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CN113413603B - Game information display method and device and electronic equipment - Google Patents

Game information display method and device and electronic equipment Download PDF

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Publication number
CN113413603B
CN113413603B CN202110695059.7A CN202110695059A CN113413603B CN 113413603 B CN113413603 B CN 113413603B CN 202110695059 A CN202110695059 A CN 202110695059A CN 113413603 B CN113413603 B CN 113413603B
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CN
China
Prior art keywords
virtual prop
target virtual
prop
attribute value
capability
Prior art date
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CN202110695059.7A
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Chinese (zh)
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CN113413603A (en
Inventor
王翌希
胡志鹏
程龙
刘勇成
袁思思
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Netease Hangzhou Network Co Ltd
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Netease Hangzhou Network Co Ltd
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Priority to CN202110695059.7A priority Critical patent/CN113413603B/en
Publication of CN113413603A publication Critical patent/CN113413603A/en
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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
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/57Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/822Strategy games; Role-playing games
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/64Methods for processing data by generating or executing the game program for computing dynamical parameters of game objects, e.g. motion determination or computation of frictional forces for a virtual car
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/807Role playing or strategy games

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Theoretical Computer Science (AREA)
  • Human Computer Interaction (AREA)
  • User Interface Of Digital Computer (AREA)

Abstract

The application provides a game information display method and device, electronic equipment and storage medium, wherein the method comprises the following steps: displaying a plurality of unobtained virtual props and capability attribute values corresponding to the currently acquired virtual props on a graphical user interface; responding to a selection instruction of a target virtual prop in the unobtained virtual props, and displaying estimated gain information of the target virtual prop to the capability attribute value on the graphical user interface; and responding to an acquisition instruction aiming at the target virtual prop, acquiring the target virtual prop, and updating the capacity attribute value corresponding to the currently acquired virtual prop according to the target virtual prop. According to the method and the device for selecting the virtual prop, the information prompting mode is optimized, so that a user can intuitively know the influence degree of the obtained target virtual prop on the capacity attribute value, whether the selected target virtual prop can make up for the deficiency or not can be quickly known, and players can be helped to master information of various virtual props in time.

Description

Game information display method and device and electronic equipment
Technical Field
The present invention relates to the field of internet technologies, and in particular, to a game information display method and apparatus, and an electronic device.
Background
In recent years, web games have rapidly developed and become an important entertainment activity. Players may purchase virtual merchandise (e.g., props) in prop trading pages (e.g., game malls) to enhance game interest, enhance user experience, enhance user viscosity, and increase revenues for game platforms.
Virtual commodities in games are often various, meanwhile, the real-time requirements of the games are high, users have the requirement of quickly finding out the wanted target props, as shown in fig. 1, the display mode adopted by the conventional game prop transaction page is rough, only the commodities for improving the battle force are recommended to the player through an algorithm, and the commodity layout arrangement of the prop transaction page is not changed. For a virtual good (e.g., a silver ticket gift box), the user then sees how many silver tickets, precious stones or secretary are available after opening.
However, for players who are not fully familiar with the game, there is no concept of virtual goods sold on the prop transaction page, and it is not clear what direct effect these props obtained after opening the gift box have on the game character, and it is still not known what they should purchase at present. The mere prompting of the recommended virtual commodity by the recommendation list has little effect on helping the player to know the commodity.
Disclosure of Invention
The embodiment of the application provides the information display method of the game, optimizes the information prompt mode and can help players to grasp commodity information in time.
The embodiment of the application provides an information display method of a game, which comprises the following steps:
displaying a plurality of unobtained virtual props and capability attribute values corresponding to the currently acquired virtual props on a graphical user interface;
responding to a selection instruction of a target virtual prop in the unobtained virtual props, and displaying estimated gain information of the target virtual prop to the capability attribute value on the graphical user interface;
and responding to an acquisition instruction aiming at the target virtual prop, acquiring the target virtual prop, and updating the capacity attribute value corresponding to the currently acquired virtual prop according to the target virtual prop.
In an embodiment, displaying, on the graphical user interface, estimated gain information of the capability attribute value by the target virtual prop includes:
determining at least one gain virtual prop corresponding to the target virtual prop from the currently acquired virtual props;
determining a capacity addition value according to the degree of association between the at least one gain virtual prop and the target virtual prop;
And determining the estimated gain information according to the capability attribute value, the capability increment corresponding to the target virtual prop and the capability addition value so as to display the estimated gain information on the graphical user interface.
In an embodiment, the capability attribute value is synthesized by attribute values of multiple dimensions, and before the capability attribute value, the capability increment corresponding to the target virtual prop, and the capability addition value, the method further includes:
determining the attribute variation of each dimension according to the target virtual prop, wherein the attribute variation of each dimension is positive or negative;
and determining the capacity increment of the target virtual prop according to the attribute variation of each dimension.
In an embodiment, the capability attribute value is synthesized by attribute values of multiple dimensions, and the displaying, on the graphical user interface, the capability attribute values corresponding to the multiple unobtained virtual props and the currently acquired virtual props includes:
a plurality of unobtained virtual props, a radar map characterizing attribute values for each dimension, and capability attribute values are displayed at a graphical user interface.
In an embodiment, the estimated gain information includes an influence amount and/or an influence identifier of the target virtual prop on the capability attribute value; displaying, on the graphical user interface, estimated gain information of the target virtual prop for the capability attribute value, including:
And displaying the influence quantity and/or the influence identification on the graphical user interface.
In an embodiment, the estimated gain information includes an update result and/or an influence identifier of the capability attribute value by the target virtual prop; displaying, on the graphical user interface, estimated gain information of the target virtual prop for the capability attribute value, including:
and displaying the updating result and/or the influence identification on the graphical user interface.
In an embodiment, the estimated gain information includes an attribute update value of the target virtual prop for each dimension of the capability attribute value, and displaying, on the graphical user interface, the estimated gain information of the target virtual prop for the capability attribute value includes:
and displaying a radar chart for representing attribute updating values of each dimension on the graphical user interface.
In an embodiment, the method further comprises:
and highlighting the sector corresponding to the dimension with the updated attribute value in the radar chart according to the attribute updating value of each dimension.
In an embodiment, the method further comprises:
and responding to a selection instruction of the target virtual prop in the unobtained virtual props, and displaying the introduction content of the target virtual prop on the graphical user interface.
The embodiment of the application also provides an information display device of a game, which comprises:
the first display module is used for displaying a plurality of unobtained virtual props and capability attribute values corresponding to the currently acquired virtual props on the graphical user interface;
the second display module is used for responding to a selection instruction of a target virtual prop in the unobtained virtual props and displaying estimated gain information of the target virtual prop to the capability attribute value on the graphical user interface;
and the attribute updating module is used for responding to the acquisition instruction aiming at the target virtual prop, acquiring the target virtual prop and updating the capacity attribute value corresponding to the currently acquired virtual prop according to the target virtual prop.
The embodiment of the application also provides electronic equipment, which comprises:
a processor;
a memory for storing processor-executable instructions;
wherein the processor is configured to execute the information display method of the above game.
Embodiments of the present application also provide a computer-readable storage medium storing a computer program executable by a processor to perform the information display method of a game as described in any one of the above.
According to the technical scheme provided by the embodiment of the application, the capability attribute value at the current moment can be displayed, the estimated gain information of the selected target virtual prop is obtained by displaying the assumption, and the information prompting mode is optimized, so that a user can intuitively know the influence degree of the obtained target virtual prop on the capability attribute value, whether the selected target virtual prop can make up for the deficiency or not can be quickly known, and players can be helped to timely master the information of various virtual props.
Drawings
In order to more clearly illustrate the technical solutions of the embodiments of the present application, the following description will briefly explain the drawings that are required to be used in the embodiments of the present application.
FIG. 1 is a schematic illustration of a prop transaction page provided in the background;
fig. 2 is a schematic diagram of an electronic device provided in an embodiment of the present application;
FIG. 3 is a flow chart of an information display method of a game according to an embodiment of the present application;
FIG. 4 is a schematic diagram of a prop transaction page provided in an embodiment of the present application;
FIG. 5 is a schematic diagram of a prop transaction page provided in accordance with another embodiment of the present application;
FIG. 6 is a schematic diagram of a prop trading page provided in accordance with yet another embodiment of the present application;
FIG. 7 is a schematic diagram of a prop transaction page provided in accordance with yet another embodiment of the present application;
FIG. 8 is a schematic diagram of a prop trading page provided in accordance with yet another embodiment of the present application;
FIG. 9 is a detailed flowchart of step S320 in the corresponding embodiment of FIG. 2;
fig. 10 is a block diagram of an information display device of a game shown in an embodiment of the present application.
Detailed Description
The technical solutions in the embodiments of the present application will be described below with reference to the drawings in the embodiments of the present application.
Like reference numerals and letters denote like items in the following figures, and thus once an item is defined in one figure, no further definition or explanation thereof is necessary in the following figures. Meanwhile, in the description of the present application, the terms "first", "second", and the like are used only to distinguish the description, and are not to be construed as indicating or implying relative importance.
Fig. 2 is a schematic structural diagram of an electronic device according to an embodiment of the present application. The electronic device 200 may be used to execute the information display method of the game provided in the embodiment of the present application. As shown in fig. 2, the electronic device 200 includes: one or more processors 202, one or more memories 204 storing processor-executable instructions. Wherein the processor 202 is configured to execute the information display method of the game provided in the following embodiments of the present application.
The processor 202 may be a device comprising a Central Processing Unit (CPU), an image processing unit (GPU) or other form of processing unit having data processing and/or instruction execution capabilities, may process data from other components in the electronic device 200, and may also control other components in the electronic device 200 to perform desired functions.
The memory 204 may include one or more computer program products that may include various forms of computer-readable storage media, such as volatile memory and/or non-volatile memory. The volatile memory may include, for example, random Access Memory (RAM) and/or cache memory (cache), and the like. The non-volatile memory may include, for example, read Only Memory (ROM), hard disk, flash memory, and the like. One or more computer program instructions may be stored on the computer readable storage medium that may be executed by the processor 202 to implement the information display method of the game described below. Various applications and various data, such as various data used and/or generated by the applications, may also be stored in the computer readable storage medium.
In one embodiment, the electronic device 200 shown in FIG. 2 may also include an input device 206, an output device 208, and a data acquisition device 210, which are interconnected by a bus system 212 and/or other form of connection mechanism (not shown). It should be noted that the components and structures of the electronic device 200 shown in fig. 2 are exemplary only and not limiting, as the electronic device 200 may have other components and structures as desired.
The input device 206 may be a device used by a user to input instructions and may include one or more of a keyboard, mouse, microphone, touch screen, and the like. The output device 208 may output various information (e.g., images or sounds) to the outside (e.g., a user), and may include one or more of a display, a speaker, and the like. The data acquisition device 210 may acquire images of the subject and store the acquired images in the memory 204 for use by other components. The data acquisition device 210 may be a camera, for example.
In an embodiment, the devices in the exemplary electronic apparatus 100 for implementing the information display method of the game according to the embodiments of the present application may be integrally disposed, or may be separately disposed, such as integrally disposing the processor 202, the memory 204, the input device 206, and the output device 208, and separately disposing the data acquisition device 210.
In an embodiment, the example electronic device 200 for implementing the information display method of the game of the embodiment of the present application may be implemented as a smart terminal such as a smart phone, a tablet computer, a desktop computer, a vehicle-mounted device, or the like.
Fig. 3 is a flowchart of an information display method of a game according to an embodiment of the present application. As shown in fig. 3, the method includes the following steps S310 to S330.
Step S310: and displaying a plurality of unobtained virtual props and capability attribute values corresponding to the currently acquired virtual props on the graphical user interface.
The graphical user interface refers to an interactive interface of a game with a user. In one embodiment, the unobtained virtual prop may be a virtual prop waiting to be purchased (not purchased), which may be a gift bag containing multiple game props, or may be a specific one game prop. The game props may be of the kind "virtual weapon", "virtual clothing", "virtual ornament", "virtual medicine", "virtual food" etc. In another embodiment, the unobtained virtual prop may also be a virtual prop that the player has purchased in advance but is not in use.
In one embodiment, the virtual prop currently acquired may be a virtual prop that the player has purchased at the current time. In another embodiment, the virtual prop that is currently acquired may be a virtual prop that has been used at the current time. Purchased but unused virtual props may be placed in virtual backpacks, virtual warehouses, etc. in games where virtual props are to be deposited.
The capability attribute value refers to a capability of representing a player character by a numeric value. The capability attribute values may be synthesized from attribute values of multiple dimensions, which may be capability dimensions of "attack", "defend", "legal", "move", etc., for example, the attribute value size of the "attack" dimension may be used to represent the size of the attack force. The size of the attribute value of the "move" dimension may be used to represent how fast the move speed is. The capability attribute values may be the result of the addition, multiplication, or weighted summation of attribute values for dimensions such as "attack," "defenses," "legal," "mobile," and the like.
The multiple dimensions may also be dimensions of "equipment", "precious stone", "smart character", "pet", "secret" and the like. For example, the size of the attribute value of the "gemstone" dimension may be used to represent how many "gemstones" are. The capability attribute values may be the result of addition of attribute values in dimensions such as "equipment", "precious stone", "smart character", "pet", "secret", etc., the result of multiplication, or the result of weighted summation.
In an embodiment, the step S310 specifically includes: a plurality of unobtained virtual props, a radar map characterizing attribute values for each dimension, and capability attribute values are displayed at a graphical user interface.
Virtual props to be purchased, capability attribute values, and radar maps may be displayed simultaneously in a graphical user interface. One sector of the radar chart may represent one dimension. In an embodiment, the central angle of each sector may be the same, the radius of the sector may represent the attribute value of the dimension, and in an embodiment, the larger the radius of the sector may represent the larger attribute value of the dimension corresponding to the sector, and conversely, the smaller the radius of the sector may represent the smaller attribute value of the dimension corresponding to the sector.
For example, the dimension corresponding to a certain sector is "attack", and the larger the radius corresponding to the sector, the larger the attack force. The dimension corresponding to a certain sector is "gemstone", and the larger the radius corresponding to the sector, the larger the number of gemstones. The player can know which sector corresponds to the dimension belonging to the short board of the player character by comparing the radiuses of different sectors, so that the player can be reminded to purchase or use some specific virtual prop to make up the short board. For example, if the player sees that the radius of the "attack" sector is the smallest, then some weapon that increases the force of the attack may be purchased or used. For example, the player may be alerted to purchase or use some precious stones if the radius of the "precious stone" sector is the smallest. Conversely, if the radius of a certain sector is the largest, and the dimension corresponding to the sector is assumed to be "gemstone", the player can be reminded of not purchasing or using the virtual prop related to the gemstone; assuming that the dimension corresponding to the sector is "attack," the player may be alerted that the virtual prop for enhancing the force of the attack need not be purchased.
In another embodiment, the central angles of the sectors may be different, the radius of each sector is the same, and the area ratio of the sector may be used to represent the attribute value of the dimension corresponding to the sector. The larger the area ratio of the sector is, the larger the attribute value of the corresponding dimension of the sector is. For example, the dimension corresponding to a certain sector is "attack", and the larger the area occupation ratio corresponding to the sector is, the larger the attack force is. By comparing the area occupation ratios of different sectors, a player can know which sector corresponds to the dimension belonging to the short plate, and can purchase or use corresponding props for compensation.
For example, the point position corresponding to the attribute value high corresponding to a certain dimension is high, and the point position corresponding to the attribute value low corresponding to a certain dimension is low. For example, a bar graph may have a relatively high column for a high attribute value for a dimension and a relatively low column for a low attribute value for a dimension. Therefore, the method can determine which dimension has larger attribute value and which dimension has smaller attribute value, and remind the player to purchase or use the virtual prop for compensating the attribute value of the corresponding dimension.
Fig. 4 is a schematic diagram of a prop transaction interface provided in an embodiment of the present application. In one embodiment, the graphical user interface may be the prop transaction page shown in fig. 4. The terminal can receive an opening instruction for prop transaction by clicking a 'mall' function button by a user, and display a prop transaction page, such as a game mall page. As shown in fig. 4, a plurality of virtual props may be displayed in the prop transaction page, for example, a "new lovely big gift bag" may be considered as a virtual prop, one or more game props are contained inside, and a discount corresponding to each virtual prop may be displayed in the prop transaction page. The prop transaction page may also display radar map 41 and capability attribute values 42. For example, the energy attribute value 42 may be 227328. As shown in fig. 4, the designated area of the prop transaction page may also display the virtual character corresponding to the player.
The prop transaction page can be a selling page of virtual props on shelves of all players, can be a selling page of virtual props provided by a game provider, and can also be a page provided for a convenient transaction window of a player in a game combat scene to realize the function of rapidly purchasing/selling game props.
In another embodiment, the graphical user interface may also be a transaction window popped up during the game, for example, the transaction window pops up automatically when the vitality of the player character is insufficient, so that the user can supplement the transaction window quickly and in time, and the convenience of operation is improved. Of course, when the player finds that the vitality is insufficient in the game process, the player can also manually click the designated function button to trigger the pop-up of the transaction window, and the transaction window can be displayed on the periphery of the player in the form of a small window, so that the player can select conveniently without affecting the normal running of the game.
In other embodiments, the graphical user interface may also be a sell page where an NPC (non-player controlled character) in the game sells virtual props in the game. The NPC may push some discounted virtual props out of the graphical user interface at regular intervals.
Step S320: and responding to a selection instruction of the target virtual prop in the unobtained virtual props, and displaying estimated gain information of the target virtual prop to the capability attribute value on the graphical user interface.
For example, a user clicking on any one of the unobtained virtual props displayed in the graphical user interface may be considered the target virtual prop. The user clicks the target virtual prop, so that the terminal receives a selection instruction of the target virtual prop. In addition to clicking on the target virtual prop, the player may also select other operations, such as sliding a mouse wheel, sequentially switching the selected virtual props, taking the virtual prop finally stopped by the selection frame as the target virtual prop, and receiving a selection instruction of the target virtual prop by the terminal.
The estimated gain information may include one or more of the following three types of information: firstly, influencing the capacity attribute value and/or influencing the identification; secondly, updating results of the capability attribute values and/or influence identifiers; third, the attributes of each dimension update the value. The estimated gain information is used for representing the change condition of the capability attribute value under the assumption that the selected virtual prop is purchased or used.
The influence amount on the capability attribute value refers to the change amount of the capability attribute value, and if the capability attribute value changes from 5200 to 5300 and increases by 100, the influence amount is 100. Assuming that the capability attribute value decreases from 9300 to 9100, for example, some decorations are purchased, the battle is affected, and the impact is 200. Assuming that the capability attribute value may be both raised and lowered, the impact indicator may include two types, a raised indicator for indicating that the capability attribute value is raised and a lowered indicator for indicating that the capability attribute value is lowered. For example, an up arrow may be used as an up flag and a down arrow may be used as a down flag. For example, an plus sign may be used as the up sign and a minus sign may be used as the down sign. Assuming that the capability attribute value only rises, the impact identifier may only rise the identifier. In an embodiment, the terminal may display the impact amount and/or the impact identifier directly on the graphical user interface in response to a selection instruction of a target virtual prop of the unobtained virtual props. Only the influence amount, only the influence mark or both the influence amount and the influence mark can be displayed.
Fig. 5 is a schematic diagram of a prop transaction page according to another embodiment of the present application. As shown in FIG. 5, the player selects the "new lovely big gift bag", which is equivalent to the target virtual prop being the "new lovely big gift bag". On the right side of the prop transaction page, in addition to displaying radar map 41, current capability attribute value 42, an impact 43 and impact identification 44 may also be displayed.
In one embodiment, in response to a selection instruction of a target virtual prop of the unobtained virtual props, the terminal may further display introduction content of the target virtual prop in a graphical user interface. As shown in fig. 5, the introduction contents may be displayed in an area where the virtual character is originally displayed. Of course, the display may be performed in other areas as needed. The introduction to the target virtual prop may include the name, price, number of purchases, number of sold, etc. of the target virtual prop. Assuming that the target virtual prop is a gift bag, the introduction may further include the kind, the number, and the like of game props included in the gift bag. For example, assuming that the target virtual prop is a gift bag, the game prop types may include a plurality of virtual objects such as sapphire, rings, boots, etc., the introduction may include the types and numbers of the game props. According to the requirement, the function description of the target virtual prop can be displayed, and if the target virtual prop is a gift bag containing a plurality of game props, the function description of each game prop can be displayed.
In an embodiment, it is assumed that the pre-estimated gain information comprises updated results and/or a response identification of the capability attribute values. The updated result refers to a value after the capability attribute value is changed assuming that the selected target virtual prop is purchased, for example, if the capability attribute value of the player may be changed from 5200 to 5300 after the target virtual prop is purchased, the updated result of the capability attribute value may be 5300. Assuming that the player's capability attribute value may change from 7300 to 7500 after purchasing the target virtual prop, the updated result of the capability attribute value may be 7500. The impact indicator, see description above, may be an up indicator, which may be indicated by an upward arrow or a plus sign, for indicating that the capability attribute value is getting larger, or a down indicator, which may be indicated by a downward arrow or a minus sign, for indicating that the capability attribute value is getting smaller. In an embodiment, the terminal may display the updated result of the capability attribute value and/or the impact identifier directly on the graphical user interface in response to a selection instruction of the target virtual prop of the unobtained virtual props. Only the update amount, only the influence flag, or both the update amount and the influence flag may be displayed.
Fig. 6 is a schematic diagram of a prop transaction page according to another embodiment of the present application. As shown in FIG. 6, the player selects the "new lovely big gift bag", which is equivalent to the target virtual prop being the "new lovely big gift bag". On the right side of the prop transaction page, in addition to radar chart 41, an update result 45 of the capability attribute value and impact identifier 44 may be displayed. For example, as shown in fig. 6, the update result 45 of the capability attribute value may be 227400. As shown in fig. 6, the terminal may also display the introduction of the target virtual prop in a graphical user interface.
In one embodiment, the estimated gain information is assumed to include updated values of attributes for various dimensions, such as the dimensions listed above as "attack", "defense", "legal", "mobile", and the like, and also such dimensions as "equipment", "precious stone", "smart symbol", "pet", and the like. The attribute update value refers to a value obtained by changing the attribute value of each dimension on the assumption that the selected target virtual prop is purchased. For example, assuming that the purchase of the target virtual prop "attack" attribute value can change from 150 to 170, the attribute update value for the "attack" dimension is 170. For example, assuming that the value of the "gemstone" attribute of the target virtual prop purchased can be changed from 120 to 140, the attribute update value for the "gemstone" dimension is 140. In an embodiment, the terminal may directly display, on the graphical user interface, a radar map for characterizing attribute update values of each dimension in response to a selection instruction of a target virtual prop of the unobtained virtual props.
Fig. 7 is a schematic diagram of a prop transaction page according to another embodiment of the present application. As shown in FIG. 7, the player selects the "new lovely big gift bag", which is equivalent to the target virtual prop being the "new lovely big gift bag". On the right side of the prop transaction page, a radar map 41 may be displayed that characterizes the attribute update values for each dimension. In an embodiment, as shown in fig. 7, the terminal may further highlight, according to the attribute update values of the dimensions, a sector corresponding to the dimension in which the attribute value is updated in the radar chart. For example, after a certain virtual prop is purchased or used, the attribute value of a certain dimension is not affected, so that the sector corresponding to the dimension may not be highlighted, after a certain virtual prop is purchased or used, the attribute value of a certain dimension is affected, and then the sector corresponding to the dimension may be highlighted. Highlighting may be by way of filling the sector with a particular pattern or color (see indicia 46). As shown in fig. 7, the original capability attribute value 42 and introduction information of the target virtual article may also be displayed, as needed.
Fig. 8 is a schematic diagram of a prop transaction page according to yet another embodiment of the present application. As shown in fig. 8, a radar chart 41 for characterizing attribute update values of each dimension, an update result 45 of capability attribute values, an influence identifier 44, and an influence amount 4 may be displayed at the same time in the graphical user interface, and introduction information of the target virtual article may also be displayed. As shown in fig. 5, 6, 7, and 8, the dimension of the composite capability attribute value may also be displayed in the graphical user interface, for example, the dimension of precious stones, equipment, etc. shown in fig. 6 to 8, and the dimension of "attack", "defense", etc.
Step S330: and responding to an acquisition instruction aiming at the target virtual prop, acquiring the target virtual prop, and updating the capacity attribute value corresponding to the currently acquired virtual prop according to the target virtual prop.
It should be noted that, the selection instruction in step S220 does not represent purchase or use, so the displayed predicted gain information is only the predicted result after the target virtual prop is supposed to be purchased. When an acquisition instruction of the target virtual prop is received, the player is indicated to purchase or use the target virtual prop, and accordingly the target virtual prop is purchased or used. At this time, the target virtual prop is updated to be the currently acquired virtual prop, the terminal can display the corresponding capability attribute value again based on the currently acquired virtual prop, and the displayed capability attribute value can be the same as the updating result of the capability attribute value when the target virtual prop is selected.
For example, assuming that the capability attribute value is the sum of the attribute values of the dimensions, the capability attribute value before the target virtual prop is obtained is 5000, and the capability attribute value is increased by 100 when the attribute value of a certain dimension is obtained and the capability attribute value is updated to 5100. The magnitude of the impact of different virtual props on the attribute values of each dimension can be configured in advance by the game designer. Referring to the above, the attribute values of the respective dimensions of the composite capability attribute values may also be represented by a radar chart while the capability attribute values are displayed.
According to the technical scheme provided by the embodiment of the application, the capability attribute value at the current moment can be displayed, the estimated gain information of the selected target virtual prop is obtained by displaying the assumption, and the information prompting mode is optimized, so that a user can intuitively know the influence degree of the obtained target virtual prop on the capability attribute value, whether the selected target virtual prop can make up for the deficiency or not can be quickly known, and players can be helped to timely master the information of various virtual props.
In one embodiment, as shown in fig. 9, the predicted gain information of the capability attribute value of the target virtual prop is displayed on the gui, which may specifically include the following steps S910 to S930.
Step S910: and determining at least one gain virtual prop corresponding to the target virtual prop from the currently acquired virtual props.
The gain virtual prop refers to a virtual prop related to the existence attribute of the target virtual prop in the acquired virtual props.
In an embodiment, the attack attribute of a certain virtual prop a is added by 100, the attack attribute of a certain virtual prop B is added by 50, when the virtual prop a and the virtual prop B are owned simultaneously, the attack attribute is increased by more than 150 or less than 150, and is not 150, and then the two virtual props are regarded as virtual props with associated attribute. If the target virtual prop is virtual prop A, the obtained virtual prop includes virtual prop B, and then virtual prop B can be considered as a gain virtual prop. If the target virtual prop is virtual prop B, the obtained virtual prop includes virtual prop a, and virtual prop a may be considered as a gain virtual prop.
In another embodiment, the attack attribute of a virtual prop C is added by 100, the movement attribute of a virtual prop D is added by 50, and when the virtual prop C and the virtual prop D are owned simultaneously, the attack attribute is increased by more than 100 or less than 100 (i.e. not 100), the movement attribute is increased by more than 50 or less than 50 (i.e. not 50), and the two virtual props can be considered to have attribute association. If the target virtual prop is virtual prop C, and the obtained virtual prop includes virtual prop D, then virtual prop D can be considered as a gain virtual prop. If the target virtual prop is virtual prop D, the obtained virtual prop includes virtual prop C, and virtual prop C may be considered as a gain virtual prop.
Step S920: and determining a capacity addition value according to the association degree between the at least one gain virtual prop and the target virtual prop.
The capability addition value refers to the effect value on the capability when the target virtual prop exists simultaneously with the gain virtual prop, compared with the case that the target virtual prop exists alone. Which virtual props have associations between them and the size of the influence of the ability of the association (i.e., the degree of association) can be configured in advance by the game designer. Taking the above embodiment as an example, the target virtual prop is a virtual prop a, and the obtained virtual prop includes a virtual prop B, where the virtual prop B is considered as a gain virtual prop. Assuming that the attack attribute of the virtual prop a is 100 and the attack attribute of the virtual prop B is 50, and meanwhile, when the virtual prop a and the virtual prop B are owned, the effect that 1+1 is more than 2 can be exerted by the cooperation of the virtual prop a and the virtual prop B, the attack attribute is not increased by 150 but increased by 180, so that the overall capability attribute value is also increased by 180, the capability addition value is 30, and the association degree can be directly expressed by 30.
When the capability attribute value is the weighted sum of attribute values of the dimensions, assuming that the weight of the attack dimension is w, taking the above embodiment as an example, the capability attribute value is increased by 180w, the capability addition value may be 30w, and the association degree may still be represented by 30. In one embodiment, the capability addition value may be represented directly by a degree of association, and in another embodiment, the capability addition value may be represented by a degree of association multiplied by a weight coefficient. If there are multiple gain virtual props, for each gain virtual prop and the correlation degree between the target virtual props, all the correlation degrees can be added to be used as a capacity addition value or all the correlation degrees can be added and then multiplied by a coefficient to be used as the capacity addition value.
Step S930: and determining the estimated gain information according to the capability attribute value, the capability increment corresponding to the target virtual prop and the capability addition value so as to display the estimated gain information on the graphical user interface.
Referring to the above, the pre-estimated gain information may include any one or more of three kinds of information.
In an embodiment, the pre-estimated gain information may include an updated result of the capability attribute value and an impact identifier. The sum of the capability attribute value, the capability increment and the capability addition value at the current moment can be used as the capability attribute value after the target virtual prop is acquired, namely, the updating result of the capability attribute value. The impact identifier may be a rising arrow if increased compared to the previous capability attribute value. The terminal may display the estimated gain information on a graphical user interface.
In another embodiment, the pre-estimated gain information may include an impact amount and an impact identification of the capability attribute value. The sum of the capacity increment and the capacity addition can be used as the influence quantity of the capacity attribute value, namely the change quantity, wherein the influence quantity is larger than 0, and the influence mark can be an ascending arrow when the capacity attribute value is increased. The terminal may display the estimated gain information on a graphical user interface.
Wherein the capacity increase of the target virtual prop can be determined by: determining the attribute variation of each dimension according to the target virtual prop, wherein the attribute variation of each dimension is positive or negative; and determining the capacity increment of the target virtual prop according to the attribute variation of each dimension.
For example, a player purchasing "armour" may have the attribute of the "defensive" dimension increased, but because "armour" is too heavy, the attribute of the "mobile" dimension may be decreased. The attribute value variation for each dimension may have a positive or negative number. A positive number indicates an increase in the attribute value of the dimension, and a negative number indicates a decrease in the attribute value of the dimension. The sum of the attribute value variation amounts of each dimension or the weighted sum may be taken as the capacity increase amount.
In other embodiments, the capability attribute values are synthesized from attribute values of multiple dimensions, so the estimated gain information may also include attribute update values of each dimension, and the attribute update values of each dimension are represented by a radar map. The attribute update value of a certain dimension may be the attribute value of the dimension at the current time, the attribute variation of the dimension, and the attribute addition value of the dimension. The attribute addition value refers to the influence amount of the gain virtual prop and the target virtual prop on the attribute value of the dimension when the gain virtual prop and the target virtual prop exist simultaneously, for example, the attack attribute can be increased by 180 when the gain virtual prop and the target virtual prop are simultaneously owned by the virtual prop A and the virtual prop B, and the attack attribute can be increased by 100 and 50 when the gain virtual prop and the target virtual prop exist independently, so the attribute addition value of the attack dimension can be 30. The terminal may display the estimated gain information on a graphical user interface.
In an actual application scene, the current combat effort of the virtual character can be directly related to the action of commodities in the prop transaction page, so that a new player is helped to intuitively and rapidly know the relationship between the commodities listed in the prop transaction page and the lifting of the combat effort of the new player, the player is helped to intuitively know what the prop is needed to be purchased at present through a radar chart, on one hand, the efficiency of browsing the prop transaction page can be helped to be improved, the player is helped to purchase the commodities which are more favorable for being lifted by the player, the shopping selection difficulty of the player is reduced, and the shopping efficiency is improved. On the other hand, the familiarity of the player to the game props can be quickly improved.
The following is an embodiment of an apparatus of the present application, and may be used to execute an embodiment of an information display method of the game described above. For details not disclosed in the embodiments of the apparatus of the present application, please refer to an embodiment of the method for displaying information of the game of the present application.
Fig. 10 is a block diagram of an information display device of a game according to an embodiment of the present application. As shown in fig. 10, the apparatus includes: a first display module 1010, a second display module 1020, and an attribute update module 1030.
The first display module 1010 is configured to display, on the graphical user interface, a plurality of unobtained virtual props and capability attribute values corresponding to the currently acquired virtual props.
And a second display module 1020, configured to respond to a selection instruction of a target virtual prop in the unobtained virtual props, and display, on the graphical user interface, estimated gain information of the target virtual prop on the capability attribute value.
The attribute updating module 1030 is configured to obtain the target virtual prop in response to an obtaining instruction for the target virtual prop, and update a capability attribute value corresponding to the currently obtained virtual prop according to the target virtual prop.
The implementation process of the functions and roles of each module in the above device is specifically shown in the implementation process of the corresponding steps in the information display method of the game, and will not be described herein.
In one embodiment, the second display module 1020 includes:
the gain prop determining unit is used for determining at least one gain virtual prop corresponding to the target virtual prop from the currently acquired virtual props;
an addition value determining unit, configured to determine a capability addition value according to a degree of association between the at least one gain virtual prop and the target virtual prop;
and the information estimation unit is used for determining the estimated gain information according to the capability attribute value, the capability increment corresponding to the target virtual prop and the capability addition value so as to display the estimated gain information on the graphical user interface.
In an embodiment, the capability attribute value is synthesized from attribute values of multiple dimensions, and the apparatus further includes:
and the attribute change amount determining unit is used for determining the attribute change amount of each dimension according to the target virtual prop, wherein the attribute change amount of each dimension is positive or negative.
And the capacity increment determining unit is used for determining the capacity increment of the target virtual prop according to the attribute variation of each dimension.
In one embodiment, the capability attribute value is synthesized by attribute values of multiple dimensions, and the first display module 1010 is specifically configured to: a plurality of unobtained virtual props, a radar map characterizing attribute values for each dimension, and capability attribute values are displayed at a graphical user interface.
In an embodiment, the estimated gain information includes an influence amount and/or an influence identifier of the target virtual prop on the capability attribute value; the second display module 1020 is specifically configured to: and displaying the influence quantity and/or the influence identification on the graphical user interface.
In an embodiment, the estimated gain information includes an update result and/or an influence identifier of the capability attribute value by the target virtual prop; the second display module 1020 is specifically configured to: and displaying the updating result and/or the influence identification on the graphical user interface.
In an embodiment, the estimated gain information includes an attribute update value of the target virtual prop for each dimension of the capability attribute value, and the second display module 1020 is specifically configured to: and displaying a radar chart for representing attribute updating values of each dimension on the graphical user interface.
In an embodiment, the second display module 1020 is further configured to: and highlighting the sector corresponding to the dimension with the updated attribute value in the radar chart according to the attribute updating value of each dimension.
In an embodiment, the second display module 1020 is further configured to: and responding to a selection instruction of the target virtual prop in the unobtained virtual props, and displaying the introduction content of the target virtual prop on the graphical user interface.
In the several embodiments provided in the present application, the disclosed apparatus and method may be implemented in other manners. The apparatus embodiments described above are merely illustrative, for example, flow diagrams and block diagrams in the figures illustrate the architecture, functionality, and operation of possible implementations of apparatus, methods and computer program products according to various embodiments of the present application. In this regard, each block in the flowchart or block diagrams may represent a module, segment, or portion of code, which comprises one or more executable instructions for implementing the specified logical function(s). In some alternative implementations, the functions noted in the block may occur out of the order noted in the figures. For example, two blocks shown in succession may, in fact, be executed substantially concurrently, or the blocks may sometimes be executed in the reverse order, depending upon the functionality involved. It will also be noted that each block of the block diagrams and/or flowchart illustration, and combinations of blocks in the block diagrams and/or flowchart illustration, can be implemented by special purpose hardware-based systems which perform the specified functions or acts, or combinations of special purpose hardware and computer instructions.
In addition, the functional modules in the embodiments of the present application may be integrated together to form a single part, or each module may exist alone, or two or more modules may be integrated to form a single part.
The functions, if implemented in the form of software functional modules and sold or used as a stand-alone product, may be stored on a computer readable storage medium. Based on such understanding, the technical solution of the present application may be embodied essentially or in a part contributing to the prior art or in a part of the technical solution, in the form of a software product stored in a storage medium, including several instructions for causing a computer device (which may be a personal computer, a server, or a network device, etc.) to perform all or part of the steps of the methods of the embodiments of the present application. And the aforementioned storage medium includes: a U-disk, a removable hard disk, a Read-Only Memory (ROM), a random access Memory (RAM, random Access Memory), a magnetic disk, or an optical disk, or other various media capable of storing program codes.

Claims (10)

1. A game information display method, comprising:
Displaying a plurality of unobtained virtual props and capability attribute values corresponding to the currently acquired virtual props on a graphical user interface; the capability attribute value is synthesized by attribute values of multiple dimensions, and the capability attribute value corresponding to a plurality of unobtained virtual props and the currently acquired virtual props is displayed on a graphical user interface, which comprises: displaying a plurality of unobtained virtual props, a radar map for characterizing attribute values of each dimension, and capability attribute values on a graphical user interface;
responding to a selection instruction of a target virtual prop in the unobtained virtual props, and displaying estimated gain information of the target virtual prop to the capability attribute value on the graphical user interface; wherein the estimated gain information includes attribute update values of the target virtual prop for each dimension of the capability attribute value, and displaying, on the graphical user interface, the estimated gain information of the target virtual prop for the capability attribute value, including: displaying a radar chart for representing attribute update values of each dimension on the graphical user interface;
and responding to an acquisition instruction aiming at the target virtual prop, acquiring the target virtual prop, and updating the capacity attribute value corresponding to the currently acquired virtual prop according to the target virtual prop.
2. The method of claim 1, wherein displaying, at the graphical user interface, estimated gain information for the capability attribute value by the target virtual prop comprises:
determining at least one gain virtual prop corresponding to the target virtual prop from the currently acquired virtual props;
determining a capacity addition value according to the degree of association between the at least one gain virtual prop and the target virtual prop;
and determining the estimated gain information according to the capability attribute value, the capability increment corresponding to the target virtual prop and the capability addition value so as to display the estimated gain information on the graphical user interface.
3. The method of claim 2, wherein the capability attribute value is synthesized from attribute values of a plurality of dimensions, and wherein prior to the capability attribute value, the capability increment corresponding to the target virtual prop, and the capability addition value, the method further comprises:
determining the attribute variation of each dimension according to the target virtual prop, wherein the attribute variation of each dimension is positive or negative;
and determining the capacity increment of the target virtual prop according to the attribute variation of each dimension.
4. The method according to claim 1, wherein the pre-estimated gain information comprises an influence amount and/or an influence identification of the target virtual prop on the capability attribute value; displaying, on the graphical user interface, estimated gain information of the target virtual prop for the capability attribute value, including:
and displaying the influence quantity and/or the influence identification on the graphical user interface.
5. The method of claim 1, wherein the pre-estimated gain information comprises an update result and/or an impact identification of the capability attribute value by the target virtual prop; displaying, on the graphical user interface, estimated gain information of the target virtual prop for the capability attribute value, including:
and displaying the updating result and/or the influence identification on the graphical user interface.
6. The method according to claim 1, wherein the method further comprises:
and highlighting the sector corresponding to the dimension with the updated attribute value in the radar chart according to the attribute updating value of each dimension.
7. The method according to claim 1, wherein the method further comprises:
and responding to a selection instruction of the target virtual prop in the unobtained virtual props, and displaying the introduction content of the target virtual prop on the graphical user interface.
8. An information display device for a game, the device comprising:
the first display module is used for displaying a plurality of unobtained virtual props and capability attribute values corresponding to the currently acquired virtual props on the graphical user interface; the capability attribute value is synthesized by attribute values of multiple dimensions, and the capability attribute value corresponding to a plurality of unobtained virtual props and the currently acquired virtual props is displayed on a graphical user interface, which comprises: displaying a plurality of unobtained virtual props, a radar map for characterizing attribute values of each dimension, and capability attribute values on a graphical user interface;
the second display module is used for responding to a selection instruction of a target virtual prop in the unobtained virtual props and displaying estimated gain information of the target virtual prop to the capability attribute value on the graphical user interface; wherein the estimated gain information includes attribute update values of the target virtual prop for each dimension of the capability attribute value, and displaying, on the graphical user interface, the estimated gain information of the target virtual prop for the capability attribute value, including: displaying a radar chart for representing attribute update values of each dimension on the graphical user interface;
And the attribute updating module is used for responding to the acquisition instruction aiming at the target virtual prop, acquiring the target virtual prop and updating the capacity attribute value corresponding to the currently acquired virtual prop according to the target virtual prop.
9. An electronic device, the electronic device comprising:
a processor;
a memory for storing processor-executable instructions;
wherein the processor is configured to perform the information display method of the game of any one of claims 1-7.
10. A computer-readable storage medium storing a computer program executable by a processor to perform the information display method of the game of any one of claims 1 to 7.
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