Game copy generation method and device, storage medium and electronic equipment

By displaying the game instance editor interface in the game function configuration tool, the game task flow nodes and their execution relationships can be identified and configured, thus solving the problem of low speed and accuracy of virtual game instance generation and achieving more efficient game instance generation.

CN116271843BActive Publication Date: 2026-07-24SHANGHAI NETEASE CUICAN NETWORK TECHNOLOGY CO LTD
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Patent Information

Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
SHANGHAI NETEASE CUICAN NETWORK TECHNOLOGY CO LTD
Filing Date
2023-03-23
Publication Date
2026-07-24

AI Technical Summary

Technical Problem

In existing technologies, the generation speed and accuracy of virtual game copies are low, and they cannot intuitively represent the execution relationship between game task nodes, making it difficult for designers to find errors.

Method used

A method for generating game instances is provided, which displays the game instance editor interface in response to the operation of the game instance editor in the game function configuration tool, determines the target instance information, and creates game task flow nodes and their execution relationships in the target instance configuration interface to generate the game instance.

Benefits of technology

It improves the speed and accuracy of game instance generation, and avoids the inefficiency caused by using tables by configuring task execution relationships through an intuitive interface.

✦ Generated by Eureka AI based on patent content.

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Abstract

The present disclosure belongs to the technical field of virtual games, and relates to a game copy generation method and device, a computer storage medium and an electronic device. The method comprises the following steps: in response to an opening operation of a game copy editor in a game function configuration tool, displaying a game copy editor interface; in response to a game copy creation operation in the game copy editor interface, determining target copy information to be configured, and displaying a target copy configuration interface corresponding to the target copy information; in response to a task flow configuration operation in the target copy configuration interface, creating a game task flow node corresponding to the target copy information, and configuring a game behavior corresponding to the game task flow node; creating a task execution relationship between the game task flow nodes, and generating a game copy corresponding to the target copy information based on the game task flow nodes and the task execution relationship. In the present disclosure, the generation speed and accuracy of the game copy are improved.
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Description

Technical Field

[0001] This disclosure relates to the field of virtual game technology, and in particular to a method and apparatus for generating game copies, a computer-readable storage medium, and an electronic device. Background Technology

[0002] With the development of computer technology, virtual games have become a new way for people to relax and have fun. Designers can create virtual game instances by configuring game tasks.

[0003] In related technologies, virtual game replicas are mostly configured using Excel spreadsheets. This makes it difficult to intuitively represent the execution relationships between the configured game task nodes, making it hard for designers to find errors in the game task nodes and reducing the speed and accuracy of virtual game replica generation.

[0004] Therefore, there is an urgent need in this field to develop a new method and apparatus for generating game copies.

[0005] It should be noted that the information disclosed in the background section above is only used to enhance the understanding of the background of this disclosure, and therefore may include information that does not constitute prior art known to those skilled in the art. Summary of the Invention

[0006] The purpose of this disclosure is to provide a method, apparatus, computer-readable storage medium, and electronic device for generating game copies, thereby overcoming, to at least some extent, the problems of low speed and low accuracy of virtual game copy generation caused by related technologies.

[0007] Other features and advantages of this disclosure will become apparent from the following detailed description, or may be learned in part by practice of this disclosure.

[0008] According to a first aspect of the present invention, a method for generating a game instance is provided. The method includes: responding to an open operation on a game instance editor in a game function configuration tool, displaying a game instance editor interface; responding to a game instance creation operation in the game instance editor interface, determining target instance information to be configured, and displaying a target instance configuration interface corresponding to the target instance information; responding to a task flow configuration operation in the target instance configuration interface, creating a game task flow node corresponding to the target instance information, and configuring game behaviors corresponding to the game task flow node; creating task execution relationships between the game task flow nodes, and generating a game instance corresponding to the target instance information based on the game task flow nodes and the task execution relationships.

[0009] According to a second aspect of the present invention, a game instance generation apparatus is provided, the apparatus comprising: a first display device configured to display a game instance editor interface in response to an open operation performed on a game function configuration tool for a game instance editor; a second display device configured to determine target instance information to be configured and display a target instance configuration interface corresponding to the target instance information in response to a game instance creation operation performed on the game instance editor interface; a creation device configured to create a game task flow node corresponding to the target instance information and configure game behaviors corresponding to the game task flow node in response to a task flow configuration operation performed on the target instance configuration interface; and a generation device configured to create task execution relationships between the game task flow nodes and generate a game instance corresponding to the target instance information based on the game task flow nodes and the task execution relationships.

[0010] According to a third aspect of the present invention, an electronic device is provided, comprising: a processor and a memory; wherein the memory stores computer-readable instructions, which, when executed by the processor, implement the game copy generation method of any of the above exemplary embodiments.

[0011] According to a fourth aspect of the present invention, a computer-readable storage medium is provided having a computer program stored thereon, which, when executed by a processor, implements the game copy generation method in any of the above exemplary embodiments.

[0012] As can be seen from the above technical solutions, the game copy generation method, game copy generation device, computer storage medium, and electronic device in the exemplary embodiments of the present invention have at least the following advantages and positive effects:

[0013] In the methods and apparatus provided by the exemplary embodiments of this disclosure, on the one hand, task execution relationships between game task flow nodes are created, avoiding the situation in the prior art where flow nodes are associated with the same identifier in a table to achieve control over the flow nodes, thereby improving the speed of creating task execution relationships; on the other hand, in response to the opening operation of the game copy editor in the game function configuration tool, the game copy editor interface is displayed, avoiding the situation in the prior art where tables are used to generate game copies. Through the game copy editing interface, game task flow nodes and task execution relationships can be configured more intuitively, improving the generation speed and accuracy of game copies.

[0014] It should be understood that the above general description and the following detailed description are exemplary and explanatory only, and are not intended to limit this disclosure. Attached Figure Description

[0015] The accompanying drawings, which are incorporated in and form part of this specification, illustrate embodiments consistent with this disclosure and, together with the description, serve to explain the principles of this disclosure. It is obvious that the drawings described below are merely some embodiments of this disclosure, and those skilled in the art can obtain other drawings based on these drawings without any inventive effort.

[0016] Figure 1 The schematic diagram illustrates a flowchart of a game copy generation method in an embodiment of this disclosure;

[0017] Figure 2 This illustration shows the interface diagram of the game function configuration tool in the game copy generation method of this disclosure embodiment;

[0018] Figure 3 This diagram illustrates the game copy editor interface in the game copy generation method of this embodiment.

[0019] Figure 4 This illustration shows a flowchart of configuring game behaviors corresponding to game task flow nodes in the game copy generation method of this embodiment.

[0020] Figure 5 This diagram illustrates the task start node in the game copy generation method of this embodiment.

[0021] Figure 6 This illustration shows a flowchart of configuring game behaviors corresponding to game task flow nodes in the game copy generation method of this embodiment.

[0022] Figure 7 This diagram illustrates any starting node in the game copy generation method of this embodiment.

[0023] Figure 8 This illustration shows a flowchart of configuring game behaviors corresponding to game task flow nodes in the game copy generation method of this embodiment.

[0024] Figure 9 This diagram illustrates the task process nodes in the game copy generation method of this embodiment.

[0025] Figure 10 This illustration shows a flowchart of configuring game behaviors corresponding to game task flow nodes in the game copy generation method of this embodiment.

[0026] Figure 11 This diagram illustrates the task process nodes in the game copy generation method of this embodiment.

[0027] Figure 12 This schematic diagram illustrates the process of creating task execution relationships between game task flow nodes in the game copy generation method of this embodiment;

[0028] Figure 13 This diagram illustrates the task process node and multiple game subtask process nodes in the game copy generation method of this embodiment.

[0029] Figure 14 This diagram illustrates the task process node and multiple game subtask process nodes in the game copy generation method of this embodiment.

[0030] Figure 15 This schematic diagram illustrates the process of creating task execution relationships between game task flow nodes in the game copy generation method of this embodiment;

[0031] Figure 16 This diagram illustrates a random node in the game copy generation method of this embodiment.

[0032] Figure 17 This schematic diagram illustrates the process of creating task execution relationships between game task flow nodes in the game copy generation method of this embodiment;

[0033] Figure 18 This diagram illustrates the task completion node in the game copy generation method of this embodiment.

[0034] Figure 19 This diagram illustrates the target copy configuration interface in the game copy generation method of this embodiment.

[0035] Figure 20 The illustration schematically depicts an apparatus for a game copy generation method according to an embodiment of the present disclosure;

[0036] Figure 21 An electronic device for a game copy generation method is illustrated in an embodiment of this disclosure;

[0037] Figure 22 The illustration schematically shows a computer-readable storage medium for a game copy generation method according to an embodiment of the present disclosure. Detailed Implementation

[0038] Exemplary embodiments will now be described more fully with reference to the accompanying drawings. However, these exemplary embodiments can be implemented in many forms and should not be construed as limited to the examples set forth herein; rather, these embodiments are provided to make this disclosure more comprehensive and complete, and to fully convey the concept of the exemplary embodiments to those skilled in the art. The described features, structures, or characteristics can be combined in any suitable manner in one or more embodiments. In the following description, numerous specific details are provided to give a full understanding of embodiments of this disclosure. However, those skilled in the art will recognize that the technical solutions of this disclosure can be practiced with one or more of these specific details omitted, or other methods, components, apparatus, steps, etc., can be employed. In other instances, well-known technical solutions are not shown or described in detail to avoid obscuring various aspects of this disclosure.

[0039] The terms “a,” “an,” “the,” and “the” are used in this specification to indicate the presence of one or more elements / components / etc.; the terms “including” and “having” are used to indicate an open-ended inclusion and to mean that there may be other elements / components / etc. in addition to the listed elements / components / etc.; the terms “first” and “second” are used only as markings and are not a limitation on the number of objects.

[0040] Furthermore, the accompanying drawings are merely illustrative of this disclosure and are not necessarily drawn to scale. The same reference numerals in the drawings denote the same or similar parts, and therefore repeated descriptions of them will be omitted. Some block diagrams shown in the drawings are functional entities and do not necessarily correspond to physically or logically independent entities.

[0041] In response to the problems existing in related technologies, this disclosure proposes a method for generating game copies. Figure 1 A flowchart illustrating the game instance generation method is shown, such as... Figure 1 As shown, the method for generating game instances includes at least the following steps:

[0042] Step S110. Respond to the opening operation of the game instance editor in the game function configuration tool and display the game instance editor interface.

[0043] Step S120. Respond to the game instance creation operation in the game instance editor interface, determine the target instance information to be configured, and display the target instance configuration interface corresponding to the target instance information.

[0044] Step S130. Respond to the task flow configuration operation in the target instance configuration interface, create a game task flow node corresponding to the target instance information, and configure the game behavior corresponding to the game task flow node.

[0045] Step S140. Create task execution relationships between game task flow nodes, and generate a game instance corresponding to the target instance information based on the game task flow nodes and task execution relationships.

[0046] In the methods and apparatus provided by the exemplary embodiments of this disclosure, on the one hand, task execution relationships between game task flow nodes are created, avoiding the situation in the prior art where flow nodes are associated with the same identifier in a table to achieve control over the flow nodes, thereby improving the speed of creating task execution relationships; on the other hand, in response to the opening operation of the game copy editor in the game function configuration tool, the game copy editor interface is displayed, avoiding the situation in the prior art where tables are used to generate game copies. Through the game copy editing interface, game task flow nodes and task execution relationships can be configured more intuitively, improving the generation speed and accuracy of game copies.

[0047] The following is a detailed explanation of each step in the method for generating game instances.

[0048] In step S110, in response to the opening operation of the game instance editor in the game function configuration tool, the game instance editor interface is displayed.

[0049] In an exemplary embodiment of this disclosure, when a designer needs to configure the functionality of a target game, they can open the game functionality configuration tool. For example, the game functionality configuration tool can be used to configure the audio in the target game, the behavior of game characters in the target game, and game instances of the target game; this exemplary embodiment does not impose any special limitations on these aspects.

[0050] When designers need to generate a game copy corresponding to the target game, they can click the option corresponding to the game copy editor in the game function configuration tool. This click action is essentially an opening operation for the game copy editor within the game copy configuration tool. However, the opening operation can also be a click, a long press, a selection, or any other touch operation; this exemplary embodiment does not impose any special limitations on this.

[0051] After opening the game instance editor, the game instance editor interface will be displayed. Designers can configure game instances by performing corresponding operations within the game instance editor interface.

[0052] For example, Figure 2 This diagram illustrates the interface of the game feature configuration tool, such as... Figure 2As shown, interface 210 is the interface corresponding to the game function configuration tool, and object 220 is the toolbar in the game function configuration tool. When option 230 in toolbar 220 is clicked, the first-level option content corresponding to option 230 is displayed. When option 240 in the first-level option content is clicked, the second-level option content 250 corresponding to option 240 is displayed. When the option "Game Instance Editor" in the second-level option content 250 is clicked, the game instance editor interface is displayed.

[0053] In this exemplary embodiment, in response to the opening operation of the game instance editor in the game function configuration tool, the game instance editor interface is displayed, avoiding the situation of using tables to generate game instances in the prior art. Through the game instance editing interface, the game task flow nodes and task execution relationships can be configured more intuitively, improving the generation speed and accuracy of game instances.

[0054] In step S120, in response to the game copy creation operation applied to the game copy editor interface, the target copy information to be configured is determined, and the target copy configuration interface corresponding to the target copy information is displayed.

[0055] In the exemplary embodiments of this disclosure, a game instance creation control may be present in the game instance editor interface. When a designer touches the game instance creation control, a creation window can be displayed. The game instance creation operation can be a click operation, a double-click operation, or any type of touch operation; this exemplary embodiment does not impose any special limitations on this. It is worth noting that the game instance creation control may also not exist in the game instance editor interface; a creation window can still be displayed by the designer touching a blank area in the game instance editor interface, and this exemplary embodiment does not impose any special limitations on this.

[0056] The creation window contains target copy information that designers need to configure. Specifically, the target copy information can be the target copy name or preset behavioral data (such as game mechanism data or virtual creature entity data in the target game). After determining the target copy information to be configured, a target copy configuration interface corresponding to the target copy information can be displayed, allowing configuration of game task flow nodes and task execution relationships between game task flow nodes within the game copy.

[0057] For example, Figure 3 This schematic diagram illustrates a game copy editor interface in an embodiment of the present disclosure, such as... Figure 3 As shown, interface 310 is the game instance editor interface. When the control 320 is clicked, the creation window 330 is displayed.

[0058] The creation window 330 contains target copy information 331 and target copy information 332 to be configured. Target copy information 331 is the target copy name, and target copy information 332 is preset behavior data. Designers can enter "XXXX" in the input box 333 corresponding to target copy information 331 to configure the target copy name. In addition, designers can also touch the control 334 corresponding to target copy information 332 to configure target copy information 332.

[0059] After configuration, you can touch the "Create" control 335 in the creation window 330 to display the target copy configuration interface corresponding to the target copy information.

[0060] In step S130, in response to the task flow configuration operation applied to the target copy configuration interface, a game task flow node corresponding to the target copy information is created, and the game behavior corresponding to the game task flow node is configured.

[0061] In an exemplary embodiment of this disclosure, a game instance contains multiple game quest flow nodes, and each game quest flow node contains certain game behaviors that need to be completed within it. For a game player, they need to control their corresponding game character to complete the game behaviors in a game quest flow node in order to proceed to the next game quest flow node.

[0062] Game quest flow nodes can be quest start nodes, quest end nodes, or quest progress nodes. Quest flow configuration operations refer to the operations used to create game quest flow nodes. Specifically, designers can click on blank areas in the target instance configuration interface to display node options for different types of game quest flow nodes. For example, they can display node options corresponding to quest start nodes, quest end nodes, and quest progress nodes. If a designer clicks the node option corresponding to the quest start node, the quest start node will be created. Similarly, designers can click on other node options to create corresponding game quest flow nodes.

[0063] For example, if the target instance information specifically includes the target instance name "XXXX" and virtual creature entity data, then the created game quest flow node belongs to the game instance corresponding to the target instance name "XXXX". Based on the virtual creature entity data, the corresponding virtual creatures to be killed can be configured in each game quest flow node.

[0064] When a player controls a game character and enters a certain point in the game's quest progression, they need to defeat the corresponding virtual creature in order to proceed to the next quest progression point.

[0065] In an optional embodiment, the target copy information to be configured includes the target copy name and preset behavior data corresponding to the target copy name; configuring the game behavior corresponding to the game task flow node includes: configuring the game behavior corresponding to the game task flow node based on the preset behavior data; the game task flow node corresponds to the target copy name.

[0066] In the game quest flow nodes, the target instance information that can be configured includes the target instance name and the preset behavior data corresponding to the target instance name.

[0067] The target copy name is the copy name corresponding to the game copy, and the preset behavior data is the entity data that can be used to configure game behaviors in the game task flow nodes. For example, it can be game mechanism data or virtual creature entity data. This exemplary embodiment does not make any special limitations on this.

[0068] For example, the preset behavioral data includes virtual creature entity data and game mechanism data. For each game task flow node, the virtual creature to be attacked and the mechanism to be interacted with can be configured according to the above preset behavioral data, so as to realize the configuration of game behavior in the game task flow node.

[0069] In an optional embodiment, game behaviors corresponding to game task flow nodes are configured based on preset behavior data, avoiding the inability to configure game behaviors through tables in the prior art, increasing the convenience of game instance generation, and thus improving the speed of game instance generation.

[0070] In an optional embodiment, Figure 4 This diagram illustrates the process of configuring game behaviors corresponding to game task flow nodes in the game instance generation method. Game task flow nodes include task start nodes; preset game behavior data includes virtual creature entity data and game mechanism data, such as... Figure 4 As shown, the method includes at least the following steps: In step S410, in response to the entity data configuration operation applied to the task start node, entity data corresponding to the entity data configuration operation is determined from the preset game behavior data; the entity data includes virtual creature entity data and / or game mechanism data.

[0071] The game quest flow nodes can include quest start nodes, quest progress nodes, and quest end nodes. The quest start node is the first game quest flow node that needs to be executed in the game instance, and the quest end node is the last game quest flow node that needs to be executed in the game instance. The quest progress node is located between the quest start node and the quest end node.

[0072] The preset behavioral data may specifically include virtual creature entity data related to virtual creatures in the target game, and may also include game mechanism data related to game mechanisms in the target game.

[0073] For example, Figure 5 This schematic diagram illustrates a task start node in an embodiment of the present disclosure, such as... Figure 5 As shown, node 510 is the task start node. Within task start node 510, there are three entity data sets that need to be configured: entity data 520, entity data 530, and entity data 540. When an entity data configuration operation is performed on the control 521 corresponding to entity data 520 (specifically, a click operation), a group of virtual creatures is selected from the virtual creature entity data (this selected group of virtual creatures is the entity data corresponding to the entity data configuration operation).

[0074] Similarly, entity data configuration operations can be performed on control 531 corresponding to entity data 530 to select mechanism door 1 in the game mechanism data. Entity data configuration operations can also be performed on control 541 corresponding to entity data 540 to determine mechanism door 2 in the game mechanism data (at this time, mechanism door 1 and mechanism door 2 are the entity data corresponding to the entity data configuration operation).

[0075] In step S420, the task start node is configured based on the entity data.

[0076] Once the entity data is determined, the game behavior in the task start node can be configured based on the determined entity data.

[0077] For example, such as Figure 5 As shown, once the virtual creature entity data and game mechanism data are determined from the preset behavior data, the corresponding game behavior can be configured for the task start node.

[0078] In an optional embodiment, the preset behavioral data may include virtual biological entity data and game mechanism data. The task start node can be configured based on this preset behavioral data, avoiding the situation in the prior art where task start nodes cannot be configured using tables, thus improving the efficiency of game instance generation.

[0079] In an optional embodiment, Figure 6 The diagram illustrates the process of configuring game behaviors corresponding to game task flow nodes in the game instance generation method, such as... Figure 6 As shown, the method includes at least the following steps: In step S610, in response to the respawn point configuration operation applied to the task start node, the player respawn point information corresponding to the respawn point configuration operation is determined.

[0080] By configuring respawn points at the start of a task, player respawn point information can be determined. This information describes the target location within the game scene where the respawn point is located. When a game character dies, they can respawn at the target location to continue executing the tasks corresponding to the game's task flow nodes within the game instance.

[0081] For example, Figure 7 This schematic diagram illustrates any starting node in an embodiment of this disclosure, such as... Figure 7 As shown, the respawn point information that needs to be configured includes respawn point area identifier 710 and respawn point identifier 720. When the designer enters information in the input box 711 corresponding to respawn point area identifier 710 and the input box 721 corresponding to respawn point identifier 720 (i.e., when performing the respawn point configuration operation), the player's respawn point information can be determined. Specifically, the determined player respawn point information can be 0 and 4, where 0 corresponds to respawn point area identifier 710 and 4 corresponds to respawn point identifier 720.

[0082] In step S620, the game behavior corresponding to the task start node is configured based on the player's respawn point information.

[0083] Specifically, based on player respawn point information, respawn points corresponding to the mission start node can be configured. For example, the determined player respawn point information can be 0 and 4, where 0 corresponds to the respawn point area identifier, and 4 corresponds to the respawn point identifier. Based on this, in the game scene area corresponding to respawn point area identifier 0, there exists a respawn point that allows players to revive, and the respawn point identifier corresponding to this respawn point is 4.

[0084] In an optional embodiment, by performing a respawn point configuration operation on the task start node, the player's respawn point information can be determined. Based on the player's respawn point information, the game behavior in the task flow node can be configured. This avoids the situation in the prior art where the game behavior in the task start node cannot be configured through a table, thereby improving the efficiency and accuracy of game instance generation.

[0085] In an optional embodiment, Figure 8This diagram illustrates the process of configuring game behaviors corresponding to game task flow nodes in the game instance generation method. Game task flow nodes include task progress nodes; preset behavior data includes task data and game mechanism interaction data, such as... Figure 8 As shown, the method includes at least the following steps: In step S810, in response to a task configuration operation applied to a task process node, the target task data corresponding to the task configuration operation is determined in the task data; the target task data corresponds to the task that needs to be executed in the task process node.

[0086] Among them, the game task flow node can also be a task progress node, which is located between the task start node and the task end node.

[0087] The preset behavior data can also include task data. This task data relates to the game task that needs to be executed within the task process node. For example, if the game task to be executed within the task process node is to kill virtual creatures, then the task data consists of data on virtual creature entities that can be killed by the player. When a task configuration operation is performed within the task process node, the target task data will be determined from the task data. This determined target task data consists of the identified virtual creature entities that need to be killed within the current task process node.

[0088] In step S820, in response to the game mechanism interaction configuration operation applied to the task process node, the target game mechanism interaction data corresponding to the game mechanism interaction configuration operation is determined from the game mechanism interaction data; the target game mechanism interaction data is used to determine the interaction state when the game player interacts with the game mechanism.

[0089] The preset behavior data also includes game mechanism interaction data, which describes the state of the mechanism when the game character interacts with it. Specifically, it can include interactive and non-interactive states.

[0090] By configuring game mechanism interactions within a task progress node, the target game mechanism's interaction data can be identified from the game mechanism interaction data. For example, if the target game mechanism's interaction data is determined to be interactive through the game mechanism interaction configuration operation, then when the player reaches the task progress node, the player can interact with the target game mechanism.

[0091] In step S830, the game behaviors corresponding to the task process nodes are configured based on the target task data and the target game mechanism interaction data.

[0092] Based on the determined target task data and target game mechanism interaction data, the game behavior in the task flow nodes can be configured.

[0093] For example, Figure 9 This schematic diagram illustrates a task process node in an embodiment of the present disclosure, such as... Figure 9 As shown, node 910 is the task process node, and objects 920, 930, and 940 are objects that need to be configured. Designers can touch the configuration control 921 corresponding to object 920 to select target task data from the task data. Similarly, designers can touch the configuration control 931 corresponding to object 930 to select target game mechanism interaction data from the game mechanism interaction data, and they can also touch the configuration control 941 corresponding to object 940 to select target game mechanism interaction data from the game mechanism interaction data.

[0094] In an optional embodiment, by performing task configuration operations and game mechanism interaction configuration operations in the task process node, the target task data and target game mechanism interaction data can be determined to realize the configuration of the task process node. This avoids the situation in the prior art where the task process node cannot be directly configured, increases the flexibility of modifying the task process node, and thus increases the speed and accuracy of game instance generation.

[0095] In an optional embodiment, Figure 10 The diagram illustrates the process of configuring game behaviors corresponding to game task flow nodes in the game instance generation method, such as... Figure 10 As shown, the method includes at least the following steps: In step S1010, in response to the interface information configuration operation applied to the task process node, the target display information is determined; the target display information is used to display in the game interface corresponding to the target copy information.

[0096] To configure the target display information, interface information configuration operations need to be performed within the task process node. Target display information refers to the information that needs to be displayed in the game interface. When the player reaches a task process node, the target display information can be displayed in the game interface. Specifically, the target display information can be the name of the task objective, a description of the task objective, or a reminder message about the task objective. The task objective is the game goal to be achieved when executing the task process node.

[0097] In step S1020, in response to the marking operation applied to the task process node, marking information for marking virtual creatures is determined.

[0098] The marking information can be configured by performing marking operations at task progress nodes. Marking information refers to information used to mark virtual creatures in the target game. By configuring marking information, the game character can be alerted which virtual creatures can be killed during task progress nodes.

[0099] In step S1030, the game behavior corresponding to the task process node is configured based on the target display information and the marking information.

[0100] After configuring and marking the interface information, the game behavior in the task process node can be configured based on the determined target display information and marking information.

[0101] For example, Figure 11 This schematically illustrates a task process node in an exemplary embodiment of the present disclosure, such as... Figure 11 As shown, objects 1110, 1120, and 1130 represent the target display information that needs to be configured. Specifically, object 1110 is the name of the task target, object 1120 is the description of the task target, and object 1130 is the reminder information for the task target. Objects 1140 and 1150 are the tagging information that needs to be configured.

[0102] When a designer performs an input operation in input box 1111 corresponding to object 1110, the target display information corresponding to object 1110 can be determined. Similarly, when a designer performs an input operation in input box 1121 corresponding to object 1120, the target display information corresponding to object 1120 can be determined. When a designer performs an input operation in input box 1131 corresponding to object 1130, the target display information corresponding to object 1130 can be determined.

[0103] When a designer inputs data into input box 1141 corresponding to object 1140, the corresponding marker information for object 1140 can be determined. Similarly, when a designer inputs data into input box 1151 corresponding to object 1150, the corresponding marker information for object 1150 can be determined. At this point, when the player reaches task progress node 910, the configured target display information can be displayed on the game interface. Simultaneously, virtual creatures can be marked accordingly on the game interface.

[0104] In an optional embodiment, in response to the interface information configuration operation in the task flow node, the target display information and the marking information can be configured. This not only avoids the situation in the prior art where the target display information and the marking information cannot be configured through a table, but also improves the game experience for game players by configuring the target display information and the marking information.

[0105] In step S140, task execution relationships are created between game task flow nodes, and a game copy corresponding to the target copy information is generated based on the game task flow nodes and task execution relationships.

[0106] In the exemplary embodiments of this disclosure, the task execution relationship refers to the order in which task flow nodes are executed. After creating the task flow nodes, the execution order between them needs to be established. After creating the task execution relationship, the export control in the target copy configuration interface can be clicked to export the game copy file corresponding to the target copy information, and the target copy name included in the target copy information can be filled in the copy name column of the table.

[0107] When the target game runs, upon reading the target copy information in the table, a game copy used in the target game is generated based on the game copy file.

[0108] In an optional embodiment, Figure 12 The diagram illustrates the task execution relationships between nodes in the game task generation method, such as... Figure 12 As shown, the method includes at least the following steps: In step S1210, in response to a subtask creation operation applied to a task process node, multiple subtask identifiers corresponding to the subtask creation operation are determined.

[0109] When performing a subtask creation operation on a task process node, multiple subtask identifiers can be identified. These identifiers identify multiple game subtask process nodes. After completing the tasks within a task process node, the game character needs to execute tasks from multiple game subtask process nodes. The task identifiers can be numbers or letters; this exemplary embodiment does not impose any special limitations on this.

[0110] In step S1220, a first task execution relationship is established between multiple game subtask process nodes and task process nodes corresponding to multiple subtask identifiers.

[0111] Once the game process node and its corresponding game subtask process node are determined, the first task execution relationship between the game process node and the game subtask process node can be established.

[0112] For example, Figure 13 This illustration schematically shows a task process node and multiple game sub-task process nodes in an embodiment of this disclosure, such as... Figure 13As shown, node 1310 is a task process node, nodes 1320 and 1330 are multiple game sub-task process nodes that have a first task execution relationship with node 1310, node 1320 is connected to game process node 1340, and node 1330 is connected to game process node 1350.

[0113] Designers can input subtask identifiers in input boxes 1311 and 1312. Specifically, the designer inputs subtask identifier 58 in input box 1311 and subtask identifier 59 in input box 1312. Since node 1320 has identifier 58 and node 1330 has identifier 59, a first task execution relationship can be established between node 1320 and node 1310, and also between node 1330 and node 1310.

[0114] At this point, after completing the game task in node 1310, if the game character chooses to complete the game task in node 1320, then after completing the game task in node 1320, the game character will continue to complete the game task in node 1340, and will not complete the game task in node 1330; if the game character chooses to complete the game task in node 1330, then after completing the game task in node 1330, the game character will continue to complete the game task in node 1350, and will not complete the game task in node 1320.

[0115] For example, Figure 14 This illustration schematically shows a task process node and multiple game sub-task process nodes in an embodiment of this disclosure, such as... Figure 14 As shown, node 1410 is a task process node, and nodes 1420 and 1430 are multiple game sub-task process nodes that have a first task execution relationship with node 1410. Nodes 1420 and 1430 are connected to game process node 1450.

[0116] Designers can input subtask identifiers in input boxes 1411 and 1412. Specifically, the designer inputs subtask identifier 60 in input box 1411 and subtask identifier 61 in input box 1412. Since node 1420 has an identifier of 60 and node 1430 has an identifier of 61, a first task execution relationship can be established between node 1420 and node 1410, and also between node 1430 and node 1410.

[0117] At this point, after completing the game task in node 1410, the game character must complete the game tasks in node 1420 and node 1430 (the order of execution is not specifically limited) before it can execute the game task in game process node 1450.

[0118] In an optional embodiment, by performing a subtask creation operation, a subtask identifier is determined to establish a first task execution relationship between the game subtask process node and the task process node corresponding to the subtask identifier. This increases the flexibility in determining the first task execution relationship and increases the speed of subsequent game copy generation.

[0119] In an optional embodiment, Figure 15 This diagram illustrates the task execution relationships between nodes in the game task generation method, where task process nodes include random nodes, such as... Figure 15 As shown, the method includes at least the following steps: in step S1510, in response to a random weight input operation applied to a random node, multiple weight values ​​corresponding to the random weight input operation are determined.

[0120] The task process node can also be a random node. Random weight input operations can be performed within a random node, allowing multiple weight values ​​to be set. Each weight value specifically refers to a numerical value.

[0121] In step S1520, a one-to-one mapping relationship is established between multiple weight values ​​and multiple preset subtask identifiers, and the first task process node corresponding to the random node is determined.

[0122] There is a one-to-one mapping relationship between multiple weight values ​​and multiple preset subtask identifiers, that is, one weight value corresponds to one preset subtask identifier. The first task process node is connected to the random node.

[0123] In step S1530, the target subtask node is determined from the subtask nodes corresponding to the multiple preset subtask identifiers based on multiple weight values ​​and one-to-one mapping relationships.

[0124] For each preset subtask identifier, there exists a corresponding subtask node, and these subtask nodes are connected to weight nodes. It is worth noting that although these subtask nodes are all connected to weight nodes, only one or more target subtask nodes are selected from among the multiple subtask nodes at a time for the game character to execute.

[0125] Specifically, the target subtask node needs to be determined from multiple subtask nodes based on the weight value.

[0126] In step S1540, a second task execution relationship is established between the target subtask node and the first task process node.

[0127] After identifying the target subtask node, it is necessary to establish a second task execution relationship between the target subtask node and the first task process node.

[0128] The second task execution relationship specifically refers to the process where, after completing the game tasks in the first task process node, the game tasks in the target sub-task nodes are executed, and only after all the game tasks in the target sub-task nodes have been completed, the subsequent game task process nodes are executed.

[0129] For example, Figure 16 A schematic diagram of random nodes in an embodiment of this disclosure is shown, such as... Figure 16 As shown, nodes 1611 and 1612 are the first task process nodes, node 1620 is a random node, and nodes 1631 (subtask node identifier is 62), 1632 (subtask node identifier is 63), and 1633 are subtask nodes (subtask node identifier is 64).

[0130] The designer configures three weight values ​​in the random node: a weight value of 2 corresponding to the preset subtask identifier 62, a weight value of 2 corresponding to the preset subtask identifier 63, and a weight value of 1 corresponding to the preset subtask identifier 64. In addition, the designer can configure the number of random selections in the random node; specifically, the number of random selections is configured to 2.

[0131] Based on this, there is a one-to-one mapping between node 1631 and weight value 2, a one-to-one mapping between node 1632 and weight value 2, and a one-to-one mapping between node 1633 and weight value 1. Therefore, based on the weight values, two target subtask nodes are identified from nodes 1631, 1632, and 1633. It is worth noting that the probability of node 1631 being identified as a target subtask node is 2 / 5, the probability of node 1632 being identified as a target subtask node is 2 / 5, and the probability of node 1633 being identified as a target subtask node is 1 / 5.

[0132] Assuming that the target subtask nodes identified this time are nodes 1631 and 1632, then the second task execution relationship is established between the first task process node 1611, the first task process node 1612 and nodes 1631 and 1632.

[0133] In an optional embodiment, random nodes are present. Through random nodes, a second task execution relationship can be created between the first task process node and the target sub-task node, which increases the flexibility of creating task execution relationships for game task process nodes and increases the speed of subsequent game copy generation.

[0134] In an optional embodiment, Figure 17 This diagram illustrates the task execution relationships between nodes in the game task generation method. Task progress nodes include task end nodes, such as... Figure 17 As shown, the method includes at least the following steps: In step S1710, in response to the task end node creation operation applied to the target copy configuration interface, a task end node is created.

[0135] The game's quest flow includes quest completion nodes. When a designer clicks on a blank area of ​​the target instance configuration interface, a node type option will appear. When the designer selects the type option corresponding to the quest completion node, the quest completion node will be created.

[0136] In step S1720, the task execution relationship between the task end node and the task process node is determined, and a game copy corresponding to the target copy name is generated based on the task execution relationship.

[0137] For example, Figure 18 This schematic diagram illustrates a task completion node in an embodiment of the present disclosure, such as... Figure 18 As shown, node 1810 is the task completion node. After node 1810 is created, the task execution relationship between node 1810 and nodes 1631, 1632 and 1633 is determined. At this point, a game instance corresponding to the target instance name will be generated.

[0138] In an optional embodiment, a game copy corresponding to the target copy name is generated based on the task execution relationship, avoiding the use of tables to configure game copies and increasing the accuracy and efficiency of generating game copies.

[0139] In the methods and apparatus provided by the exemplary embodiments of this disclosure, on the one hand, task execution relationships between game task flow nodes are created, avoiding the situation in the prior art where flow nodes are associated with the same identifier in a table to achieve control over the flow nodes, thereby improving the speed of creating task execution relationships; on the other hand, in response to the opening operation of the game copy editor in the game function configuration tool, the game copy editor interface is displayed, avoiding the situation in the prior art where tables are used to generate game copies. Through the game copy editing interface, game task flow nodes and task execution relationships can be configured more intuitively, improving the generation speed and accuracy of game copies.

[0140] The game copy generation method in this embodiment will be described in detail below with reference to an application scenario.

[0141] like Figure 2 As shown, in the game instance configuration tool, click the option "Game Instance Editor" to display the following... Figure 3 The game instance editor interface is shown. Clicking control 320 displays the creation window 330. Based on the creation window 330, the target instance information to be configured is determined, and clicking the "Create" control 335 displays the target instance configuration interface.

[0142] In the target instance configuration interface, create game task flow nodes, configure the game behaviors corresponding to the game task flow nodes, and create task execution relationships between the game task flow nodes.

[0143] Figure 19 This schematically illustrates a target copy configuration interface diagram in an embodiment of the present disclosure, such as... Figure 19 As shown, interface 1900 is the target copy configuration interface, node 1910 is the task start node, nodes 1920, 1930, 1940, and 1950 are task progress nodes, and node 1960 is the task end node. Control 1970 is the export control.

[0144] Once the task execution relationship between nodes 1910, 1920, 1930, 1940, 1950, and 1960 has been created, clicking control 1970 will export the game copy file corresponding to the target copy name.

[0145] After obtaining the game copy file, the target copy name corresponding to the game copy file can be written into the copy name field of the table. When the target game's logic runs, it will read the contents of the copy name field in the table. When the target copy name is read, the game copy used by the target game will be generated.

[0146] In this application scenario, on the one hand, it creates task execution relationships between game task flow nodes, avoiding the situation in existing technologies where flow nodes are associated with the same identifier in a table to control the flow nodes, thus improving the speed of creating task execution relationships; on the other hand, it responds to the opening operation of the game instance editor in the game function configuration tool, displaying the game instance editor interface, avoiding the situation in existing technologies where game instances are generated using tables. Through the game instance editing interface, game task flow nodes and task execution relationships can be configured more intuitively, improving the speed and accuracy of game instance generation.

[0147] Furthermore, in an exemplary embodiment of this disclosure, a game copy generation apparatus is also provided. Figure 20 A schematic diagram of the game copy generation device is shown, such as... Figure 20 As shown, the game copy generation device 2000 may include: a first display module 2010, a second display module 2020, a creation module 2030, and a generation module 2040. Wherein:

[0148] The first display module 2010 is configured to respond to the opening operation of the game instance editor in the game function configuration tool and display the game instance editor interface; the second display module 2020 is configured to respond to the game instance creation operation in the game instance editor interface, determine the target instance information to be configured, and display the target instance configuration interface corresponding to the target instance information; the creation module 2030 is configured to respond to the task flow configuration operation in the target instance configuration interface, create game task flow nodes corresponding to the target instance information, and configure the game behaviors corresponding to the game task flow nodes; the generation module 2040 is configured to create the task execution relationship between the game task flow nodes, and generate the game instance corresponding to the target instance information based on the game task flow nodes and the task execution relationship.

[0149] In one exemplary embodiment of this disclosure, based on the aforementioned scheme, the target copy information to be configured includes the target copy name and preset behavior data corresponding to the target copy name; the device for configuring game behavior corresponding to game task flow nodes includes: configuring game behavior corresponding to game task flow nodes based on preset behavior data; the game task flow node corresponds to the target copy name.

[0150] In one exemplary embodiment of this disclosure, based on the aforementioned scheme, the game task flow node includes a task start node; the preset game behavior data includes virtual creature entity data and game mechanism data; based on the preset behavior data, the game behavior corresponding to the game task flow node is configured, and the device includes: responding to an entity data configuration operation acting on the task start node, determining entity data corresponding to the entity data configuration operation in the preset game behavior data; the entity data includes virtual creature entity data and / or game mechanism data; and configuring the task start node based on the entity data.

[0151] In one exemplary embodiment of this disclosure, based on the aforementioned scheme, the device for configuring game behaviors corresponding to game task flow nodes includes: responding to a resurrection point configuration operation acting on a task start node, determining player resurrection point information corresponding to the resurrection point configuration operation; and configuring game behaviors corresponding to the task start node based on the player resurrection point information.

[0152] In one exemplary embodiment of this disclosure, based on the aforementioned scheme, the game task flow node includes a task process node; the preset behavior data includes task data and game mechanism interaction data; based on the preset behavior data, the device configures the game behavior corresponding to the game task flow node, comprising: responding to a task configuration operation acting on the task process node, determining target task data corresponding to the task configuration operation in the task data; the target task data corresponds to a task to be executed at the task flow node; responding to a game mechanism interaction configuration operation acting on the task process node, determining target game mechanism interaction data corresponding to the game mechanism interaction configuration operation in the game mechanism interaction data; the target game mechanism interaction data is used to determine the interaction state when the game player interacts with the game mechanism; and configuring the game behavior corresponding to the task process node based on the target task data and the target game mechanism interaction data.

[0153] In one exemplary embodiment of this disclosure, based on the aforementioned scheme, the device for configuring game behavior corresponding to a game task flow node includes: responding to an interface information configuration operation acting on the task process node to determine target display information; the target display information is used to display in the game interface corresponding to the target copy information; responding to a marking operation acting on the task process node to determine marking information for marking virtual creatures; and configuring game behavior corresponding to the task process node based on the target display information and the marking information.

[0154] In an exemplary embodiment of this disclosure, based on the aforementioned scheme, the apparatus for creating task execution relationships between game task process nodes includes: responding to a subtask creation operation acting on a task process node, determining multiple subtask identifiers corresponding to the subtask creation operation; and establishing a first task execution relationship between multiple game subtask process nodes and the task process node, each corresponding to a multiple subtask identifier.

[0155] In an exemplary embodiment of this disclosure, based on the aforementioned scheme, the task process node includes a random node; the apparatus for creating a task execution relationship between game task process nodes includes: responding to a random weight input operation acting on a random node, determining multiple weight values ​​corresponding to the random weight input operation; establishing a one-to-one mapping relationship between the multiple weight values ​​and multiple preset sub-task identifiers, and determining a first task process node corresponding to the random node; determining a target sub-task node among the sub-task nodes corresponding to the multiple preset sub-task identifiers based on the multiple weight values ​​and the one-to-one mapping relationship; and establishing a second task execution relationship between the target sub-task node and the first task process node.

[0156] In one exemplary embodiment of this disclosure, based on the aforementioned scheme, the game task flow node includes a task end node; based on the game task flow node and the task execution relationship, a game copy corresponding to the target copy name is generated. The apparatus includes: responding to a task end node creation operation performed on the target copy configuration interface, creating a task end node; determining the task execution relationship between the task end node and the task process node, and generating a game copy corresponding to the target copy name based on the task execution relationship.

[0157] The specific details of the aforementioned game instance generation device 2000 have been described in detail in the corresponding game instance generation method, so they will not be repeated here.

[0158] It should be noted that although several modules or units of the game copy generation apparatus 2000 are mentioned in the detailed description above, this division is not mandatory. In fact, according to embodiments of this disclosure, the features and functions of two or more modules or units described above can be embodied in one module or unit. Conversely, the features and functions of one module or unit described above can be further divided and embodied by multiple modules or units.

[0159] Furthermore, in an exemplary embodiment of this disclosure, an electronic device capable of implementing the above-described method is also provided.

[0160] The following reference Figure 21 To describe an electronic device 2100 according to such an embodiment of the present invention. Figure 21The electronic device 2100 shown is merely an example and should not impose any limitations on the functionality and scope of use of the embodiments of the present invention.

[0161] like Figure 21 As shown, the electronic device 2100 is manifested in the form of a general-purpose computing device. The components of the electronic device 2100 may include, but are not limited to: at least one processing unit 2110, at least one storage unit 2120, a bus 2130 connecting different system components (including storage unit 2120 and processing unit 2110), and a display unit 2140.

[0162] The storage unit stores program code that can be executed by the processing unit 2110, causing the processing unit 2110 to perform the steps described in the "Exemplary Methods" section of this specification according to various exemplary embodiments of the present invention.

[0163] Storage unit 2120 may include a readable medium in the form of a volatile storage unit, such as random access memory (RAM) 2121 and / or cache memory 2122, and may further include a read-only memory (ROM) 2123.

[0164] Storage unit 2120 may also include a program / utility 2124 having a set (at least one) program module 2125, such program module 2125 including but not limited to: operating system, one or more application programs, other program modules and program data, each or some combination of these examples may contain the reality of the network environment.

[0165] Bus 2130 can represent one or more of several types of bus structures, including a memory cell bus or memory cell controller, a peripheral bus, a graphics acceleration port, a processing unit, or a local bus using any of the various bus structures.

[0166] Electronic device 2100 can also communicate with one or more external devices 2170 (e.g., keyboard, pointing device, Bluetooth device, etc.), and with one or more devices that enable a user to interact with electronic device 2100, and / or with any device that enables electronic device 2100 to communicate with one or more other computing devices (e.g., router, modem, etc.). This communication can be performed via input / output (I / O) interface 2150. Furthermore, electronic device 2100 can also communicate with one or more networks (e.g., local area network (LAN), wide area network (WAN), and / or public networks, such as the Internet) via network adapter 2160. As shown, network adapter 2160 communicates with other modules of electronic device 2100 via bus 2130. It should be understood that, although not shown in the figures, other hardware and / or software modules can be used in conjunction with electronic device 2100, including but not limited to: microcode, device drivers, redundant processing units, external disk drive arrays, RAID systems, tape drives, and data backup storage systems.

[0167] From the above description of the embodiments, those skilled in the art will readily understand that the exemplary embodiments described herein can be implemented by software or by combining software with necessary hardware. Therefore, the technical solutions according to the embodiments of this disclosure can be embodied in the form of a software product, which can be stored in a non-volatile storage medium (such as a CD-ROM, USB flash drive, external hard drive, etc.) or on a network, including several instructions to cause a computing device (such as a personal computer, server, terminal device, or network device, etc.) to execute the methods according to the embodiments of this disclosure.

[0168] In exemplary embodiments of this disclosure, a computer-readable storage medium is also provided, on which a program product capable of implementing the methods described above is stored. In some possible embodiments, various aspects of the invention may also be implemented as a program product comprising program code that, when the program product is run on a terminal device, causes the terminal device to perform the steps of the various exemplary embodiments of the invention described in the "Exemplary Methods" section above.

[0169] refer to Figure 22 As shown, a program product 2200 for implementing the above-described method according to an embodiment of the present invention is described. It may employ a portable compact disc read-only memory (CD-ROM) and include program code, and may run on a terminal device, such as a personal computer. However, the program product of the present invention is not limited thereto. In this document, the readable storage medium may be any tangible medium containing or storing a program that may be used by or in conjunction with an instruction execution system, apparatus, or device.

[0170] The program product may employ any combination of one or more readable media. A readable medium may be a readable signal medium or a readable storage medium. A readable storage medium may be, for example, but not limited to, an electrical, magnetic, optical, electromagnetic, infrared, or semiconductor system, apparatus, or device, or any combination thereof. More specific examples of readable storage media (a non-exhaustive list) include: an electrical connection having one or more wires, a portable disk, a hard disk, random access memory (RAM), read-only memory (ROM), erasable programmable read-only memory (EPROM or flash memory), optical fiber, portable compact disk read-only memory (CD-ROM), optical storage devices, magnetic storage devices, or any suitable combination thereof.

[0171] Computer-readable signal media may include data signals propagated in baseband or as part of a carrier wave, carrying readable program code. Such propagated data signals may take various forms, including but not limited to electromagnetic signals, optical signals, or any suitable combination thereof. A readable signal medium may also be any readable medium other than a readable storage medium, capable of sending, propagating, or transmitting programs for use by or in conjunction with an instruction execution system, apparatus, or device.

[0172] The program code contained on the readable medium may be transmitted using any suitable medium, including but not limited to wireless, wired, optical fiber, RF, etc., or any suitable combination thereof.

[0173] Program code for performing the operations of this invention can be written in any combination of one or more programming languages, including object-oriented programming languages ​​such as Java and C++, and conventional procedural programming languages ​​such as C or similar languages. The program code can execute entirely on the user's computing device, partially on the user's device, as a standalone software package, partially on the user's computing device and partially on a remote computing device, or entirely on a remote computing device or server. In cases involving remote computing devices, the remote computing device can be connected to the user's computing device via any type of network, including a local area network (LAN) or a wide area network (WAN), or it can be connected to an external computing device (e.g., via the Internet using an Internet service provider).

[0174] Other embodiments of this disclosure will readily occur to those skilled in the art upon consideration of the specification and practice of the invention disclosed herein. This application is intended to cover any variations, uses, or adaptations of this disclosure that follow the general principles of this disclosure and include common knowledge or customary techniques in the art not disclosed herein. The specification and embodiments are to be considered exemplary only, and the true scope and spirit of this disclosure are indicated by the claims.

Claims

1. A method for generating game instances, characterized in that, The method includes: In response to the action of opening the game instance editor in the game function configuration tool, the game instance editor interface is displayed; In response to the game instance creation operation performed on the game instance editor interface, the target instance information to be configured is determined, and the target instance configuration interface corresponding to the target instance information is displayed; In response to the task flow configuration operation applied to the target instance configuration interface, a game task flow node corresponding to the target instance information is created, and the game behavior corresponding to the game task flow node is configured; Create task execution relationships between the game task flow nodes, and generate a game copy corresponding to the target copy information based on the game task flow nodes and the task execution relationships; The game task flow nodes include task process nodes, and the task process nodes include random nodes; wherein, creating the task execution relationship between the game task flow nodes includes: In response to a random weight input operation applied to the random node, determine multiple weight values ​​corresponding to the random weight input operation; Establish a one-to-one mapping relationship between the multiple weight values ​​and multiple preset subtask identifiers, and determine the first task process node corresponding to the random node; Based on the multiple weight values ​​and the one-to-one mapping relationship, the target subtask node is determined from the subtask nodes corresponding to the multiple preset subtask identifiers; Establish a second task execution relationship between the target subtask node and the first task process node.

2. The game copy generation method according to claim 1, characterized in that, The target replica information to be configured includes the target replica name and the preset behavior data corresponding to the target replica name; The configuration of game behaviors corresponding to the game task flow nodes includes: Based on the preset behavior data, the game behaviors corresponding to the game task flow nodes are configured; The game task flow nodes correspond to the target instance name.

3. The game copy generation method according to claim 2, characterized in that, The game task flow nodes include a task start node; the preset behavior data includes virtual biological entity data and game mechanism data; The configuration of game behaviors corresponding to the game task flow nodes based on the preset behavior data includes: In response to the entity data configuration operation applied to the task start node, entity data corresponding to the entity data configuration operation is determined from the preset behavior data; the entity data includes the virtual creature entity data and / or the game mechanism data; Based on the entity data, the task start node is configured.

4. The game copy generation method according to claim 3, characterized in that, The configuration of game behaviors corresponding to the game task flow nodes includes: In response to the respawn point configuration operation applied to the task start node, determine the player respawn point information corresponding to the respawn point configuration operation; Configure game behaviors corresponding to the task start node based on the player respawn point information.

5. The game copy generation method according to claim 2, characterized in that, The preset behavioral data includes task data and game mechanism interaction data; The configuration of game behaviors corresponding to the game task flow nodes based on the preset behavior data includes: In response to a task configuration operation applied to the task process node, target task data corresponding to the task configuration operation is determined from the task data; the target task data corresponds to the task to be executed at the task process node. In response to a game mechanism interaction configuration operation applied to the task process node, target game mechanism interaction data corresponding to the game mechanism interaction configuration operation is determined from the game mechanism interaction data; the target game mechanism interaction data is used to determine the interaction state when the game player interacts with the game mechanism. Based on the target task data and the target game mechanism interaction data, the game behavior corresponding to the task process node is configured.

6. The game copy generation method according to claim 5, characterized in that, The configuration of game behaviors corresponding to the game task flow nodes includes: In response to the interface information configuration operation applied to the task process node, target display information is determined; the target display information is used to be displayed in the game interface corresponding to the target copy information. In response to the marking operation applied to the task process node, mark information for marking virtual creatures is determined; Based on the target display information and the tagging information, the game behavior corresponding to the task process node is configured.

7. The game copy generation method according to claim 5, characterized in that, The creation of the task execution relationship between the game task flow nodes includes: In response to a subtask creation operation performed on the task process node, determine multiple subtask identifiers corresponding to the subtask creation operation; Establish a first task execution relationship between multiple game subtask process nodes corresponding to the multiple subtask identifiers and the task process node.

8. The game copy generation method according to claim 5, characterized in that, The game task flow nodes include task end nodes; The step of generating a game instance corresponding to the target instance name based on the game task flow nodes and the task execution relationship includes: In response to the task end node creation operation applied to the target replica configuration interface, the task end node is created; Determine the task execution relationship between the task end node and the task process node, and generate a game copy corresponding to the target copy name based on the task execution relationship.

9. A game copy generation device, characterized in that, include: The first display device is configured to display the game instance editor interface in response to an operation performed on the game instance editor in the game function configuration tool; The second display device is configured to respond to a game instance creation operation performed on the game instance editor interface, determine the target instance information to be configured, and display the target instance configuration interface corresponding to the target instance information. The device is configured to respond to a task flow configuration operation performed on the target copy configuration interface, create a game task flow node corresponding to the target copy information, and configure the game behavior corresponding to the game task flow node. The generation device is configured to create task execution relationships between the game task flow nodes, and generate a game copy corresponding to the target copy information based on the game task flow nodes and the task execution relationships; The game task flow nodes include task process nodes, and the task process nodes include random nodes; wherein, creating the task execution relationship between the game task flow nodes includes: In response to a random weight input operation applied to the random node, determine multiple weight values ​​corresponding to the random weight input operation; Establish a one-to-one mapping relationship between the multiple weight values ​​and multiple preset subtask identifiers, and determine the first task process node corresponding to the random node; Based on the multiple weight values ​​and the one-to-one mapping relationship, the target subtask node is determined from the subtask nodes corresponding to the multiple preset subtask identifiers; Establish a second task execution relationship between the target subtask node and the first task process node.

10. An electronic device, characterized in that, include: processor; Memory for storing the executable instructions of the processor; The processor is configured to execute the game copy generation method according to any one of claims 1-8 by executing the executable instructions.

11. A computer-readable storage medium storing a computer program thereon, characterized in that, When the computer program is executed by a processor, it implements the game copy generation method according to any one of claims 1-8.

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