Offline game information processing method, device, computer equipment and storage medium
By acquiring and analyzing the voice information of players in offline games and combining it with preset reaction information to generate theme reaction information, the problem of insufficient user experience in escape room games is solved, and the sense of participation and experience of game players is improved.
Patent Information
- Application Number
- CN202210217360.1
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2022-03-07
- Publication Date
- 2025-09-05
- Estimated Expiration
- 2042-03-07
AI Technical Summary
The existing escape room game theme introductions are mainly introduced through text, and users cannot understand more information, resulting in a poor user experience.
By obtaining historical player voice information of the target game theme in the offline game, determining player reaction information, and combining preset reaction information to generate theme reaction information, the terminal displays the game timeline, the first player reaction change curve and the second player reaction change curve, and provides detailed game theme information.
It improves the gaming experience of gamers and generates detailed game theme information through the combination of sound information and preset reaction information, thereby enhancing users' understanding and participation in the game plot.
Smart Images

Figure CN114580917B_ABST
Abstract
Description
Technical Field
[0001] The present application relates to the field of computer technology, and in particular to an information processing method, apparatus, computer equipment, and storage medium for offline games. Background Art
[0002] Escape Room is a brain-teasing puzzle adventure game. Different themes can be derived from different design ideas. Players can play their ideal role in their favorite theme scenes, complete tasks within the specified time, and earn rewards.
[0003] Currently, escape rooms generate different theme introductions based on different theme scenarios, allowing users to select the theme scenario they want to participate in by reading the theme introductions. However, existing theme introductions are mainly text-based, which prevents users from understanding more information, affecting their choice of theme scenario and resulting in a poor user experience. Summary of the Invention
[0004] The embodiments of the present application provide an information processing method, apparatus, computer device, and storage medium for offline games, which can improve the gaming experience of gamers.
[0005] The present invention provides an information processing method for offline games, which is applied to a server and includes:
[0006] Acquiring historical player audio information for a target game theme in an offline game, wherein the historical player audio information includes audio information of game players in at least one historical game session for the target game theme at each time point on a game timeline for the target game theme;
[0007] Determining player reaction information of the target game theme based on the historical player voice information and the game timeline;
[0008] Obtaining preset reaction information corresponding to the target game theme;
[0009] Theme reaction information of the target game theme is determined based on the player reaction information and the preset reaction information.
[0010] Accordingly, the embodiment of the present application further provides another offline game information processing method, which is applied to a terminal and includes:
[0011] receiving a first information viewing operation for a target game theme in an offline game, and sending a first information acquisition request to a server according to the first information viewing operation, wherein the first information acquisition request indicates acquiring theme reaction information of the target game theme;
[0012] receiving a game timeline, a first player reaction change curve, and a second player reaction change curve of the target game theme sent by the server in response to the first information acquisition request, wherein the first player reaction change curve is a change curve generated by the server based on historical player voice information of the target game theme, and the second player reaction change curve is a change curve generated by the server based on preset reaction information of the target game theme;
[0013] The game timeline, the first player reaction change curve, and the second player reaction change curve are displayed on the information display interface of the target game theme.
[0014] Accordingly, an embodiment of the present application further provides an information processing device for offline games, which is applied to a server and includes:
[0015] A first acquisition unit is configured to acquire historical player voice information of a target game theme in an offline game, wherein the historical player voice information includes voice information of game players in at least one historical game session of the target game theme at each time point on a game timeline of the target game theme;
[0016] a first determining unit, configured to determine player reaction information of the target game theme based on the historical player voice information and the game timeline;
[0017] A second acquiring unit, configured to acquire preset reaction information corresponding to the target game theme;
[0018] The second determining unit is configured to determine theme reaction information of the target game theme based on the player reaction information and the preset reaction information.
[0019] In some embodiments, the first determining unit includes:
[0020] A first determining subunit is configured to determine a target sound value corresponding to each time node on the game timeline according to the historical player sound information;
[0021] The second determining subunit is configured to determine the player reaction degree corresponding to each time node based on the target sound value corresponding to each time node, and obtain the player reaction information.
[0022] In some embodiments, the first determining subunit is specifically configured to:
[0023] According to the sound value of each historical game session at the same time node of the game timeline, the average sound value corresponding to each time node is calculated to obtain the target sound value.
[0024] In some embodiments, the second determining unit includes:
[0025] A first generating subunit, configured to generate a first player reaction change curve based on the game timeline according to the player reaction degree corresponding to each time point on the game timeline;
[0026] A second generating subunit, configured to generate a second player reaction change curve based on the game timeline according to a preset reaction degree corresponding to each time point on the game timeline;
[0027] The third determining subunit is configured to obtain the theme reaction information based on the game timeline, the first player reaction change curve, and the second player reaction change curve.
[0028] In some embodiments, the second determining unit further includes:
[0029] A first acquisition subunit is configured to acquire, from the first player reaction change curve, a node to be processed corresponding to a player reaction degree greater than a preset threshold;
[0030] a fourth determining subunit, configured to determine a player reaction type of the node to be processed;
[0031] The marking subunit is used to mark the to-be-processed nodes on the first player reaction change curve based on the player reaction type, and obtain the marked first player reaction change curve.
[0032] In some embodiments, the third determining subunit is specifically configured to:
[0033] The theme reaction information is obtained based on the game timeline, the marked first player reaction change curve, and the second player reaction change curve.
[0034] In some embodiments, the fourth determining subunit is specifically configured to:
[0035] Identifying the sound information corresponding to the node to be processed to obtain the sound type of the sound information;
[0036] The player reaction type is determined according to the sound type.
[0037] In some embodiments, the apparatus further comprises:
[0038] a third receiving unit, configured to receive a first information acquisition request from a terminal for the target game theme, wherein the first information acquisition request indicates acquiring the theme reaction information;
[0039] A first sending unit is configured to send the game timeline, the first player reaction change curve, and the second player reaction change curve to the terminal.
[0040] In some embodiments, the apparatus further comprises:
[0041] A third acquiring unit is configured to acquire the voice information of the current player in the current game session under the target game theme;
[0042] a third determining unit, configured to determine the completed game progress of the current game session according to the current player's voice information;
[0043] The fourth determining unit is configured to determine the game information of the current game session based on the theme response information and the completed game progress.
[0044] In some embodiments, the apparatus further comprises:
[0045] A generating unit is used to generate a player behavior animation video of the current game session according to the current player sound information.
[0046] In some embodiments, the fourth determining unit includes:
[0047] The fifth determining subunit is configured to determine the game information of the current game session based on the player behavior animation video, the theme reaction information, and the completed game progress.
[0048] In some embodiments, the generating unit includes:
[0049] The recognition subunit is used to recognize the current player's voice information and obtain at least one voice content;
[0050] A sixth determining subunit is configured to determine a preset behavior animation corresponding to each voice content from a plurality of preset behavior animations to obtain at least one target behavior animation;
[0051] The third generating subunit is configured to generate the player behavior animation video based on the at least one target behavior animation.
[0052] In some embodiments, the generating unit further comprises:
[0053] a seventh determining subunit, configured to determine a target game progress of the voice content in the current game session if no preset behavior animation corresponding to the voice content exists in the plurality of preset behavior animations;
[0054] A second acquisition subunit is used to acquire behavior information of game players in the current game session at the target game progress;
[0055] The fourth generating subunit is configured to generate a target behavior animation corresponding to the voice content according to the behavior information.
[0056] In some embodiments, the apparatus further comprises:
[0057] A fourth receiving unit is configured to receive a second information acquisition request from a terminal for the current game session, wherein the second information acquisition request indicates obtaining game information of the current game session;
[0058] The second sending unit is used to send the player behavior animation video, the theme reaction information and the completed game progress to the terminal.
[0059] Accordingly, an embodiment of the present application further provides another offline game information processing device, which is applied to a terminal and includes:
[0060] a first receiving unit, configured to receive a first information viewing operation for a target game theme in an offline game, and send a first information acquisition request to a server according to the first information viewing operation, wherein the first information acquisition request indicates acquiring theme reaction information of the target game theme;
[0061] a second receiving unit, configured to receive a game timeline, a first player reaction change curve, and a second player reaction change curve of the target game theme sent by the server in response to the first information acquisition request, wherein the first player reaction change curve is a change curve generated by the server based on historical player voice information of the target game theme, and the second player reaction change curve is a change curve generated by the server based on preset reaction information of the target game theme;
[0062] The first display unit is configured to display the game timeline, the first player reaction change curve, and the second player reaction change curve on the information display interface of the target game theme.
[0063] In some embodiments, the apparatus further comprises:
[0064] a third receiving unit, configured to receive a second information viewing operation for a current game session under the target game theme, and send a second information acquisition request to the server according to the second information viewing operation, wherein the second information acquisition request indicates acquiring game information of the current game session;
[0065] a third receiving unit, configured to receive the theme reaction information, the player behavior animation video of the current game session, and the completed game progress sent by the server in response to the second information acquisition request, wherein the player behavior animation video is generated by the server based on the current player's voice information of the current game session, and the completed game progress is determined by the server based on the current player's voice information;
[0066] The second display unit is used to display the theme reaction information, the player behavior animation video and the completed game progress on the information display interface of the current game session.
[0067] Accordingly, an embodiment of the present application further provides a computer device, comprising a memory, a processor, and a computer program stored on the memory and executable on the processor, wherein the processor executes any offline game information processing method provided in any embodiment of the present application.
[0068] Correspondingly, an embodiment of the present application further provides a storage medium, which stores a plurality of instructions suitable for loading by a processor to execute the above-mentioned information processing method for offline games.
[0069] The embodiment of the present application generates high-energy node information of the game theme based on the sound information of the game player in the game theme of the offline game, combined with the high-energy nodes preset in the game theme, and then generates a behavior animation based on the behavior information of the game player corresponding to the high-energy node information. The game high-energy information of the game theme is obtained based on the high-energy node information and the behavior animation, so that the game player can conveniently view the detailed information of the offline game theme and improve the game experience of the game player. BRIEF DESCRIPTION OF THE DRAWINGS
[0070] In order to more clearly illustrate the technical solutions in the embodiments of the present application, the following briefly introduces the drawings required for use in the description of the embodiments. Obviously, the drawings described below are only some embodiments of the present application. For those skilled in the art, other drawings can be obtained based on these drawings without creative work.
[0071] Figure 1 Schematic diagram of the information processing system for offline games provided in an embodiment of the present application.
[0072] Figure 2 A flowchart of an information processing method for an offline game provided in an embodiment of the present application.
[0073] Figure 3 A schematic diagram of an application scenario of an information processing method for an offline game provided in an embodiment of the present application.
[0074] Figure 4 A schematic diagram of an application scenario of another offline game information processing method provided in an embodiment of the present application.
[0075] Figure 5 A schematic diagram of an application scenario of another offline game information processing method provided in an embodiment of the present application.
[0076] Figure 6A schematic diagram of an application scenario of another offline game information processing method provided in an embodiment of the present application.
[0077] Figure 7 A flowchart of another offline game information processing method provided in an embodiment of the present application.
[0078] Figure 8 A schematic diagram of an application scenario of another offline game information processing method provided in an embodiment of the present application.
[0079] Figure 9 A schematic diagram of an application scenario of another offline game information processing method provided in an embodiment of the present application.
[0080] Figure 10 A flowchart of another offline game information processing method provided in an embodiment of the present application.
[0081] Figure 11 This is a structural block diagram of an information processing device for offline games provided in an embodiment of the present application.
[0082] Figure 12 This is a structural block diagram of another offline game information processing device provided in an embodiment of the present application.
[0083] Figure 13 A schematic diagram of the structure of a computer device provided in an embodiment of the present application. DETAILED DESCRIPTION
[0084] The following will be combined with the drawings in the embodiments of this application to clearly and completely describe the technical solutions in the embodiments of this application. Obviously, the embodiments described are only part of the embodiments of this application, not all of the embodiments. Based on the embodiments in this application, all other embodiments obtained by those skilled in the art without making any creative efforts shall fall within the scope of protection of this application.
[0085] The embodiments of the present application provide an offline game information processing method, apparatus, storage medium, and computer device. Specifically, the offline game information processing method of the embodiments of the present application can be executed by a computer device, wherein the computer device can be a server or other device. The server can be a standalone physical server, a server cluster or distributed system composed of multiple physical servers, or a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, CDN, and big data and artificial intelligence platforms.
[0086] For example, reference Figure 1 , Figure 1The schematic diagram of the information processing system for offline games provided in the embodiment of the present application includes a server and a terminal, and the terminal and the server can be connected via a network. The network includes network entities such as routers and gateways.
[0087] Among them, the server can obtain historical player voice information under the target game theme in the offline game, wherein the historical player voice information includes the game players in at least one historical game session under the target game theme, and the voice information of each time node on the game timeline of the target game theme, determine the player reaction degree corresponding to each time node based on the historical player voice information and the game timeline, obtain the player reaction information of the target game theme, obtain the preset reaction information corresponding to the target game theme, and determine the theme reaction information of the target game theme based on the player reaction information and the preset reaction information.
[0088] Among them, the terminal can receive a first information viewing operation for a target game theme in an offline game, and send a first information acquisition request to the server according to the first information viewing operation, wherein the first information acquisition request indicates obtaining theme reaction information of the target game theme, and receives the game timeline, first player reaction change curve and second player reaction change curve of the target game theme sent by the server according to the first information acquisition request, wherein the first player reaction change curve is a change curve generated by the server based on historical player voice information of the target game theme, and the second player reaction change curve is a change curve generated by the server based on preset reaction information of the target game theme, and the game timeline, the first player reaction change curve and the second player reaction change curve are displayed on the information display interface of the target game theme.
[0089] above Figure 1 The example is only an example of a system architecture for implementing the embodiment of the present invention. The embodiment of the present invention is not limited to the above Figure 1 The system structure shown is based on which various embodiments of the present invention are proposed.
[0090] In view of the above problems, the embodiments of the present application provide a first offline game information processing method, apparatus, computer equipment and storage medium, which can improve the gaming experience of game players.
[0091] It should be noted that the order of description of the following embodiments is not intended to limit the preferred order of the embodiments.
[0092] An embodiment of the present application provides an information processing method for an offline game. The method can be executed by a terminal or a server. The embodiment of the present application takes the information processing method for an offline game executed by a server as an example for explanation.
[0093] See also Figure 2 , Figure 2This is a flow chart of an information processing method for an offline game provided in an embodiment of the present application. The specific process of the information processing method for an offline game may be as follows:
[0094] 101. Obtain historical player voice information under the target game theme in offline games.
[0095] In the embodiments of this application, offline games refer to games played by gamers in real-world scenarios, using specified game rules or game props. Offline games can be multi-player games, and users can learn about game-related information offline or online.
[0096] When users learn about games online, they can be provided with an offline game platform, which can be an application for users to view information related to offline games. Specifically, users can register a personal account on the offline game platform, then log in to the team platform based on the personal account, and then perform a series of operations on the offline game platform.
[0097] In the embodiments of the present application, offline games are operated by physical stores. Offline games may have multiple game themes, each with different game rules. The offline game platform may include detailed descriptions of each offline game theme, allowing users to select a theme to play after reading the detailed descriptions.
[0098] For example, game themes set in offline games may include game theme A, game theme B, game theme C, etc., and the target game theme may be any game theme in the offline game, such as game theme A.
[0099] The historical player voice information includes voice information of game players in at least one historical game session under the target game theme at each time node on the game timeline of the target game theme.
[0100] In the embodiment of the present application, each game theme can have multiple game sessions, and different game sessions correspond to different time periods. Among them, historical game sessions refer to completed game sessions, that is, game players have completed the game of the game session.
[0101] The game timeline refers to the preset game duration corresponding to the target game theme. The preset game durations of different game themes may be the same or different. For example, the game timeline of the target game theme may be: 90 minutes.
[0102] Specifically, the game timeline may include multiple time nodes, and the game timeline may be divided according to different division rules to obtain multiple time nodes on the game timeline. For example, it may be divided by seconds, and then one time node is obtained for each second on the game timeline; or it may be divided by minutes, and then one time node is obtained for each minute on the game timeline. In actual application scenarios, the division method may be selected according to the length of the game timeline, and is not limited here.
[0103] The sound information of the game player at each time node of the game timeline refers to the sound emitted at each time point of the game timeline when the player participates in the historical game sessions of the target game theme.
[0104] For example, the target game theme may include: the first historical game session, the second historical game session, etc., and the time nodes included in the game timeline may be: the first time node, the second time node, the third time node, and the fourth time node, etc.
[0105] In the first historical game session, a first sound is obtained based on the sound emitted by the player at the first time node, a second sound is obtained based on the sound emitted by the player at the second time node, a third sound is obtained based on the sound emitted by the player at the third time node, and a fourth sound is obtained based on the sound emitted by the player at the fourth time node. In the second historical game session, a fifth sound is obtained based on the sound emitted by the player at the first time node, a sixth sound is obtained based on the sound emitted by the player at the second time node, a seventh sound is obtained based on the sound emitted by the player at the third time node, and an eighth sound is obtained based on the sound emitted by the player at the fourth time node. Thus, the historical player sound information of the target game theme is obtained from the first sound, the second sound, the third sound, the fourth sound, the fifth sound, the sixth sound, the seventh sound, and the eighth sound.
[0106] 102. Determine player response information for the target game theme based on historical player voice information and a game timeline.
[0107] In the embodiment of the present application, the player reaction degree indicates the degree of reaction of the game player to the game plot or story during the game process. The excitement level of the game plot can be expressed by the player reaction degree. For example, the higher the player reaction degree, the higher the excitement level of the game plot. Correspondingly, the lower the player reaction degree, the lower the excitement level of the game plot.
[0108] In some embodiments, to improve the accuracy of generating topic reaction information, the step of "determining the player reaction degree corresponding to each time node based on historical player voice information and the game timeline" may include the following operations:
[0109] Determine the target sound value corresponding to each time node on the game timeline based on historical player sound information;
[0110] The player reaction degree corresponding to each time node is determined based on the target sound value corresponding to each time node, and the player reaction information is obtained.
[0111] The sound value refers to the sound volume, for example, the sound value can be 10 decibels (decibel, a unit of measurement for the relative loudness of a sound). The target sound value refers to the sound value corresponding to each time node on the game timeline of the target game theme.
[0112] In some embodiments, since the target game theme may include multiple historical game sessions, in order to further determine the accurate target sound value corresponding to each time point on the game timeline, the step of "determining the target sound value corresponding to each time node based on historical player sound information" may include the following operations:
[0113] Based on the sound value of each historical game at the same time node on the game timeline, calculate the average sound value corresponding to each time node to obtain the target sound value.
[0114] For example, the time nodes on the game timeline include: a first time node, a second time node, a third time node, and a fourth time node, and the historical game sessions may include: a first historical game session, a second historical game session, etc. In the first historical game session, the sound value at the first time node may be 20 decibels, the sound value at the second time node may be 30 decibels, the sound value at the third time node may be 10 decibels, and the sound value at the fourth time node may be 15 decibels; in the second historical game session, the sound value at the first time node may be 60 decibels, the sound value at the second time node may be 30 decibels, the sound value at the third time node may be 40 decibels, and the sound value at the fourth time node may be 25 decibels.
[0115] Further, the average sound value corresponding to each time node is calculated, and the average sound value of the first time node is: (20+60) / 2=40 decibels, the average sound value of the second time node is: (30+30) / 2=30 decibels, the average sound value of the third time node is: (10+40) / 2=25 decibels, and the average sound value of the fourth time node is: (15+25) / 2=20 decibels. The target sound value of the first time node is determined to be: 40 decibels, the target sound value of the second time node is: 30 decibels, the target sound value of the third time node is: 25 decibels, and the target sound value of the fourth time node is: 20 decibels.
[0116] In an embodiment of the present application, during the offline game process, the game player's reaction to the game plot can be expressed through sound. Therefore, the player's sound value can be used as the player's reaction degree, that is, the target sound value corresponding to each time node on the game timeline is used as the player's reaction degree corresponding to each time node.
[0117] 103. Obtain preset reaction information corresponding to the target game theme.
[0118] Among them, the preset reaction information refers to the preset player reaction degree corresponding to each time node on the game timeline, that is, the preset player voice value, which is determined by the offline game designer when designing the game theme based on the plot development in the game theme.
[0119] For example, the time nodes on the game timeline may include: a first time node, a second time node, a third time node, and a fourth time node, etc. Among them, the game designer sets the game plot corresponding to the first and fourth time nodes to be more exciting, and the preset reaction degree can be higher, for example, the preset reaction degree corresponding to the first time point can be: 80 decibels, and the preset reaction degree corresponding to the fourth time node can be: 75 decibels; if the game plot corresponding to the second and third time nodes is relatively calm, the preset reaction degree can be lower, for example, the preset reaction degree corresponding to the first time point can be: 10 decibels, and the preset reaction degree corresponding to the fourth time node can be: 15 decibels.
[0120] 104. Determine theme reaction information of the target game theme based on the player reaction information and the preset reaction information.
[0121] Specifically, the player reaction information includes the player reaction degree corresponding to each time point on the game timeline, and the preset reaction information includes the preset reaction degree corresponding to each time point on the game timeline.
[0122] In some embodiments, in order to facilitate the user to clearly understand the theme reaction information of the target game theme, the step of "determining the theme reaction information of the target game theme based on the player reaction information and the preset reaction information" may include the following operations:
[0123] Generate a first player reaction change curve based on the game timeline according to the player reaction degree corresponding to each time point on the game timeline;
[0124] Generate a second player reaction change curve based on the game timeline according to the preset reaction degree corresponding to each time point on the game timeline;
[0125] Theme reaction information is obtained based on the game timeline, the first player reaction change curve, and the second player reaction change curve.
[0126] For example, see Figure 3 , Figure 3 This is a schematic diagram of an application scenario for information processing of an offline game provided by an embodiment of the present application. Figure 3 In the example, the game timeline of the target game theme includes: time node A, time node B, time node C, and time node D. The player reaction degree corresponding to time node A can be: b, the player reaction degree corresponding to time node B can be: a, the player reaction degree corresponding to time node C can be: d, and the player reaction degree corresponding to time node D can be: b. A coordinate system is constructed using the game timeline as the first coordinate axis and the player reaction degree as the second coordinate axis. Then, based on the correspondence between time points on the game timeline and player reaction degrees, coordinate points are determined on the coordinate axes, including: (A, b), (B, a), (C, d), and (D, b). These coordinate points are then connected to generate curve S1, resulting in a first player reaction change curve.
[0127] For further information, see Figure 4 , Figure 4 This is a schematic diagram of another application scenario of information processing for offline games provided in an embodiment of the present application. Figure 4 In the example, the game timeline of the target game theme includes time nodes A, B, C, and D. The player reaction degree corresponding to time node A may be b, the player reaction degree corresponding to time node B may be c, the player reaction degree corresponding to time node C may be d, and the player reaction degree corresponding to time node D may be b. A coordinate system is constructed using the game timeline as the first coordinate axis and the player reaction degree as the second coordinate axis. Then, based on the correspondence between time points on the game timeline and player reaction degrees, coordinate points are determined on the coordinate axes, including (A, b), (B, c), (C, d), and (D, b). These coordinate points are then connected to generate curve S2, resulting in a second player reaction change curve.
[0128] Specifically, according to the game timeline, the first player reaction change curve and the second player reaction change curve, the first player reaction change curve and the second player reaction change curve are represented on the same game timeline to facilitate user viewing.
[0129] For example, see Figure 5 , Figure 5 This is a schematic diagram of another application scenario of information processing for offline games provided in an embodiment of the present application. Figure 5In the figure, the first player reaction curve S1 and the second player reaction curve S2 are displayed on the same coordinate axis. The first player reaction curve S1 represents the actual reaction performance of the game players at each time node when playing the game for the target game theme; the second player reaction curve S2 represents the preset reaction performance at each time node pre-set by the game designer. The theme reaction information of the target game theme is obtained through the first player reaction curve S1 and the second player reaction change curve S2, which can facilitate users to view detailed information when understanding the target game theme.
[0130] In some embodiments, in order to further facilitate users to understand the high-energy points of the game plot, that is, the degree of excitement, after the step of "generating a first player reaction change curve based on the game timeline according to the player reaction degree corresponding to each time point on the game timeline", the following steps may be further included:
[0131] Obtaining a node to be processed corresponding to a player reaction degree greater than a preset threshold from the first player reaction change curve;
[0132] Determine the player response type of the node to be processed;
[0133] Marking the to-be-processed nodes on the first player reaction change curve based on the player reaction type, and obtaining the marked first player reaction change curve;
[0134] The step of “obtaining theme reaction information based on the game timeline, the first player reaction change curve, and the second player reaction change curve” may include the following operations:
[0135] Based on the game timeline, the marked first player reaction change curve and the second player reaction change curve are used to obtain theme reaction information.
[0136] Among them, the preset threshold refers to the reaction threshold used to screen high-energy points. When the player's reaction degree corresponding to a time node on the game timeline is greater than the preset threshold, the time node can be determined to be a high-energy node, and the high-energy node can be marked to facilitate users to understand the specific information of the high-energy point.
[0137] For example, the first player reaction change curve includes: time node A corresponds to the first player reaction degree, time node B corresponds to the second player reaction degree, time node C corresponds to the third player reaction degree, and time node D corresponds to the fourth player reaction degree. Then, the first target reaction degree, the second target reaction degree, the third target reaction degree, and the fourth target reaction degree are compared with the preset threshold value respectively. If the third target reaction degree is greater than the preset threshold value, it can be determined that time node C is a high-energy node, that is, a node to be processed.
[0138] Furthermore, the player reaction type of the node to be processed can be determined based on the sound information corresponding to the node to be processed. The step of "determining the player reaction type of the node to be processed" can include the following operations:
[0139] Identify the sound information corresponding to the node to be processed and obtain the sound type of the sound information;
[0140] Determine the player's reaction type based on the sound type.
[0141] First, the sound information corresponding to the node to be processed is obtained. This can be obtained based on the game timeline. The sound information is then recognized. Specifically, emotion recognition can be performed on the speech in the sound information using speech emotion recognition technology to obtain the emotion type corresponding to the sound information, which serves as the sound type of the sound information. Emotion types can include various types, such as fear, surprise, sadness, disgust, anger, expectation, and happiness.
[0142] Among them, speech emotion recognition technology is implemented as follows: (1) pre-processing the speech in the sound information: it can be divided into three steps (endpoint detection, pre-emphasis, windowing and framing); (2) feature extraction of the pre-processed speech, which can be based on speech rate, energy, average zero-crossing rate, and fundamental frequency to obtain speech features; (3) processing the speech features through the recognition network, among which the commonly used recognition networks are: hidden Markov model HMM, Gaussian mixture model GMM, support vector machine SVM, artificial neural network ANN, etc.; (4) after processing by the recognition network, output the emotion classification corresponding to the speech to obtain the emotion type corresponding to the speech.
[0143] For example, the node to be processed may be time node C. The target historical game session corresponding to the maximum sound value at time node C is determined from multiple historical game sessions, and then the player sound information corresponding to time node C under the target historical game session is obtained. Furthermore, voice emotion recognition is performed on the player sound information, and it is identified that the emotion type corresponding to the player sound information may be: happy, that is, the sound type is happy, and then the player reaction type is determined to be: happy.
[0144] Specifically, when it is determined that the player reaction type corresponding to the node to be processed is happy, the game plot at the node to be processed can be determined to be a funny and high-energy point, and a label of "funny and high-energy point" can be generated. Then, based on the label, the position of the node to be processed on the first player reaction change curve is marked to obtain the marked first player reaction change curve.
[0145] For example, see Figure 6 , Figure 6This is a schematic diagram of an application scenario of another offline game information processing method provided in an embodiment of the present application. Figure 6 In the example, the player reaction degree corresponding to time node C is greater than a preset threshold, and time node C is determined to be a node to be processed. Then, the player voice information corresponding to time node C is obtained, and the player voice information is identified to obtain the emotion type: funny. The label "funny high energy point" corresponding to time node C is generated, and then the label "funny high energy point" is added to the position point corresponding to time node C on the first player reaction curve S1 for user convenience.
[0146] Specifically, since the marked first player reaction change curve represents richer information, when displaying the theme reaction information of the target game theme based on the game timeline, the first player reaction change curve and the second player reaction change curve, it can be displayed based on the game timeline, the marked first player reaction change curve and the second player reaction change curve.
[0147] In some embodiments, after generating the theme reaction information of the target game theme, the theme reaction information may be sent to the terminal, and the theme reaction information may be displayed by the terminal. Then, after the step of "determining the theme reaction information of the target game theme based on the player reaction information and the preset reaction information", the following steps may be further included:
[0148] receiving a first information acquisition request from a terminal for a target game theme;
[0149] The game timeline, the first player's reaction change curve, and the second player's reaction change curve are sent to the terminal.
[0150] The first information acquisition request indicates obtaining theme reaction information of the target game theme.
[0151] Specifically, when receiving the first information acquisition request sent by the terminal, the theme reaction information of the target game theme can be sent to the terminal, including: the game timeline, the first player reaction change curve and the second player reaction change curve, so that the terminal displays the theme reaction information of the target game theme.
[0152] In some embodiments, in order to facilitate players entering a game session of a target game theme to view game information of the current game session, after the step of "determining theme reaction information of the target game theme based on player reaction information and preset reaction information", the following steps may also be included:
[0153] Get the current player's voice information for the current game session under the target game theme;
[0154] Determine the completed game progress of the current game session based on the current player's voice information;
[0155] Determine game information for the current game session based on the theme response information and the completed game progress.
[0156] The current game session refers to the game session of the target game theme that the game player is currently playing. When the game player enters the current game session, the sound of the game player is collected in real time by the sound receiving equipment equipped in the game venue to obtain the current player's voice information.
[0157] The completed game progress refers to the portion of the total game progress that the player has completed in the current game session. Specifically, since the player makes sounds while playing the game, the completed game progress can be determined based on the current player's sound information. The completed game progress can also be determined based on the relationship between the collected player sound information and the game timeline.
[0158] For example, the total length of the game timeline of the target game theme can be: 90 minutes. The current player's voice information is collected in real time. If the player's voice information corresponds to the 0th minute to the 45th minute of the game timeline, it can be determined that the completed game progress is 45 / 90=1 / 2.
[0159] Specifically, the theme reaction information refers to the theme reaction information of the target game theme, including the first player reaction change curve and the second player reaction change curve. The game information of the current game session includes: the first player reaction change curve, the second player reaction change curve, and the completed game progress.
[0160] In some embodiments, in order to facilitate game players to review the game process of the game session, before the step of "determining the game information of the current game session based on the theme reaction information and the completed game progress", the following steps may be included:
[0161] Generate player behavior animation video of the current game session based on the current player's voice information;
[0162] The step of “determining the game information of the current game session based on the theme response information and the completed game progress” may include the following operations:
[0163] Determine game information for the current game session based on player behavior animation videos, theme reaction information, and completed game progress.
[0164] The player behavior animation video refers to a character behavior animation associated with the player's reaction information during the current game session. The reaction information refers to the player's reaction during the game, which can include various types, such as sound and movement.
[0165] Furthermore, after the player behavior animation is generated, the player behavior animation video, the theme reaction information and the completed game progress can be used as the game information of the current game session.
[0166] In some embodiments, in order to generate a behavior animation that fits the player's reaction information, the step of "generating a player behavior animation video of the current game session based on the current player's sound information" may include the following operations:
[0167] Recognize the current player's voice information and obtain at least one voice content;
[0168] Determining a preset behavior animation corresponding to each voice content from a plurality of preset behavior animations to obtain at least one target behavior animation;
[0169] A player behavior animation video is generated based on at least one target behavior animation.
[0170] Specifically, voice recognition is performed on the current player's voice information to obtain the voice content corresponding to the current player's voice information.
[0171] In an embodiment of the present application, a plurality of behavior animations are pre-designed as preset behavior animations, and each preset behavior animation may correspond to different voice content.
[0172] For example, the preset behavior animations may include: a first behavior animation, a second behavior animation, a third behavior animation, a fourth behavior animation, and a fifth behavior animation, etc. Among them, the first behavior animation corresponds to the first voice content, the second behavior animation corresponds to the second voice content, the third behavior animation corresponds to the third voice content, the fourth behavior animation corresponds to the fourth voice content, and the fifth behavior animation corresponds to the fifth voice content.
[0173] Furthermore, voice recognition is performed on the current player's voice information, and the obtained voice content may include: first voice content, second voice content, and fourth voice content. Then, a first behavior animation corresponding to the first voice content, a second behavior animation corresponding to the second voice content, and a fourth behavior animation corresponding to the fourth voice content are obtained, and the target behavior animation includes: first behavior animation, second behavior animation, and fourth behavior animation.
[0174] Finally, according to the time node corresponding to each voice content on the game timeline, the target behavior animation is associated with the time node, and the player behavior animation video can be obtained.
[0175] In some embodiments, if the recognized voice content is to find a corresponding behavior animation, in order to ensure the integrity of the animation video, before the step of "generating a player behavior animation video based on at least one target behavior animation", the following steps may be further included:
[0176] If there is no preset behavior animation corresponding to the voice content among the multiple preset behavior animations, determining the target game progress of the voice content in the current game session;
[0177] Obtain the behavior information of the players in the current game session when the target game progresses;
[0178] Generate target behavior animation corresponding to the speech content based on behavior information.
[0179] Among them, the target game progress refers to the progress point where the voice content appears in the current game session. For example, the voice content may include the first voice content. The progress point where the first voice content appears in the current game session may be the 10th minute. Then, the target game progress corresponding to the voice content can be determined as: the 10th minute.
[0180] The behavior information of the game player may include the player's body movements, and the game player's body movements may be collected by a camera to obtain the game player's behavior information.
[0181] Specifically, target behavior animations can be generated based on behavior information. Skeletal animations can be generated based on the player's body movements captured by the camera, resulting in target behavior animations corresponding to the speech content. Skeletal animation is a type of model animation, and there are currently two types of model animation: vertex animation and skeletal animation. In skeletal animation, the model has a skeletal structure composed of interconnected "bones," and animation is generated by changing the orientation and position of the bones.
[0182] For example, the voice content recognized from the current player's voice information includes: first voice content, second voice content, sixth voice content, and seventh voice content. From multiple preset behavior animations, the target behavior animation corresponding to the first voice content can be obtained as: the first behavior animation, and the target behavior animation corresponding to the second voice content can be obtained as the second behavior animation. As for the sixth voice content and the seventh voice content for which the corresponding preset behavior animations are not obtained, the player behavior animations can be obtained according to the game progress corresponding to the sixth voice content in the current game session and the game progress corresponding to the seventh voice content in the current game session, respectively. Then, the sixth behavior animation is generated according to the sixth voice content, and the seventh behavior animation is generated according to the seventh voice content. Finally, the player behavior animation video is obtained from the first behavior animation, the second behavior animation, the sixth behavior animation, and the seventh behavior animation.
[0183] Furthermore, in order to show the completeness of the player's behavior animation video, the game scene corresponding to the game progress of each behavior animation can be obtained, and the game scene can be obtained as the background image of the behavior animation, that is, the virtual animation performance of the game player in different game scenes can be vividly shown.
[0184] In some embodiments, in order to facilitate game players to view the action animation video, after the step of "determining the game information of the current game session based on the theme reaction information and the completed game progress", the following steps may also be included:
[0185] receiving a second information acquisition request from a terminal for a current game session;
[0186] Send player behavior animation video, theme reaction information and completed game progress to the terminal.
[0187] The second information acquisition request indicates obtaining game information of the current game session.
[0188] Specifically, after receiving the second information acquisition request sent by the terminal, game information of the current game session may be sent to the terminal, including: player behavior animation video, theme reaction information and completed game progress.
[0189] In some embodiments, in order to ensure user privacy, when receiving the second information acquisition request sent by the terminal, the terminal can be subjected to an authority check, that is, it is determined whether the user account associated with the terminal is the user account of the game player participating in the current game session. If the user account associated with the terminal is the user account of the game player participating in the current game session, the step of sending the player behavior animation video, theme reaction information and completed game progress to the terminal is executed; if the user account associated with the terminal is not the user account of the game player participating in the current game session, a prompt content indicating that the terminal is not authorized to view is sent to the terminal.
[0190] The present application discloses an information processing method for an offline game, the method comprising: obtaining historical player sound information under a target game theme in an offline game, wherein the historical player sound information includes sound information of game players in at least one historical game session under the target game theme at each time node on the game timeline of the target game theme; determining player reaction information of the target game theme based on the historical player sound information and the game timeline; obtaining preset reaction information corresponding to the target game theme; and determining theme reaction information of the target game theme based on the player reaction information and the preset reaction information. By generating high-energy node information of the game theme based on the sound information of the game player in the game theme of the offline game, combined with the high-energy nodes preset in the game theme, and then generating a behavior animation based on the behavior information of the game player corresponding to the high-energy node information, the game high-energy information of the game theme is obtained based on the high-energy node information and the behavior animation, thereby making it convenient for game players to view detailed information of each game theme of the offline game, thereby improving the game experience of game players.
[0191] An embodiment of the present application provides an information processing method for an offline game. The method can be executed by a terminal or a server. The embodiment of the present application takes the information processing method for an offline game executed by a terminal as an example for explanation.
[0192] See also Figure 7 , Figure 7 This is a flow chart of another offline game information processing method provided in an embodiment of the present application. The specific process of the offline game information processing method can be as follows:
[0193] 201. Receive a first information viewing operation for a target game theme in an offline game, and send a first information acquisition request to a server according to the first information viewing operation.
[0194] The first information acquisition request indicates obtaining theme reaction information of the target game theme.
[0195] Specifically, the current terminal can display the theme list interface of the offline game, for example, see Figure 8 , Figure 8 This is a schematic diagram of another application scenario of information processing for offline games provided in an embodiment of the present application. Figure 8 The interface image on the left may be an interface image of a theme list of offline games, including multiple game themes of offline games: Theme A, Theme B, Theme C, and Theme D.
[0196] The first information viewing operation refers to a selection operation of a game theme on a theme list interface by a terminal user, and the game theme selected by the user triggers a first information acquisition request to be sent to the server.
[0197] For example, if the user selects Topic A, the terminal may send an information acquisition request for topic reaction information of Topic A to the server.
[0198] 202. Receive the game timeline, the first player reaction change curve, and the second player reaction change curve of the target game theme sent by the server according to the first information acquisition request.
[0199] Among them, the first player reaction change curve is a change curve generated by the server according to the historical player sound information of the target game theme, and the second player reaction change curve is a change curve generated by the server according to the preset reaction information of the target game theme.
[0200] Specifically, the first player reaction change curve and the second player reaction change curve are pre-generated by the server. After sending the first information acquisition request to the server, the server can return the theme reaction information of the target game theme indicated by the first information acquisition request, and the terminal can receive the theme reaction information sent by the server.
[0201] For example, the first information acquisition request indicates obtaining theme reaction information of theme A, and then the theme reaction information of theme A sent by the server can be received, including the game timeline corresponding to theme A, the first player reaction change curve, and the second player reaction change curve.
[0202] 203. Display the game timeline, the first player's reaction change curve, and the second player's reaction change curve on the information display interface of the target game theme.
[0203] For example, Figure 8 The interface on the right is the theme details interface of Theme A, including: the game theme name: Theme A; the game timeline corresponding to Theme A, the first player reaction change curve S1 and the second player reaction change curve S2; and the theme introduction of Theme A. Terminal users can clearly view the theme reaction information of Theme A through the theme details interface, which can help users quickly understand the plot trend of Theme A and clearly view the reactions of historical players.
[0204] In some embodiments, for game players who have already participated in the game, in order to facilitate the game players to review the game operation information, the method may further include the following steps:
[0205] receiving a second information viewing operation for a current game session under a target game theme, and sending a second information acquisition request to a server according to the second information viewing operation;
[0206] Receiving the theme reaction information, the player behavior animation video of the current game session, and the completed game progress sent by the server in response to the second information acquisition request;
[0207] The information display interface of the current game session displays theme reaction information, player behavior animation video and completed game progress.
[0208] The second information acquisition request indicates obtaining game information of the current game session.
[0209] Specifically, the current terminal can display the game session interface of theme A, for example, see Figure 9 , Figure 9 This is a schematic diagram of another application scenario of information processing for offline games provided in an embodiment of the present application. Figure 9 The interface image on the left shows the game sessions of Theme A, including completed game sessions and ongoing game sessions.
[0210] Among them, the second information viewing operation refers to the terminal user's information viewing operation for the ongoing game session in the game session interface of theme A. The ongoing game session selected by the user triggers the sending of a second information acquisition request to the server.
[0211] Among them, the player behavior animation video is generated by the server based on the current player's voice information in the current game session, and the completed game progress is determined by the server based on the player's voice information.
[0212] Specifically, the theme reaction information of theme A, the player behavior animation video of the current game session, and the completed game progress of the current game session are pre-generated by the server. After sending a second information acquisition request to the server, the server can return the theme reaction information, the player behavior animation video of the current game session, and the game information of the current game session with completed game progress indicated by the second information acquisition request, and the terminal can receive the game information of the current game session sent by the server.
[0213] For example, if the second information acquisition request indicates obtaining the game information of the ongoing game session of Topic A, the game information of the current game session sent by the server can be received, including: the theme reaction information of Topic A, the player behavior animation video of the current game session, and the completed game progress of Topic A.
[0214] Furthermore, the terminal can display the game information of the current game session returned by the server.
[0215] For example, Figure 9 The interface on the right is the game information interface of the ongoing game, which includes: the game theme is: Theme A and the first display area, the second display area, and the third display area.
[0216] The theme reaction information of theme A displayed in the first display area includes the first player reaction change curve S1 and the second player reaction change curve S2 and the progress bar of the ongoing game session, ie, the completed game progress.
[0217] Among them, the player's behavior animation video is displayed through the second display area, and the user can select any progress position on the progress bar, and then play the behavior animation corresponding to the progress position in the second area.
[0218] The third display area displays a brief introduction to Topic A. The player behavior animation video generated by the embodiment of the present application can facilitate game players who participate in the game to review their performance in the game and save it.
[0219] The present application discloses an information processing method for an offline game. The method includes: receiving a first information viewing operation for a target game theme in the offline game; sending a first information acquisition request to a server based on the first information viewing operation, wherein the first information acquisition request indicates acquisition of theme reaction information of the target game theme; receiving a game timeline, a first player reaction change curve, and a second player reaction change curve of the target game theme sent by the server based on the first information acquisition request, wherein the first player reaction change curve is a change curve generated by the server based on historical player voice information of the target game theme, and the second player reaction change curve is a change curve generated by the server based on preset reaction information of the target game theme; and displaying the game timeline, the first player reaction change curve, and the second player reaction change curve on an information display interface of the target game theme. This facilitates users to view detailed information of each game theme in the offline game.
[0220] Based on the above introduction, the following examples will further illustrate the information processing method of the offline game of this application. Figure 10 , Figure 10 This is a flow chart of another offline game information processing method provided in an embodiment of the present application. Taking the offline game as a secret room game and the offline game information processing method applied to a server as an example, the specific process can be as follows:
[0221] 301. The server obtains player voice information corresponding to a completed game session of a target game theme in an offline game.
[0222] In the embodiments of the present application, the offline game can be an escape room game, which is a brain-teasing, puzzle-adventure game. Interactive escape room games often draw inspiration from movies, the internet, and other genres, and are generally engaging, challenging, and offer a thrilling, situational experience. Escape room games can be conceived with diverse themes based on different design concepts, ranging from ancient tomb exploration to wilderness exploration, from stealing secret codes to escaping a prison. Players can play their ideal role in their preferred game theme, relying on meticulous vision, careful reasoning, a strong physique, and collaborative effort to complete tasks within the specified timeframe and earn rewards.
[0223] The escape room game can have multiple game themes, and different game scenes can be set for different game themes, so that game players can play games in different game scenes. For example, the escape room game can have: a first game theme, a second game theme, a third game theme, etc.
[0224] Specifically, multiple different game sessions can be set for different game themes, and different game sessions are set according to different game times. For example, the game sessions of the current escape room game may include: a first game session, a second game session, and a third game session. The first game session may be a game session of the first game theme during the first game time period, the second game session may be a game session of the second game theme during the second game time period, and the third game session may be a game session of the third game theme during the third game time period.
[0225] Among them, the completed game sessions refer to the game sessions in which the player has completed the game.
[0226] For example, the target game theme may be the first game theme, and the completed game session may be the completed game session corresponding to the first game theme. If the completed game session corresponding to the first game theme may include: the first completed game session, the second completed game session, and the third completed game session, then any game session may be selected from the first completed game session, the second completed game session, and the third completed game session as the completed game session.
[0227] The player voice information refers to the voice information of the game players who participated in the selected completed game session during the game process.
[0228] 302. The server generates target high-energy node information of the finished game session based on the preset high-energy node information of the target game theme and the player's voice information.
[0229] Among them, the preset high-energy node information refers to the high-energy time nodes pre-set on the game timeline by the escape room game designer when designing the target game theme based on the game plot of the target game theme, that is, the time nodes that can cause a greater reaction from game players.
[0230] Furthermore, actual high-energy node information for the completed game session is generated based on the player's voice information. Specifically, the volume value corresponding to each time node on the game timeline is determined based on the player's voice information. Based on the volume value, the time node with a volume value greater than a preset volume value is used as the actual high-energy time node. Based on the multiple actual high-energy nodes, the actual high-energy node information for the completed game session is obtained.
[0231] Then, the target high-energy node information of the ended game session is obtained according to the preset high-energy node information and the actual high-energy node information, so that the preset high-energy node and the actual high-energy node can be conveniently compared and displayed.
[0232] 303. The server obtains player behavior information corresponding to the target high-energy node information in the completed game session.
[0233] Among them, player behavior information refers to the behavioral actions of game players during the game process of a completed game session. A camera device can be configured in the game scene to collect the behavioral actions of game players through the camera device to obtain player behavior information.
[0234] Specifically, obtaining player behavior information corresponding to target high-energy nodes can obtain player behavior information corresponding to actual high-energy nodes. Generating player behavior animations corresponding to actual high-energy nodes based on the player behavior information of the actual high-energy nodes is more meaningful for gamers who want to view game recaps. Therefore, in order to save processing resources, player behavior information of actual high-energy nodes can be obtained.
[0235] 304. The server generates a virtual behavior animation based on the player's behavior information.
[0236] Specifically, generating virtual behavior animation according to player behavior information can generate skeletal animation according to player behavior actions, and obtaining virtual behavior animation corresponding to the player behavior information can imitate the game operation animation of the game player in the game session.
[0237] 305. The server obtains game high-energy information of the completed game session based on the target high-energy node information and the virtual behavior animation.
[0238] Specifically, the target high-energy node information and virtual behavior animation are used as the game high-energy information of the ended game session. When the user sends an information viewing request for the ended game session through the terminal, the game high-energy information can be sent to the terminal, and the target high-energy node information and virtual behavior animation of the ended game session are displayed through the terminal, thereby improving the game players' viewing of detailed game information.
[0239] The present application discloses an information processing method for offline games. The method includes: a server obtaining player voice information corresponding to a completed game session of a target game theme in the offline game; generating target high-energy node information for the completed game session based on preset high-energy node information of the target game theme and the player voice information; obtaining player behavior information corresponding to the target high-energy node information in the completed game session; generating a virtual behavior animation based on the player behavior information; and obtaining game high-energy information for the completed game session based on the target high-energy node information and the virtual behavior animation. This method can improve the efficiency with which game players can view reaction information about escape room game themes.
[0240] To facilitate better implementation of the offline game information processing method provided in the embodiments of this application, the embodiments of this application also provide an offline game information processing device based on the offline game information processing method. The meanings of the terms herein are the same as those in the offline game information processing method described above. For specific implementation details, please refer to the description in the method embodiments.
[0241] See also Figure 11 , Figure 11 This is a structural block diagram of an information processing device for offline games provided in an embodiment of the present application, which is applied to a server. The device includes:
[0242] A first acquisition unit 401 is configured to acquire historical player voice information for a target game theme in an offline game, wherein the historical player voice information includes voice information of game players in at least one historical game session for the target game theme at each time point on a game timeline of the target game theme;
[0243] A first determining unit 402 is configured to determine player reaction information of the target game theme based on the historical player voice information and the game timeline;
[0244] The second acquisition unit 403 is used to acquire preset reaction information corresponding to the target game theme;
[0245] The second determining unit 404 is configured to determine theme reaction information of the target game theme based on the player reaction information and the preset reaction information.
[0246] In some embodiments, the first determining unit 402 may include:
[0247] A first determining subunit is configured to determine a target sound value corresponding to each time node on the game timeline according to the historical player sound information;
[0248] The second determining subunit is configured to determine the player reaction degree corresponding to each time node based on the target sound value corresponding to each time node, and obtain the player reaction information.
[0249] In some embodiments, the first determining subunit may be specifically configured to:
[0250] According to the sound value of each historical game session at the same time node of the game timeline, the average sound value corresponding to each time node is calculated to obtain the target sound value.
[0251] In some embodiments, the second determining unit 404 may include:
[0252] A first generating subunit, configured to generate a first player reaction change curve based on the game timeline according to the player reaction degree corresponding to each time point on the game timeline;
[0253] A second generating subunit, configured to generate a second player reaction change curve based on the game timeline according to a preset reaction degree corresponding to each time point on the game timeline;
[0254] The third determining subunit is configured to obtain the theme reaction information based on the game timeline, the first player reaction change curve, and the second player reaction change curve.
[0255] In some embodiments, the second determining unit 404 may further include:
[0256] A first acquisition subunit is configured to acquire, from the first player reaction change curve, a node to be processed corresponding to a player reaction degree greater than a preset threshold;
[0257] a fourth determining subunit, configured to determine a player reaction type of the node to be processed;
[0258] The marking subunit is used to mark the to-be-processed nodes on the first player reaction change curve based on the player reaction type, and obtain the marked first player reaction change curve.
[0259] In some embodiments, the third determining subunit may be specifically configured to:
[0260] The theme reaction information is obtained based on the game timeline, the marked first player reaction change curve, and the second player reaction change curve.
[0261] In some embodiments, the fourth determining subunit may be specifically configured to:
[0262] Identifying the sound information corresponding to the node to be processed to obtain the sound type of the sound information;
[0263] The player reaction type is determined according to the sound type.
[0264] In some embodiments, the apparatus may further comprise:
[0265] a third receiving unit, configured to receive a first information acquisition request from a terminal for the target game theme, wherein the first information acquisition request indicates acquiring the theme reaction information;
[0266] A first sending unit is configured to send the game timeline, the first player reaction change curve, and the second player reaction change curve to the terminal.
[0267] In some embodiments, the apparatus may further comprise:
[0268] A third acquiring unit is configured to acquire the voice information of the current player in the current game session under the target game theme;
[0269] a third determining unit, configured to determine the completed game progress of the current game session according to the current player's voice information;
[0270] The fourth determining unit is configured to determine the game information of the current game session based on the theme response information and the completed game progress.
[0271] In some embodiments, the apparatus may further comprise:
[0272] A generating unit is used to generate a player behavior animation video of the current game session according to the current player sound information.
[0273] In some embodiments, the fourth determining unit may include:
[0274] The fifth determining subunit is configured to determine the game information of the current game session based on the player behavior animation video, the theme reaction information, and the completed game progress.
[0275] In some embodiments, the generating unit may include:
[0276] The recognition subunit is used to recognize the current player's voice information and obtain at least one voice content;
[0277] A sixth determining subunit is configured to determine a preset behavior animation corresponding to each voice content from a plurality of preset behavior animations to obtain at least one target behavior animation;
[0278] The third generating subunit is configured to generate the player behavior animation video based on the at least one target behavior animation.
[0279] In some embodiments, the generating unit may further include:
[0280] a seventh determining subunit, configured to determine a target game progress of the voice content in the current game session if no preset behavior animation corresponding to the voice content exists in the plurality of preset behavior animations;
[0281] A second acquisition subunit is used to acquire behavior information of game players in the current game session at the target game progress;
[0282] The fourth generating subunit is configured to generate a target behavior animation corresponding to the voice content according to the behavior information.
[0283] In some embodiments, the apparatus may further comprise:
[0284] A fourth receiving unit is configured to receive a second information acquisition request from a terminal for the current game session, wherein the second information acquisition request indicates obtaining game information of the current game session;
[0285] The second sending unit is used to send the player behavior animation video, the theme reaction information and the completed game progress to the terminal.
[0286] This embodiment of the present application discloses an information processing device for an offline game. A first acquisition unit 401 acquires historical player voice information for a target game theme in the offline game. The historical player voice information includes voice information of players in at least one historical game session under the target game theme at each time point on the game timeline of the target game theme. A first determination unit 402 determines player reaction information for the target game theme based on the historical player voice information and the game timeline. A second acquisition unit 403 acquires preset reaction information corresponding to the target game theme. A second determination unit 404 determines theme reaction information for the target game theme based on the player reaction information and the preset reaction information. This improves the gaming experience of gamers.
[0287] See also Figure 12 , Figure 12 This is a structural block diagram of another offline game information processing device provided in an embodiment of the present application, which is applied to a terminal. The device includes:
[0288] The first receiving unit 501 is configured to receive a first information viewing operation for a target game theme in an offline game, and send a first information acquisition request to a server according to the first information viewing operation, wherein the first information acquisition request indicates acquiring theme reaction information of the target game theme;
[0289] A second receiving unit 502 is configured to receive a game timeline, a first player reaction change curve, and a second player reaction change curve of the target game theme sent by the server in response to the first information acquisition request, wherein the first player reaction change curve is a change curve generated by the server based on historical player voice information of the target game theme, and the second player reaction change curve is a change curve generated by the server based on preset reaction information of the target game theme;
[0290] The first display unit 503 is configured to display the game timeline, the first player reaction change curve, and the second player reaction change curve on the information display interface of the target game theme.
[0291] In some embodiments, the apparatus may further comprise:
[0292] a third receiving unit, configured to receive a second information viewing operation for a current game session under the target game theme, and send a second information acquisition request to the server according to the second information viewing operation, wherein the second information acquisition request indicates acquiring game information of the current game session;
[0293] a third receiving unit, configured to receive the theme reaction information, the player behavior animation video of the current game session, and the completed game progress sent by the server in response to the second information acquisition request, wherein the player behavior animation video is generated by the server based on the current player's voice information of the current game session, and the completed game progress is determined by the server based on the current player's voice information;
[0294] The second display unit is used to display the theme reaction information, the player behavior animation video and the completed game progress on the information display interface of the current game session.
[0295] The present embodiment discloses an information processing device for an offline game. A first receiving unit 501 receives a first information viewing operation for a target game theme in an offline game. Based on the first information viewing operation, a first information acquisition request is sent to a server. The first information acquisition request indicates acquisition of theme reaction information for the target game theme. A second receiving unit 502 receives a game timeline, a first player reaction change curve, and a second player reaction change curve for the target game theme, sent by the server based on the first information acquisition request. The first player reaction change curve is a change curve generated by the server based on historical player voice information for the target game theme, and the second player reaction change curve is a change curve generated by the server based on preset reaction information for the target game theme. A first display unit 503 displays the game timeline, the first player reaction change curve, and the second player reaction change curve on an information display interface for the target game theme. This improves the gaming experience of gamers.
[0296] Accordingly, the embodiment of the present application also provides a computer device, which may be a server. Figure 13 As shown, Figure 13A schematic diagram of the structure of a computer device provided in an embodiment of the present application. The computer device 600 includes a processor 601 having one or more processing cores, a memory 602 having one or more computer-readable storage media, and a computer program stored in the memory 602 and executable on the processor. The processor 601 is electrically connected to the memory 602. Those skilled in the art will appreciate that the computer device structure shown in the figure does not constitute a limitation of the computer device, and may include more or fewer components than shown, or combine certain components, or arrange the components differently.
[0297] The processor 601 is the control center of the computer device 600. It uses various interfaces and lines to connect the various parts of the entire computer device 600. By running or loading software programs and / or modules stored in the memory 602 and calling data stored in the memory 602, it executes various functions of the computer device 600 and processes data, thereby monitoring the computer device 600 as a whole.
[0298] In the embodiment of the present application, the processor 601 in the computer device 600 loads instructions corresponding to one or more application processes into the memory 602 according to the following steps, and the processor 601 runs the application stored in the memory 602 to implement various functions:
[0299] Obtain historical player voice information for a target game theme in an offline game, wherein the historical player voice information includes voice information of game players in at least one historical game session under the target game theme at each time node on a game timeline of the target game theme; determine player reaction information for the target game theme based on the historical player voice information and the game timeline; obtain preset reaction information corresponding to the target game theme; and determine theme reaction information for the target game theme based on the player reaction information and the preset reaction information.
[0300] or,
[0301] A first information viewing operation for a target game theme in an offline game is received, and a first information acquisition request is sent to a server according to the first information viewing operation, wherein the first information acquisition request indicates acquisition of theme reaction information of the target game theme; a game timeline, a first player reaction change curve, and a second player reaction change curve of the target game theme sent by the server according to the first information acquisition request are received, wherein the first player reaction change curve is a change curve generated by the server according to historical player voice information of the target game theme, and the second player reaction change curve is a change curve generated by the server according to preset reaction information of the target game theme; and the game timeline, the first player reaction change curve, and the second player reaction change curve are displayed on an information display interface of the target game theme.
[0302] The specific implementation of the above operations can be found in the previous embodiments and will not be repeated here.
[0303] Optional, such as Figure 13 As shown, the computer device 600 further includes: a touch screen 603, a radio frequency circuit 604, an audio circuit 605, an input unit 606, and a power supply 607. Among them, the processor 601 is electrically connected to the touch screen 603, the radio frequency circuit 604, the audio circuit 605, the input unit 606, and the power supply 607 respectively. It can be understood by those skilled in the art that Figure 13 The computer device structure shown in the figure does not constitute a limitation to the computer device, and may include more or fewer components than shown in the figure, or combine certain components, or arrange the components differently.
[0304] The touch display screen 603 can be used for displaying a graphical user interface and receiving the operation instructions that the user acts on the graphical user interface. The touch display screen 603 can include a display panel and a touch panel. Wherein, the display panel can be used for displaying the information input by the user or the information provided to the user and various graphical user interfaces of the computer device, and these graphical user interfaces can be composed of graphics, text, icons, videos and any combination thereof. Optionally, a liquid crystal display (LCD, Liquid Crystal Display), an organic light emitting diode (OLED, Organic Light-Emitting Diode) and other forms can be used to configure the display panel. The touch panel can be used for collecting the touch operation of the user thereon or near it (such as the user uses any suitable object or attachment such as a finger, a stylus on the touch panel or near the touch panel), and generate corresponding operation instructions, and the operation instruction executes corresponding program. Optionally, the touch panel can include two parts: a touch detection device and a touch controller. Among them, the touch detection device detects the user's touch direction, detects the signal brought by the touch operation, and transmits the signal to the touch controller; the touch controller receives the touch information from the touch detection device, converts it into the touch point coordinates, and then sends it to the processor 601, and can receive the command sent by the processor 601 and execute it. The touch panel can cover the display panel. When the touch panel detects a touch operation on or near it, it is transmitted to the processor 601 to determine the type of touch event, and then the processor 601 provides a corresponding visual output on the display panel according to the type of touch event. In an embodiment of the present application, the touch panel and the display panel can be integrated into the touch display screen 603 to realize input and output functions. However, in some embodiments, the touch panel and the touch panel can be used as two independent components to realize input and output functions. That is, the touch display screen 603 can also be used as part of the input unit 606 to realize the input function.
[0305] In this embodiment of the present application, processor 601 executes a game application to generate a graphical user interface (GUI) on touchscreen display 603. The virtual scene in the GUI includes at least one skill control area, which includes at least one skill control. Touchscreen display 603 is used to present the GUI and receive user commands generated by operating the GUI.
[0306] The RF circuit 604 may be used to transmit and receive RF signals, thereby establishing wireless communication with a network device or other computer device through wireless communication, and transmitting and receiving signals between the network device or other computer device.
[0307] Audio circuit 605 can be used to provide an audio interface between the user and the computer device through a speaker and microphone. Audio circuit 605 can convert received audio data into electrical signals and transmit them to the speaker, which then converts them into sound signals for output. Conversely, the microphone converts collected sound signals into electrical signals, which are then received by audio circuit 605 and converted into audio data. The audio data is then output to processor 601 for processing, then transmitted via RF circuit 604 to, for example, another computer device, or to memory 602 for further processing. Audio circuit 605 may also include an earphone jack to allow communication between external headphones and the computer device.
[0308] The input unit 606 may be configured to receive input digital, character information, or user feature information (such as fingerprint, iris, or facial information), and to generate keyboard, mouse, joystick, optical, or trackball signal inputs related to user settings and function control.
[0309] Power supply 607 is used to supply power to various components of computer device 600. Optionally, power supply 607 can be logically connected to processor 601 via a power management system, thereby enabling the power management system to manage charging, discharging, and power consumption. Power supply 607 can also include one or more DC or AC power supplies, a recharging system, a power failure detection circuit, a power converter or inverter, a power status indicator, and other arbitrary components.
[0310] although Figure 13 Not shown in the figure, the computer device 600 may also include a camera, a sensor, a wireless fidelity module, a Bluetooth module, etc., which will not be described in detail here.
[0311] In the above embodiments, the description of each embodiment has its own focus. For parts that are not described in detail in a certain embodiment, reference can be made to the relevant descriptions of other embodiments.
[0312] As can be seen from the above, the computer device provided in this embodiment obtains historical player sound information under a target game theme in an offline game, wherein the historical player sound information includes sound information of game players in at least one historical game session under the target game theme at each time node on the game timeline of the target game theme; determines the player reaction degree corresponding to each time node based on the historical player sound information and the game timeline, and obtains player reaction information of the target game theme; obtains preset reaction information corresponding to the target game theme; and determines theme reaction information of the target game theme based on the player reaction information and the preset reaction information.
[0313] or,
[0314] A first information viewing operation for a target game theme in an offline game is received, and a first information acquisition request is sent to a server according to the first information viewing operation, wherein the first information acquisition request indicates acquisition of theme reaction information of the target game theme; a game timeline, a first player reaction change curve, and a second player reaction change curve of the target game theme sent by the server according to the first information acquisition request are received, wherein the first player reaction change curve is a change curve generated by the server according to historical player voice information of the target game theme, and the second player reaction change curve is a change curve generated by the server according to preset reaction information of the target game theme; and the game timeline, the first player reaction change curve, and the second player reaction change curve are displayed on an information display interface of the target game theme.
[0315] Those skilled in the art will appreciate that all or part of the steps in the various methods of the above embodiments may be accomplished by instructions, or by controlling related hardware through instructions. The instructions may be stored in a computer-readable storage medium and loaded and executed by a processor.
[0316] To this end, embodiments of the present application provide a computer-readable storage medium storing multiple computer programs that can be loaded by a processor to execute the steps of any of the offline game information processing methods provided in embodiments of the present application. For example, the computer program can execute the following steps:
[0317] Obtaining historical player audio information for a target game theme in an offline game, wherein the historical player audio information includes audio information of game players in at least one historical game session for the target game theme at each time point on a game timeline for the target game theme;
[0318] Determine player response information for the target game theme based on historical player voice information and game timeline;
[0319] Obtain preset reaction information corresponding to the target game theme;
[0320] Theme reaction information of the target game theme is determined based on the player reaction information and the preset reaction information.
[0321] or,
[0322] receiving a first information viewing operation for a target game theme in an offline game, and sending a first information acquisition request to a server according to the first information viewing operation, wherein the first information acquisition request indicates acquiring theme reaction information of the target game theme;
[0323] receiving a game timeline, a first player reaction change curve, and a second player reaction change curve of a target game theme sent by the server in response to the first information acquisition request, wherein the first player reaction change curve is a change curve generated by the server based on historical player voice information of the target game theme, and the second player reaction change curve is a change curve generated by the server based on preset reaction information of the target game theme;
[0324] The game timeline, the first player's reaction change curve, and the second player's reaction change curve are displayed on the information display interface of the target game theme.
[0325] The specific implementation of the above operations can be found in the previous embodiments and will not be repeated here.
[0326] The storage medium may include a read-only memory (ROM), a random access memory (RAM), a magnetic disk or an optical disk, etc.
[0327] Since the computer program stored in the storage medium can execute the steps of any of the offline game information processing methods provided in the embodiments of the present application, the beneficial effects that can be achieved by any of the offline game information processing methods provided in the embodiments of the present application can be achieved. Please refer to the previous embodiments for details and will not be repeated here.
[0328] The above describes in detail the information processing method, device, storage medium, and computer device for offline games provided in the embodiments of the present application. Specific examples are used herein to illustrate the principles and implementation methods of the present application. The description of the above embodiments is only intended to help understand the method and core concept of the present application. At the same time, those skilled in the art will appreciate that the specific implementation methods and scope of application may vary based on the concepts of the present application. In summary, the contents of this specification should not be construed as limiting the present application.
Claims
1. An information processing method for offline games, applied to a server, characterized in that: The method comprises: Acquiring historical player audio information for a target game theme in an offline game, wherein the historical player audio information includes audio information of game players in at least one historical game session for the target game theme at each time point on a game timeline for the target game theme; Determining a target sound value corresponding to each time node on the game timeline according to the historical player sound information; Determine the player reaction degree corresponding to each time node based on the target sound value corresponding to each time node, and obtain player reaction information; Obtaining preset reaction information corresponding to the target game theme; Determining theme reaction information of the target game theme based on the player reaction information and the preset reaction information includes: generating a first player reaction change curve based on the game timeline according to the player reaction degree corresponding to each time point on the game timeline; Obtaining, from the first player reaction change curve, a node to be processed corresponding to a player reaction degree greater than a preset threshold; Identifying the sound information corresponding to the node to be processed to obtain the sound type of the sound information; determining the player reaction type according to the sound type; marking the to-be-processed nodes on the first player reaction change curve based on the player reaction type, and obtaining the marked first player reaction change curve; generating a second player reaction change curve based on the game timeline according to a preset reaction degree corresponding to each time point on the game timeline; The theme reaction information is obtained based on the game timeline, the marked first player reaction change curve, and the second player reaction change curve.
2. The method according to claim 1, characterized in that Determining the target sound value corresponding to each time node on the game timeline according to the historical player sound information includes: According to the sound value of each historical game session at the same time node of the game timeline, the average sound value corresponding to each time node is calculated to obtain the target sound value.
3. The method according to claim 1, characterized in that After determining the theme reaction information of the target game theme based on the player reaction information and the preset reaction information, the method further includes: receiving a first information acquisition request from a terminal for the target game theme, wherein the first information acquisition request indicates acquiring the theme reaction information; The game timeline, the first player reaction change curve, and the second player reaction change curve are sent to the terminal.
4. The method according to claim 1, wherein After determining the theme reaction information of the target game theme based on the player reaction information and the preset reaction information, the method further includes: Obtaining the current player's voice information for the current game session under the target game theme; Determining the completed game progress of the current game session according to the current player's voice information; Game information of the current game session is determined based on the theme response information and the completed game progress.
5. The method according to claim 4, characterized in that Before determining the game information of the current game session based on the theme response information and the completed game progress, the method further includes: Generate a player behavior animation video of the current game session according to the current player sound information; The game information of the current game session determined based on the theme response information and the completed game progress includes: Game information of the current game session is determined based on the player behavior animation video, the theme reaction information, and the completed game progress.
6. The method according to claim 5, characterized in that Generating the player behavior animation video of the current game session according to the current player sound information includes: Recognizing the current player's voice information to obtain at least one voice content; Determining a preset behavior animation corresponding to each voice content from a plurality of preset behavior animations to obtain at least one target behavior animation; The player behavior animation video is generated based on the at least one target behavior animation.
7. The method according to claim 6, characterized in that Before generating the player behavior animation video based on the at least one target behavior animation, the method further includes: If there is no preset behavior animation corresponding to the voice content among the plurality of preset behavior animations, determining a target game progress of the voice content in the current game session; Obtaining behavior information of game players in the current game session when the target game progress is achieved; A target behavior animation corresponding to the voice content is generated according to the behavior information.
8. The method according to claim 5, characterized in that After determining the game information of the current game session based on the theme response information and the completed game progress, the method further includes: receiving a second information acquisition request from a terminal for the current game session, wherein the second information acquisition request indicates acquiring game information of the current game session; The player behavior animation video, the theme reaction information and the completed game progress are sent to the terminal.
9. An information processing method for offline games, applied to a terminal, characterized in that: The method comprises: receiving a first information viewing operation for a target game theme in an offline game, and sending a first information acquisition request to a server according to the first information viewing operation, wherein the first information acquisition request indicates acquiring theme reaction information of the target game theme; receiving a game timeline, a first player reaction change curve, and a second player reaction change curve of the target game theme sent by the server in response to the first information acquisition request, wherein the first player reaction change curve is a change curve generated by the server based on historical player voice information of the target game theme, and the second player reaction change curve is a change curve generated by the server based on preset reaction information of the target game theme; Displaying the game timeline, the first player reaction change curve, and the second player reaction change curve on the information display interface of the target game theme; The first player reaction change curve is determined by the following steps: Acquiring historical player audio information for a target game theme in an offline game, wherein the historical player audio information includes audio information of game players in at least one historical game session for the target game theme at each time point on a game timeline for the target game theme; Determining a target sound value corresponding to each time node on the game timeline according to the historical player sound information; Determine the player reaction degree corresponding to each time node based on the target sound value corresponding to each time node, and obtain player reaction information; generating a first player reaction change curve based on the game timeline according to the player reaction degree corresponding to each time point on the game timeline; The second player reaction change curve is determined by the following steps: generating a second player reaction change curve based on the game timeline according to a preset reaction degree corresponding to each time point on the game timeline; The method further includes: obtaining, from the first player reaction change curve, a to-be-processed node corresponding to a player reaction degree greater than a preset threshold; Identifying the sound information corresponding to the node to be processed to obtain the sound type of the sound information; determining the player reaction type according to the sound type; The nodes to be processed on the first player reaction change curve are marked based on the player reaction type to obtain the marked first player reaction change curve.
10. The method according to claim 9, characterized in that The method further comprises: receiving a second information viewing operation for a current game session under the target game theme, and sending a second information acquisition request to the server according to the second information viewing operation, wherein the second information acquisition request indicates acquiring game information of the current game session; receiving the theme reaction information, the player behavior animation video of the current game session, and the completed game progress sent by the server in response to the second information acquisition request, wherein the player behavior animation video is generated by the server based on the current player's voice information of the current game session, and the completed game progress is determined by the server based on the current player's voice information; The theme reaction information, the player behavior animation video and the completed game progress are displayed on the information display interface of the current game session.
11. An information processing device for offline games, applied to a server, characterized in that: The device comprises: A first acquisition unit is configured to acquire historical player voice information of a target game theme in an offline game, wherein the historical player voice information includes voice information of game players in at least one historical game session of the target game theme at each time point on a game timeline of the target game theme; a first determining unit configured to determine a target sound value corresponding to each time node on the game timeline based on the historical player sound information; and determine a player reaction degree corresponding to each time node based on the target sound value corresponding to each time node to obtain player reaction information; A second acquiring unit, configured to acquire preset reaction information corresponding to the target game theme; A second determination unit is configured to determine theme reaction information of the target game theme based on the player reaction information and the preset reaction information, including: generating a first player reaction change curve based on the game timeline according to the player reaction degree corresponding to each time point on the game timeline; obtaining a to-be-processed node corresponding to a player reaction degree greater than a preset threshold from the first player reaction change curve; identifying sound information corresponding to the to-be-processed node to obtain a sound type of the sound information; determining the player reaction type according to the sound type; marking the to-be-processed node on the first player reaction change curve based on the player reaction type to obtain a marked first player reaction change curve; generating a second player reaction change curve based on the preset reaction degree corresponding to each time point on the game timeline; and obtaining the theme reaction information based on the game timeline, the marked first player reaction change curve, and the second player reaction change curve.
12. An information processing device for offline games, applied to a terminal, characterized in that: The device comprises: a first receiving unit, configured to receive a first information viewing operation for a target game theme in an offline game, and send a first information acquisition request to a server according to the first information viewing operation, wherein the first information acquisition request indicates acquiring theme reaction information of the target game theme; a second receiving unit, configured to receive a game timeline, a first player reaction change curve, and a second player reaction change curve of the target game theme sent by the server in response to the first information acquisition request, wherein the first player reaction change curve is a change curve generated by the server based on historical player voice information of the target game theme, and the second player reaction change curve is a change curve generated by the server based on preset reaction information of the target game theme; a first display unit, configured to display the game timeline, the first player reaction change curve, and the second player reaction change curve on the target game theme information display interface; The first player reaction change curve is determined by the following steps: Acquiring historical player audio information for a target game theme in an offline game, wherein the historical player audio information includes audio information of game players in at least one historical game session for the target game theme at each time point on a game timeline for the target game theme; Determining a target sound value corresponding to each time node on the game timeline according to the historical player sound information; Determine the player reaction degree corresponding to each time node based on the target sound value corresponding to each time node, and obtain player reaction information; generating a first player reaction change curve based on the game timeline according to the player reaction degree corresponding to each time point on the game timeline; The second player reaction change curve is determined by the following steps: generating a second player reaction change curve based on the game timeline according to a preset reaction degree corresponding to each time point on the game timeline; The method further includes: obtaining, from the first player reaction change curve, a to-be-processed node corresponding to a player reaction degree greater than a preset threshold; Identifying the sound information corresponding to the node to be processed to obtain the sound type of the sound information; determining the player reaction type according to the sound type; The nodes to be processed on the first player reaction change curve are marked based on the player reaction type to obtain the marked first player reaction change curve.
13. A computer device comprising a memory, a processor, and a computer program stored in the memory and running on the processor, wherein: When the processor executes the program, the offline game information processing method according to any one of claims 1 to 10 is implemented.
14. A storage medium, characterized in that The storage medium stores a plurality of instructions, and the instructions are suitable for being loaded by a processor to execute the information processing method for offline games according to any one of claims 1 to 10.
Citation Information
Patent Citations
Improvement of on-line game
CN101336441A
Target animation playing method and device, storage medium and electronic device
CN111111185A