戏阵营的虚拟对象占领信息、以及所述虚拟对象之间的连通关系,确定是否满足所述交互条件,包括:
    根据所述目标战线中每个游戏阵营的虚拟对象占领信息、以及所述虚拟对象之间的 连通关系,确定所述第一目标虚拟对象、与所述目标战线中游戏阵营占领的虚拟对象之间是否存在直接连通关系;
    若是,则确定满足所述交互条件。
  7. 根据权利要求6所述的游戏控制方法,其中,多个所述虚拟对象包括:位于第一区域的第一虚拟对象、以及位于第二区域的第二虚拟对象;
    所述根据所述目标战线中每个游戏阵营的虚拟对象占领信息、以及所述虚拟对象之间的连通关系,确定所述第一目标虚拟对象、与所述目标战线中游戏阵营占领的虚拟对象之间是否存在直接连通关系,包括:
    确定所述第一目标虚拟对象是否位于所述第一区域;
    响应于所述第一目标虚拟对象位于所述第一区域,根据所述目标战线中每个游戏阵营的虚拟对象占领信息、以及所述虚拟对象之间的连通关系,确定所述第一目标虚拟对象、与所述目标战线中游戏阵营占领的虚拟对象之间是否存在直接连通关系。
  8. 根据权利要求1至7任一项所述的游戏控制方法,还包括:响应于资源分配事件被触发,基于所述游戏战线中的各个游戏阵营的虚拟对象占领信息,确定所述游戏战线中的每个游戏阵营的资源分配信息;
    基于所述资源分配信息,分配游戏资源。
  9. 根据权利要求8所述的游戏控制方法,其特征在于,所述游戏资源包括:向所述游戏战线中的各个游戏阵营分配的阵营资源,和/或,向所述游戏战线中的各个游戏阵营中的游戏角色分配的游戏角色资源。
  10. 根据权利要求8所述的游戏控制方法,其中,所述资源分配事件包括下述至少一种:
    当前时刻到达预设的资源结算时刻;
    所述虚拟对象中的第三目标虚拟对象被任一游戏阵营占领。
  11. 一种游戏控制方法,其中,所述游戏的场景中包括多个游戏阵营、多个虚拟对象以及虚拟对象之间的连通关系;每个游戏阵营包括多个虚拟角色;所述方法包括:
    响应于触发目标虚拟角色对多个所述虚拟对象中的第一目标虚拟对象的交互请求,向服务器发送所述交互请求;
    响应于接收到所述服务器基于所述交互请求反馈的交互请求成功响应,开启所述目标虚拟角色对所述第一目标虚拟对象的交互权限;其中,所述交互请求成功响应,是所述服务器根据所述目标虚拟角色的游戏阵营归属的目标战线中每个游戏阵营的虚拟对象占领信息、以及所述虚拟对象之间的连通关系确定的。
  12. 根据权利要求11所述的游戏控制方法,其中,所述交互请求为对所述第一目标虚拟对象的攻占请求,所述方法还包括:响应于攻占请求成功,控制所述目标虚拟角色,进入对所述第一目标虚拟对象的攻占场景。
  13. 根据权利要求11或12所述的游戏控制方法,其中,所述方法还包括:获取服务器向所述目标虚拟角色分配的游戏资源;
    其中,所述游戏资源是所述服务器在资源分配事件被触发后,基于所述目标战线中的各个游戏阵营分别对应的虚拟对象占领信息确定的。
  14. 一种游戏控制装置,其中,所述游戏的场景中包括多个游戏阵营、多个虚拟对象 以及虚拟对象之间的连通关系;所述装置包括:
    生成模块,用于响应于战线建立事件被触发,建立游戏战线;所述游戏战线包括至少一个游戏阵营;
    第一处理模块,用于响应于对多个所述虚拟对象中的第一目标虚拟对象的交互请求,根据请求方的游戏阵营确定归属目标战线,并根据所述归属目标战线中每个游戏阵营的虚拟对象占领信息、以及所述虚拟对象之间的连通关系,确定是否满***互条件;响应于满足所述交互条件,发送交互请求成功响应;所述交互请求成功响应用于指示允许对所述第一目标虚拟对象进行交互操作。
  15. 一种游戏控制装置,其中,所述游戏的场景中包括多个游戏阵营、多个虚拟对象以及虚拟对象之间的连通关系;每个游戏阵营包括多个虚拟角色;所述装置包括:
    发送模块,用于响应于触发目标虚拟角色对多个所述虚拟对象中的第一目标虚拟对象的交互请求,向服务器发送所述交互请求;
    第二处理模块,用于响应于接收到所述服务器基于所述交互请求反馈的交互请求成功响应,开启所述目标虚拟角色对所述第一目标虚拟对象的交互权限;其中,所述交互请求成功响应,是所述服务器根据所述目标虚拟角色的游戏阵营归属的目标战线中每个游戏阵营的虚拟对象占领信息、以及所述虚拟对象之间的连通关系确定的。
  16. 一种计算机设备,包括:处理器、存储器,所述存储器存储有所述处理器可执行的机器可读指令,所述处理器用于执行所述存储器中存储的所述机器可读指令,所述机器可读指令被所述处理器执行时,所述处理器执行如权利要求1至13任一项所述的游戏控制方法的步骤。
  17. 一种计算机可读存储介质,其中,所述计算机可读存储介质上存储有计算机程序,所述计算机程序被计算机设备运行时,所述计算机设备执行如权利要求1至13任一项所述的游戏控制方法的步骤。
  18. 一种计算机程序产品,其中,包括计算机程序,所述计算机程序被计算机设备运行时,所述计算机设备执行如权利要求1至13任一项所述的游戏控制方法的步骤。
  19. 一种计算机程序,其中,所述计算机程序被计算机设备运行时,所述计算机设备执行如权利要求1至13任一项所述的游戏控制方法的步骤。
PCT/CN2022/126139 2021-12-07 2022-10-19 游戏控制方法、装置、计算机设备及存储介质 WO2023103601A1 (zh)

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