A game progress control method and device, electronic equipment and storage medium
By allowing users to customize game battle scenarios and set logic elements, the problem of cumbersome operations in real-time combat games has been solved, thus optimizing the game process and saving resources.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- NETEASE (HANGZHOU) NETWORK CO LTD
- Filing Date
- 2023-06-26
- Publication Date
- 2026-07-10
AI Technical Summary
In current real-time combat games, players need cumbersome skill controls, resulting in low operational efficiency, long game times, increased server load, and higher terminal battery consumption.
Users can customize game battle scenarios and set game logic and scene elements according to the desired game effects. By generating scene events and character control operations that meet the event conditions, the game progress can be improved.
This reduces the duration of a single game session, saves power and data traffic on the terminal, reduces computing power, improves user experience, and reduces server idle time.
Smart Images

Figure CN116650954B_ABST
Abstract
Description
Technical Field
[0001] This application relates to the field of game technology, and more specifically, to a method, device, electronic device, and storage medium for controlling a game process. Background Technology
[0002] Currently, in real-time combat games, players need to control virtual objects to use different skills at different stages to eliminate virtual objects of the opposing faction. This process usually requires players to manipulate skill controls to attack, which is cumbersome, inefficient, and results in longer game times, increasing server load and terminal battery consumption. Summary of the Invention
[0003] In view of this, the purpose of this application is to provide a method, device, electronic device and storage medium for controlling the game process. Users can customize the game battle scene and set the game logic and game scene elements according to the desired game effect. Due to the additional effect of the game scene elements, the game process is effectively improved, the duration of a single game scene is reduced, thereby saving the power consumption and data traffic of the terminal, and reducing the computing power of the computer.
[0004] In a first aspect, embodiments of this application also provide a method for controlling a game process, the method comprising:
[0005] Displays a game battle scene; the game battle scene is constructed based on user-edited game logic and scene components included in the game scene elements;
[0006] When a scene event included in a game scene element set in a game battle scene meets the event generation conditions, the scene event is generated in the game battle scene.
[0007] Responding to character control operations, the game character is controlled to move within the game battle scene, enabling the game character to interact with the scene events.
[0008] Secondly, embodiments of this application also provide a game process control device, the control device comprising:
[0009] A module is provided to display a game battle scene; the game battle scene is constructed based on user-edited game logic and scene components included in the game scene elements;
[0010] The generation module responds to the scene events included by the game scene elements set in the game battle scene meeting the event generation conditions, and generates the scene events in the game battle scene.
[0011] The interaction module responds to character control operations and controls the game character's activities in the game battle scene, so that the game character can interact with the scene events.
[0012] Thirdly, embodiments of this application also provide an electronic device, including: a processor, a storage medium, and a bus, wherein the storage medium stores machine-readable instructions executable by the processor, and when the electronic device is running, the processor communicates with the storage medium via the bus, and the processor executes the machine-readable instructions to perform the steps of the game process control method as described in any of the first aspects.
[0013] Fourthly, embodiments of this application also provide a computer-readable storage medium storing a computer program, which, when executed by a processor, performs the steps of the game process control method as described in any of the first aspects.
[0014] The game process control method, device, electronic device, and storage medium provided in this application embodiment allow users to customize game battle scenes and set game logic and game scene elements according to desired game effects. Due to the additional effect of game scene elements, the game process is effectively improved, the duration of a single game scene is reduced, thereby saving the power and data traffic consumed by the terminal and reducing computer computing power.
[0015] To make the above-mentioned objectives, features and advantages of this application more apparent and understandable, preferred embodiments are described below in detail with reference to the accompanying drawings. Attached Figure Description
[0016] To more clearly illustrate the technical solutions of the embodiments of this application, the accompanying drawings used in the embodiments will be briefly introduced below. It should be understood that the following drawings only show some embodiments of this application and should not be regarded as a limitation of the scope. For those skilled in the art, other related drawings can be obtained based on these drawings without creative effort.
[0017] Figure 1 A flowchart of a game process control method provided in an embodiment of this application is shown;
[0018] Figure 2 This illustration shows one of the graphical user interface diagrams for matching virtual games provided in an exemplary embodiment of this application;
[0019] Figure 3 This is a second schematic diagram of a graphical user interface for matching virtual games provided in an exemplary embodiment of this application;
[0020] Figure 4This is a third schematic diagram of a graphical user interface for matching virtual games provided in an exemplary embodiment of this application;
[0021] Figure 5 One of the graphical user interface diagrams illustrating a game battle scene provided in an exemplary embodiment of this application is shown.
[0022] Figure 6 This invention provides a schematic diagram of a graphical user interface provided in an exemplary embodiment of this application.
[0023] Figure 7 This is a second schematic diagram illustrating a graphical user interface for editing scene information provided in an exemplary embodiment of this application;
[0024] Figure 8 A flowchart illustrating the steps for setting game scene elements according to an exemplary embodiment of this application;
[0025] Figure 9 This illustration shows one of the scene element editing interfaces provided in an exemplary embodiment of this application;
[0026] Figure 10 This is a second schematic diagram of the scene element editing interface provided in an exemplary embodiment of this application;
[0027] Figure 11 This is the third schematic diagram showing the scene element editing interface provided in an exemplary embodiment of this application;
[0028] Figure 12 Fourth schematic diagram showing the scene element editing interface provided in an exemplary embodiment of this application;
[0029] Figure 13 One of the schematic diagrams illustrating an exemplary embodiment of the game interface provided in this application is shown;
[0030] Figure 14 This is a second schematic diagram illustrating a game interface provided in an exemplary embodiment of this application;
[0031] Figure 15 This is a third schematic diagram illustrating the game interface provided in the exemplary embodiment of the application;
[0032] Figure 16 This is a schematic diagram of the structure of a game process control device provided in an embodiment of this application;
[0033] Figure 17 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this application. Detailed Implementation
[0034] To make the objectives, technical solutions, and advantages of the embodiments of this application clearer, the technical solutions of the embodiments of this application will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of this application, and not all embodiments. The components of the embodiments of this application described and shown in the accompanying drawings can generally be arranged and designed in various different configurations. Therefore, the following detailed description of the embodiments of this application provided in the accompanying drawings is not intended to limit the scope of the claimed application, but merely represents selected embodiments of this application. Based on the embodiments of this application, every other embodiment obtained by those skilled in the art without inventive effort falls within the scope of protection of this application.
[0035] 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.
[0036] It should be understood that in the embodiments of this application, "at least one" means one or more, and "more than one" means two or more. "And / or" is merely a description of the relationship between related objects, indicating that three relationships can exist. For example, A and / or B can represent: A existing alone, A and B existing simultaneously, and B existing alone. The character " / " generally indicates that the related objects before and after it are in an "or" relationship. "Contains A, B and / or C" means containing any one, two, or three of A, B, and C.
[0037] It should be understood that in the embodiments of this application, "B corresponding to A", "B corresponding to A", "A corresponds to B" or "B corresponds to A" means that B is associated with A, and B can be determined based on A. Determining B based on A does not mean that B is determined solely based on A; B can also be determined based on A and / or other information.
[0038] Furthermore, the described embodiments are merely some, not all, of the embodiments of this application. The components of the embodiments of this application described and illustrated herein can typically be arranged and designed in various different configurations. Therefore, the following detailed description of the embodiments of this application provided in the accompanying drawings is not intended to limit the scope of the claimed application, but merely to illustrate selected embodiments of the application. All other embodiments obtained by those skilled in the art based on the embodiments of this application without inventive effort are within the scope of protection of this application.
[0039] Currently, in real-time combat games, players need to control virtual objects to use different skills at different stages to eliminate virtual objects of the opposing faction. This process usually requires players to manipulate skill controls to attack, which is cumbersome, inefficient, and results in longer game times, increasing server load and terminal battery consumption.
[0040] To address the problems mentioned above, this application proposes a method, device, electronic device, and storage medium for controlling game processes. Users can customize game battle scenes and set game logic and game scene elements according to desired game effects. Due to the additional effect of game scene elements, the game process is effectively improved, the duration of a single game scene is reduced, thereby saving the terminal's power consumption and data traffic, and reducing computer computing power.
[0041] In one optional implementation, the terminal device involved in this application embodiment mainly refers to a smart device used to provide a game interface (e.g., a game-related settings / configuration interface, an interface presenting game scenes) and to control virtual objects (game characters). The terminal device can be, but is not limited to, any of the following devices: smartphones, tablets, portable computers, desktop computers, game consoles, personal digital assistants (PDAs), e-book readers, MP4 (Moving Picture Experts Group Audio Layer IV) players, etc. This terminal device has an application installed and running that supports game scenes, such as an application that supports 3D game scenes. This application can be, but is not limited to, any of the following: virtual reality applications, 3D map applications, military simulation applications, MOBA games, multiplayer shooting survival games, and third-person shooter (TPS) games. Optionally, the application can be a standalone application, such as a standalone 3D game application, or a network-based application.
[0042] In one alternative implementation, a graphical user interface refers to an interface display format for human-computer communication, allowing users to manipulate icons, icons, or menu options on the screen using input devices such as a mouse, keyboard, and / or game controller. It also allows users to manipulate icons or menu options on the screen by performing touch operations on the touch screen of a touch terminal to select commands, launch programs, or perform other tasks.
[0043] A graphical user interface (GUI) provides or displays the interface corresponding to the application, which is a screen corresponding to at least one observation method for observing the game scene. Here, at least one observation method may include, but is not limited to: observation perspective, observation configuration (e.g., whether night vision is enabled), observation center, and observation angle. For example, the interface may refer to a screen obtained by observing the game scene from an observation perspective centered on a virtual object or coordinate position within the game scene and at a certain camera height. For example, the interface may be a two-dimensional screen displayed on the screen of a terminal device after capturing images of a three-dimensional game scene. For example, the interface may include virtual objects such as game characters, NPC characters, and AI characters that execute game logic in the virtual scene. The shape of the game screen is determined according to the shape of the terminal device's screen, or according to the shape of the user interface of the application supporting the game scene. For example, if the terminal device's screen is rectangular, the GUI will also be displayed as a rectangular screen.
[0044] The graphical user interface includes any visible controls or elements, such as game controls (e.g., skill controls, movement controls, function controls, etc.), indicators (e.g., direction indicators, character indicators, etc.), information display areas (e.g., number of defeats, match time, etc.), or game settings controls (e.g., system settings, shop, coins, etc.). It may also include controls such as images, input boxes, and text boxes, some of which respond to user actions.
[0045] In one optional implementation, a game scene refers to a virtual environment displayed (or provided) by an application while it is running on a terminal device or server. Optionally, the game scene can be a simulation of the real world, a semi-simulated / semi-fictional virtual environment, or a purely fictional virtual environment. The game scene can be any of a two-dimensional, 2.5-dimensional, or three-dimensional virtual environment, and can include elements such as sky, land, and ocean. The game scene is a scenario where the user controls the complete game logic of virtual objects. Optionally, the game scene can also be used for virtual environment battles between at least two virtual objects, and it contains virtual resources available for use by at least two virtual objects.
[0046] In one optional implementation, a virtual object refers to a virtual character in a virtual environment. This virtual character can be a player-controlled virtual character, including but not limited to at least one of virtual figures, virtual animals, and anime characters, or a non-player-controlled virtual character (NPC). Optionally, when the virtual environment is a three-dimensional virtual environment, the virtual object can be a three-dimensional virtual model. Each virtual object has its own shape and volume in the three-dimensional virtual environment and occupies a portion of the space within it. Optionally, the virtual object is a three-dimensional character constructed based on three-dimensional human skeleton technology, and it achieves different external appearances by wearing different skins. In some implementations, the virtual object can also be implemented using a 2.5D or 2D model; this application does not limit this aspect.
[0047] Multiple virtual objects can exist in a virtual scene. These virtual objects can be player-controlled (i.e., characters controlled by the player through input devices) or artificial intelligence (AI) trained and configured for virtual environment battles. Optionally, the virtual object is a virtual character competing in the game scene. Optionally, the number of virtual objects in the game scene battle is preset or dynamically determined based on the number of terminal devices joining the virtual match; this application embodiment does not limit this. In one possible implementation, the user can control the virtual object to move within the virtual scene, for example, controlling the virtual object to run, jump, crawl, etc., and can also control the virtual object to use virtual skills, virtual weapons, etc., provided by the application to fight against other virtual objects.
[0048] In an alternative implementation, the terminal device can be a local terminal device. Taking a game as an example, the local terminal device stores the game program and is used to display the game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, conventionally downloading, installing, and running the game program via an electronic device. The local terminal device can provide the graphical user interface to the player in various ways, such as rendering it on the terminal device's display screen, or providing it to the player through holographic projection. For example, the local terminal device can include a display screen for displaying the graphical user interface, which includes game screens, and a processor for running the game, generating the graphical user interface, and controlling the display of the graphical user interface on the display screen.
[0049] This application describes the applicable scenarios. It can be applied to the field of game technology, where multiple players participate in the same virtual game.
[0050] Before entering a virtual match, players can choose different character attributes for their virtual objects, such as identity attributes. Assigning different character attributes determines different factions, allowing players to complete game-assigned tasks at different stages of the virtual match to win. For example, multiple virtual objects with character attribute A can win by eliminating virtual objects with character attribute B during the match. Alternatively, character attributes can be randomly assigned to each virtual object participating in the virtual match upon entry.
[0051] An implementation environment provided in one embodiment of this application may include: a first terminal device, a server, and a second terminal device. The first terminal device and the second terminal device communicate with the server to achieve data communication. In this embodiment, the first terminal device and the second terminal device are each equipped with an application program that executes the game process control method provided in this application, and the server is a server-side application that executes the game process-based control method provided in this application. Through the application program, the first terminal device and the second terminal device can communicate with the server respectively.
[0052] Taking the first terminal device as an example, the first terminal device establishes communication with the server by running an application. In an optional implementation, the server establishes a virtual game based on the game request from the application. The parameters of the virtual game can be determined based on the parameters in the received game request; for example, the parameters may include the number of participants and the character levels. When the first terminal device receives a response from the game server, it displays the game scene corresponding to the virtual game through its graphical user interface. The first terminal device is a device controlled by a first user, and the virtual object displayed in the graphical user interface is the player character controlled by the first user (i.e., the first virtual object). The first user inputs operation commands through the graphical user interface to control the first virtual object to perform corresponding operations in the game scene.
[0053] Taking a second terminal device as an example, the second terminal device establishes communication with the server by running an application. In an optional implementation, the server establishes a virtual game based on the game request from the application. The parameters of the virtual game can be determined based on the parameters in the received game request; for example, the parameters may include the number of participants and the character levels of the participants. When the second terminal device receives a response from the server, it displays the game scene corresponding to the virtual game through its graphical user interface. The second terminal device is a device controlled by a second user, and the virtual object displayed in the graphical user interface of the second terminal device is the player character controlled by the second user (i.e., the second virtual object). The second user inputs operation commands through the graphical user interface to control the second virtual object to perform corresponding operations in the virtual scene.
[0054] The server performs data calculations based on the game data reported by the first terminal device and the second terminal device, and synchronizes the calculated game data to the first terminal device and the second terminal device, so that the first terminal device and the second terminal device control the graphical user interface to render the corresponding game scene and / or virtual object according to the synchronized data sent by the game server.
[0055] In this embodiment, the first virtual object controlled by the first terminal device and the second virtual object controlled by the second terminal device are virtual objects in the same virtual game. The first virtual object controlled by the first terminal device and the second virtual object controlled by the second terminal device may have the same role attributes or different role attributes. The first virtual object controlled by the first terminal device and the second virtual object controlled by the second terminal device may belong to the same faction or to opposing factions.
[0056] It should be noted that a virtual game can include two or more virtual objects, and different virtual objects can correspond to different terminal devices. In other words, in a virtual game, there are two or more terminal devices that send and synchronize game data with the game server.
[0057] The game process control method provided in this application can be applied to any of the following: virtual reality applications, 3D map programs, military simulation programs, multiplayer online battle arena (MOBA) games, multiplayer shooting survival games, third-person shooter games, and first-person shooter games. The following embodiments are examples of its application in third-person shooter games.
[0058] The virtual object-based battle control method in one embodiment of the application can run on a local terminal device or a server. When the control method runs on a server, it can be implemented and executed based on a cloud interaction system, which includes a server and client devices.
[0059] In an optional implementation, various cloud applications, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program and the game screen presentation are separate. The storage and execution of the battle control method are completed on the cloud gaming server. The client device is used for data reception, transmission, and game screen presentation. For example, the client device can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; however, the information processing is performed by the cloud gaming server in the cloud. During gameplay, the player operates the client device to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses the game screen and other data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.
[0060] In an optional implementation, taking a game as an example, the local terminal device stores the game program and is used to display the game screen. The local terminal device is used to interact with the player through a graphical user interface (GUI), i.e., conventionally by downloading, installing, and running the game program via an electronic device. The local terminal device can provide the GUI to the player in various ways, such as rendering it on the terminal's display screen or providing it to the player via holographic projection. For example, the local terminal device can include a display screen for displaying the GUI, which includes game screens, and a processor for running the game, generating the GUI, and controlling the display of the GUI on the display screen.
[0061] In one possible implementation, the present invention provides a method for controlling a game process, which provides a graphical user interface through a terminal device, wherein the terminal device may be the aforementioned local terminal device or a client device in the aforementioned cloud interactive system.
[0062] To facilitate understanding of this application, the following provides a detailed description of the game process control method, apparatus, electronic device, and storage medium provided in the embodiments of this application.
[0063] Please see Figure 1 The flowchart illustrates a game process control method provided in this application embodiment. Figure 1As shown, the specific methods for controlling the game process include:
[0064] Step S101: Display a game battle scene; the game battle scene is constructed based on user-edited game logic and scene components included in the game scene elements.
[0065] In this embodiment, the game battle scene includes a first game character controlled by a terminal device and a second game character belonging to a different faction from the first game character; the first game character and the second game character engage in game activities such as battles in the game battle scene. This game battle scene can be user-defined and generated in a specified mode (e.g., scene editing mode). Users can construct game battle scenes in a blank game scene by editing game logic and game scene elements, enriching the functionality of existing game battle scenes that only serve as battle environments, improving user experience, thereby increasing user retention and reducing server idle time.
[0066] As an example, in specific implementation, a game battle scene can be displayed through the following steps: First, a game request can be sent to the server, requesting the current user to match with other users to establish a virtual game in the game battle scene; then, in response to the user's successful match, game data for the game battle scene is received from the server based on the game request, and the game battle scene is rendered according to the game data, wherein the game data includes rendering data of the edited game scene elements within the game battle scene.
[0067] Below, we will combine Figures 2 to 4 This describes the process of matching virtual matches in a game battle scenario.
[0068] Figure 2 This illustration shows one of the graphical user interface diagrams for matching virtual games provided in an exemplary embodiment of this application; Figure 3 This is a second schematic diagram of a graphical user interface for matching virtual games provided in an exemplary embodiment of this application; Figure 4 This is the third schematic diagram of a graphical user interface for matching virtual games provided by an exemplary embodiment of this application.
[0069] like Figure 2 As shown, Figure 2 The graphical user interface 2A provides a game matchmaking scene, which includes the first game character 2d corresponding to the current user, and the first game character 2d is set in a seated position in the game matchmaking scene; the graphical user interface 2A also includes a thumbnail of the game battle scene selected by the current user for virtual matches. Figure 2 a) and matchmaking control 2b and player invitation control 2c for matchmaking in game battle scenarios. (Here, abbreviations are used.) Figure 2The relevant game data of the corresponding game battle scene is pre-edited by the user and stored in the storage space of the server or the local terminal device. After the virtual game starts, the relevant game data can be called for rendering, so as to display the game battle scene in the graphical user interface of the terminal device.
[0070] Specifically, in one example, the current user can pre-select the desired game battle scene from at least one game battle scene pre-constructed by the user. For example, as Figure 2 shown, the name corresponding to 2a selected by the current user is the game battle scene named "Clear Sky and a Crane 83". Here, the desired game battle scene can be created and edited by the current user, or by other users.
[0071] Furthermore, sending a game request to the server for the current user to match with other users to establish a virtual game in the game battle scene includes: responding to the trigger operation for the matching control, and sending a game request to the server for the current user to match with other users to establish a virtual game in the game battle scene.
[0072] In this embodiment, the current user can match with other users to establish a virtual game. As Figure 2 shown, the trigger operation can be a click operation. Responding to the current user clicking on the matching control 2b, a game request is sent to the server to match with other users to establish a virtual game in the game battle scene 2a. It should be noted that the other users are the users who have selected the same game battle scene as the current user. Taking the current user selecting the game battle scene named "Clear Sky and a Crane 83" for game matching as an example, that is, a specified number of opponents / teammates are matched for the current user from all users who have selected the game battle scene named "Clear Sky and a Crane 83". It can be randomly matched, or matched according to information such as the user's account level, card level, card type, historical game win rate, etc. After successfully matching with other users, the second game character corresponding to the matched user will be displayed at the scene position corresponding to the player invitation control 2c in the game matching scene. The matching result is as Figure 3 shown, the matched second game character is set in a sitting posture in the game matching scene. At the same time, the user name corresponding to the second game character is displayed in the graphical user interface 3A.
[0073] Further, in response to successful user matching, the terminal device can receive game data sent by the server based on the game request. Here, the game data can be the construction data of the game battle scene (for example, game logic, game scene elements, etc.). The server sends the corresponding game data to the terminal device of the current user and the terminal device of the matched user respectively, so that the terminal devices of the current user and the matched user can render the game battle scene selected by the current user in their respective graphical user interfaces. For example, as Figure 2 shown, the current user selects a game battle scene named "Clear Sky and a Crane 83" for a game match. After successful matching, the game battle scene is rendered. At the same time, the first game character controlled by the current user and the second game character controlled by the matched user are rendered in the game battle scene.
[0074] In another example, sending a game request to the server for the current user to request to match and establish a virtual game with other users in a game battle scene includes: in response to a trigger operation on a player invitation control, providing an invitation list; in response to a user selection operation on the invitation list, determining a target user, and sending a game request to the server for the current user to request to match and establish a virtual game with the target user in a game battle scene.
[0075] In this embodiment, the current user can also invite other users to establish a virtual game. As Figure 4 shown, the current user can trigger the invitation process through the player invitation control 2c. Specifically, the trigger operation can be a click operation. In response to the current user clicking on the player invitation control 2c, an invitation interface 4a is provided. The invitation interface 4a can be displayed in the upper right corner area of the graphical user interface 4A. The invitation interface 4a includes at least one user identifier; in response to a selection operation on the user identifier in the invitation list, a target user is determined.
[0076] Further, the user identifiers can be classified according to the user information corresponding to the user identifiers, different categories of invitation lists are set, and the user identifiers of the same category are included in the corresponding invitation list. Specifically, controls can be set, and the user can click on the control to display / include the user identifiers included therein. As Figure 4As shown, the invitation list includes a friends list, a channel list, and a recent list. Correspondingly, the invitation interface 4a has "Friends" list control 4b, "Channels" list control 4c, and "Recents" list control 4d. User identifiers are categorized based on the user's game relationship with the current user, their faction information, and historical game information, and the corresponding user identifiers are stored under the corresponding category list. For example, the "Friends" list control 4b stores user identifiers of users who are friends with the current user in the game and / or whose game relationship intimacy is greater than a threshold; the "Channels" list control 4c stores user identifiers of all users on the current server; and the "Recents" list control 4c stores user identifiers of users who have played games with the current user within a preset time period.
[0077] The invitation interface 4a also includes an option 4e for setting entry criteria; the current user can filter the invitation list to select user identifiers. For example, if the current user can set the entry criterion to "account level > 30", then the invitation list will only display user identifiers of users with an account level > 30.
[0078] After identifying the target user through the above method, the server sends a game request to the terminal device corresponding to the target user. If the target user accepts the invitation, the match is successful.
[0079] Accordingly, in response to a successful user match, the terminal device can receive game data sent by the server based on the game request. Here, the game data may be the construction data of the game battle scene (e.g., game logic, game scene elements, etc.). The server sends the corresponding game data to the current user's terminal device and the target user's terminal device respectively, so that the current user's terminal device and the target user's terminal device render the game battle scene selected by the user in their respective graphical user interfaces. Figure 5 As shown, the game scene provided in the graphical user interface 5A simultaneously renders the first game character 2d controlled by the current user and the second game character 2c controlled by the target user.
[0080] In this embodiment, the game battle scene mentioned above is a user-customized game battle scene. This game battle scene is constructed based on user-edited game logic and scene components included in the game scene elements. Game battle scenes constructed in this way can meet the user's desired game effects. Due to the additional function of the game scene elements, on the one hand, it can effectively improve the game progress, reduce the duration of a single game, thereby saving terminal power and data traffic, and reducing computer computing power; on the other hand, it enriches the functionality of game battle scenes that only exist as battle environments in the prior art, improves user experience, increases user retention rate, and reduces server idle time. The following will describe the construction method of the game battle scene in detail with specific examples:
[0081] Specifically, in the process of constructing game battle scenarios, the game can edit the game logic and the game scenario elements in the following ways:
[0082] The first step is to build the initial game battle scene in the game scene editing mode.
[0083] For example, the game scene editing mode can be triggered in the following way: a new scene control is provided in the graphical user interface, and the current user's trigger operation on the new scene control is responded to, thereby controlling the entry into the game scene editing mode.
[0084] In the game scene editing mode, before constructing the initial game battle scene, the method further includes: providing a scene information editing interface; responding to editing operations on the scene information editing interface, and editing the scene attribute information of the game battle scene. Scene attribute information includes: battle scene name, battle type, battle scene background, etc. The scene information editing interface also includes thumbnail information for the selected initial game battle scene.
[0085] Figure 6 This illustration shows one of the graphical user interface diagrams for constructing a game battle scene provided by an exemplary embodiment of this application; Figure 7 This is a second schematic diagram of a graphical user interface for constructing a game battle scene provided by an exemplary embodiment of this application.
[0086] like Figure 6 As shown, a new scene control 6m is provided in the graphical user interface 6A, which responds to the current user's click operation on the new scene control 6m and controls the entry into the game scene editing mode.
[0087] In game scene editing mode, before constructing the initial game battle scene, such as Figure 7 As shown, a scene information editing interface 7B is provided through a graphical user interface 7A. The scene information editing interface 7B includes a name editing area 6a, a battle type editing area 6b, and an initial game battle scene selection area 6C.
[0088] The scene attribute information in the game battle scene is determined in response to the user's triggered operation on the name editing area 6a, the battle type editing area 6b, and the battle scene background selection area 6C.
[0089] Specifically, in response to editing operations on the scene information editing interface, the scene attribute information of the game battle scene is edited, including at least one of the following: in response to input operations on the name editing area, the name of the game battle scene is determined; in response to selection operations on the battle type editing area, the target battle type is selected from the preset battle types; in response to selection operations on the initial game battle scene selection area, the initial game battle scene with different battle scene backgrounds is selected from the initial game battle scene selection area.
[0090] The battle type can be the rules during the battle, such as whether or not items can be used; whether or not there is a time limit. The initial game battle scene can have battle scene backgrounds with different styles of textures. For example, the initial game battle scene includes the ground, the surrounding environment, and the sky, and the battle scene background can be different styles of ground textures, environment textures, and sky textures.
[0091] Furthermore, after selecting different initial game battle scene backgrounds from the initial game battle scene selection area, thumbnail information of the selected initial game battle scene can be displayed in the scene information editing interface.
[0092] For example, the name of the game battle scene to be built is determined to be "Qingkong Yihe 83"; the gameplay type in the game battle scene is "Spell Duel"; and the selected initial game battle scene is 6c1 (Scene I-Small).
[0093] After editing the above scene attribute information, you can click the jump control 6e (i.e., Figure 7 After clicking the "Next" control, you will be redirected to the scene element editing interface 8A (e.g., ...). Figure 9 As shown in the figure, construct the initial game battle scene selected in the previous steps, and display the initial game battle scene through the scene element editing interface.
[0094] The second step is to respond to the game scene element editing operation and set the game scene elements in the initial game battle scene.
[0095] As an example, the game scene elements may include at least one of the following: scene components and scene events. Here, scene components can be items that serve a decorative function in the game battle scene, such as furniture items (e.g., sofas, tables and chairs, storage cabinets, etc.), ornamental items (e.g., seismographs, clocks, chessboards, dolls, etc.), and plant items (e.g., green plants, flowers, etc.). In addition to decorating and beautifying the game battle scene, scene components also play certain other roles during the virtual match phase. For example, scene components can provide specific effects for game characters that move to a predetermined range of the scene component's location. These specific effects may include at least one of the following: evasion, obstacle removal, and teleportation. For example, during the virtual match phase of a game character, if the scene component is a sofa, the sofa can act as an obstacle in the battle scene, affecting the game character's movement. Furthermore, the game character can also move to a predetermined range of the sofa, for example, by hiding behind it to avoid attacks from the opponent's game character. For example, a scene component could be a portal with teleportation capabilities. When a game character moves near the portal and triggers its teleportation skill, the portal can teleport the character to a designated location. Therefore, given the additional function of this scene component, it can improve game flow, reduce the duration of a single game session, thereby saving power and data traffic on the terminal and reducing computer processing power.
[0096] The following will use specific examples to illustrate the process of setting game scene elements when the game scene elements include scene components.
[0097] Figure 8 A flowchart illustrating the steps for setting scene elements according to an exemplary embodiment of this application is provided. Figure 8 As shown, when game scene elements include scene components, the steps for setting game scene elements may include:
[0098] Step S701: Provide a scene element editing interface, which may include at least one scene component control.
[0099] Figure 9 This illustration shows one of the scene element editing interfaces provided in an exemplary embodiment of this application. For example... Figure 9 As shown, the scene element editing interface 8A can display controls including at least one scene component, for example, Figure 9The display includes scene component controls 8a1, 8a2, 8a3, 8a4, 8a5, 8a6, 8a7, and 8a8. It should be understood that the number of scene component controls in the scene element editing interface is determined by a pre-set parameter, and this application does not impose any limitation on the number of scene component controls included in the scene element editing interface.
[0100] Step S702: In response to the first selection operation for the scene component control, determine the target scene component corresponding to the scene component control selected by the first selection operation.
[0101] As an example, in Figure 9 In the example, Figure 9 The scene element editing interface displayed includes at least one scene component control, such as scene component control 8a1, scene component control 8a2, scene component control 8a3, scene component control 8a4, scene component control 8a5, scene component control 8a6, scene component control 8a7, and scene component control 8a8. Among the displayed scene component controls, responses can be made to user input... Figure 9 The first selection operation of the scene component control displayed in the image determines the target scene component corresponding to the scene component control selected by the first selection operation.
[0102] Here, the first selection operation can be a preset operation for a target scene component control among at least one scene component control, used to select the target scene component, such as a single-click operation, a double-click operation, a swipe operation, etc., to determine the target scene component. For example, in Figure 9 In the example, assuming the preset operation for determining the target scene component is set to a click operation, the scene component 8a1 "antique sofa" can be determined as the target scene component in response to the user's click operation on the scene component control 8a1 "antique sofa".
[0103] Step S703: In response to the placement operation for the target scene component, the target scene component is set in the initial game scene.
[0104] Regarding step S703, in one example, the placement operation can be a pre-set operation used to place the target scene component, such as a single-click operation, a double-click operation, a sliding operation, etc., to determine the placement position of the target scene component in the initial game battle scene. The placement operation and the first selection operation can be sequential operations or operations with continuous operation trajectories.
[0105] Taking a scenario where both the first selection operation and the placement operation are click operations as an example, the system responds to the current user's click on a scene component control, determines the target scene component corresponding to the clicked scene component control, and within a preset time after clicking the scene component control, responds to the current user's click on a scene position in the initial game battle scene, setting the target scene component at that scene position. In this embodiment, the first selection operation and the method operation are sequentially continuous.
[0106] Taking a sliding operation as an example where both the first selection and placement operations are sliding operations, the initial touch point responding to the sliding operation is located at the scene component control, determining the target scene component corresponding to the scene component control where the initial touch point is located; the touch point responding to the sliding operation moves from the scene component control position to the initial game battle scene, determining the final touch point of the sliding operation in the scene position within the initial battle scene, and setting the target scene component at that scene position. This manifests as follows: the current user presses their finger on the scene control, generating the corresponding target scene component at the scene control position; without the current user's finger leaving the screen, the target scene component is dragged to the desired position in the initial game scene to complete the placement operation of the target scene component. It should be understood that this predetermined operation can also be other operations or combinations of other operations, such as sliding operations, double-tap operations, etc., and this application does not impose any limitations on these.
[0107] In another example, the setting parameters of the target scene component can be adjusted in response to an adjustment operation for the target scene component before the target scene component is placed.
[0108] As an example, the setting parameters may include at least one of the following: component attribute parameters of the target scene component; position parameters of the target scene component in the initial game battle scene; and orientation parameters of the target scene component in the initial game battle scene. Here, the component attribute parameters of the target scene component may include at least one of the following: size of the target scene component, color of the target scene component, and display transparency of the target scene component.
[0109] Once the setting parameters of the target scene are set, in response to the placement operation for the target scene component, the target scene component is placed in the initial game scene based on the setting parameters.
[0110] Specifically, during placement, the target scene component can be placed at the desired position in the initial game battle scene according to the set parameters based on the predetermined operation. For example, when placing the target scene component, the target scene component will be automatically displayed and arranged according to the set position parameters, orientation parameters, and attribute parameters.
[0111] Furthermore, in the examples of this application, the setting parameters of the target scene component can be adjusted in multiple ways. For example, the setting parameters of the target scene component can be adjusted using a parameter adjustment control, or the setting parameters of the target scene component can be adjusted again in response to an adjustment operation on the target scene component at the target scene position after the target scene component is placed in the initial game battle scene. Specifically, as an example, regarding the step of adjusting the setting parameters of the target scene component in response to an adjustment operation on the target scene component, in a specific implementation, a parameter adjustment control can be provided in the scene element editing interface; then, in response to a control operation on the parameter adjustment control, the setting parameters of the target scene component can be adjusted.
[0112] Figure 10 This is a second schematic diagram of a scene element editing interface provided in an exemplary embodiment of this application (showing parameter adjustment controls). Figure 10 The scene element editing interface 10A shows several target scene components. Parameter adjustment control 9a can adjust the position and orientation of the target scene component; parameter adjustment control 9b can adjust the size of the target scene component. The currently edited target scene component is target scene component 9c "Desert Fruit Tree II". When target scene component 9c "Desert Fruit Tree II" is placed in the current position, the position, orientation, and size parameters of the target scene component can be adjusted using the parameter adjustment controls 9a and 9b provided in the scene element editing interface. For example, when target scene component 9c "Desert Fruit Tree II" is placed in the current position, clicking the "+" control in parameter adjustment control 9b will enlarge target scene component 9c. When clicked continuously, target scene component 9c "Desert Fruit Tree II" will be enlarged.
[0113] To cancel. Alternatively, you can adjust the placement orientation of the target scene component 9c by sliding the slider control 9a left or right. If the adjusted data is used, you can also click to confirm the selection in control 9d. To confirm, if you do not use the same method, you can click the "OK" control in 9d. Cancel it.
[0114] In another example, besides adjusting the settings of the target scene component through the parameter adjustment controls in the scene element editing interface, the settings of the target scene component can also be adjusted after it has been placed in the initial game battle scene. For example, the target scene component can be moved in the initial game battle scene by long-pressing and dragging to change its placement position; the target scene component can be enlarged or reduced by clicking the zoom point; and the orientation of the target scene component in the initial game battle scene can be changed by dragging. It should be understood that the above operations are merely illustrative, and other pre-set individual or combined operations can also be used to adjust the settings of the placed target scene component.
[0115] Using the methods described above, scene components can be placed in the initial game battle scene, thereby playing the corresponding roles during virtual matches.
[0116] The third step is to respond to the game logic editing operation and determine the game logic, which is used to indicate the behavior logic of the scene events in the game scene elements in the game battle scene.
[0117] As mentioned above, game scene elements may also include scene events. Scene events can be skills that are the same as the game skills possessed by the game character, or they can be skills that are completely different from the game skills possessed by the game character. Here, after being classified according to their effects, scene events may include at least one of the following: summoning scene events, effect-boosting scene events, effect-debuffing scene events, and skill-damage scene events.
[0118] As an example, the step of setting the game scene elements in the initial game battle scene in response to the game scene element editing operation may further include the following steps in a specific implementation:
[0119] First, a scene element editing interface is provided, which includes at least one scene event control.
[0120] Figure 11 This is the third schematic diagram showing the scene element editing interface provided in an exemplary embodiment of this application; as shown... Figure 11 As shown, the scene element editing interface 11A can display at least one scene event control, for example, Figure 11 The scene event controls 10a, 10b, 10c, 10d, and 10e are displayed. It should be understood that the number of scene event controls in the scene element editing interface is determined by a preset setting, and this application does not impose any limitation on the number of scene event controls included in the scene element editing interface.
[0121] Then, in response to the second selection operation of the scene event control, the target scene event corresponding to the scene event control selected by the second selection operation is set in the initial game scene based on preset rules.
[0122] As an example, in Figure 11 In the example, Figure 11 The scene element editing interface 11A displayed includes at least one scene event control, such as scene event control 10a, scene event control 10b, scene event control 10c, scene event control 10d, and scene event control 10e. Among the displayed scene event controls, responses can be made to events related to... Figure 11 The second selection operation of the scene event control displayed in the game scene sets the target scene event corresponding to the scene event control selected by the second selection operation in the initial game scene based on preset rules.
[0123] Here, the preset rules are the attribute parameters corresponding to the release of the scene event. These attribute parameters may include the number of attack characters assigned when the scene event is released, the placement of the attack characters in the game battle scene, and the projectile direction of the attack.
[0124] Taking the preset rule that the attack has no projectile directionality when the scene event is released as a targeted skill as an example, after determining the target scene event, it is set that when the target scene event is released in the initial game scene, it will be released according to the targeted skill.
[0125] The second selection operation can be a pre-set specific operation used to select scene event controls, such as a single click, double click, or swipe. This operation method determines the target scene event. Taking a click as an example, in response to the current user clicking a scene event control, the target scene event corresponding to the clicked scene event control is determined.
[0126] For example, in Figure 11 In the example, assuming the preset operation for determining the target event component is set to a double-click operation, the system can respond to the user's click operation on the scene event control 10b "Snowball Rolling", determine the selected scene event "Snowball Rolling", and respond to the determination control 10f. The event is manipulated. The scene event "Snowball Rolling" is identified as the target scene event. Additionally, it can respond to the event in control 10f. The action deselects the scene event "Snowball Rolling".
[0127] Additionally, during the selection of scene event controls, if the user performs a preview operation on the scene event (e.g., placing an icon on the scene event control, long-pressing the scene event control, etc.), the special effects of the skill release of the previewed scene event can be displayed in the scene element editing interface.
[0128] Furthermore, in an alternative approach, after determining the target scene event, this application may additionally include the step of adjusting the logical parameters of the scene event:
[0129] First, a logic editing interface is provided, which includes options for setting behavioral logic parameters for scene events in the initial game battle scene.
[0130] Then, in response to the adjustment operation for the logic parameter options, the behavioral logic of the scene event is determined based on the adjusted logic parameters.
[0131] Figure 12 Fourth schematic diagram showing the scene element editing interface provided in an exemplary embodiment of this application; as shown Figure 12 As shown, after the target scene event is determined, for example, in Figure 12 In the example, the identified target scene events are target scene events 11a, 11b, and 11c, where the behavioral logic parameters of each target scene event can be adjusted. Figure 11 When one of the target scene events is selected, for example, target scene event 11b "Summon Behemoth", the scene element editing interface will display a logic parameter option control for the behavior logic parameters under target scene event 11b "Summon Behemoth", such as... Figure 12 As shown, for the target scene event 11b "Summoning the Giant Beast", three logical parameter option controls are displayed, namely the behavior logical parameter controls in the game battle scene: "Appearance Time" 11d, "Skill Cooldown Time" 11e, and "Skill Trigger Count" 11f.
[0132] Specifically, the system can respond to user selections of any of the aforementioned logical parameter option controls, setting the behavioral logic parameters for the target scene event 11b "Summoning the Giant Beast." For example, it can respond to user selections to set the "Appearance Time" of scene event 11b "Summoning the Giant Beast" to 9 seconds, the "Skill Cooldown Time" to 8 seconds, and the "Skill Trigger Count" to 5 times. This yields the behavioral logic parameters for the target scene event "Summoning the Giant Beast." It should be understood that each scene event can include corresponding behavioral logic parameter options, and each scene event can have the same or different behavioral logic parameters. This rule can be pre-set according to the actual game scenario, and this application does not impose any limitations on it.
[0133] Accordingly, the response is aimed at Figure 11 The system displays the adjustment options for logical parameters, and determines the behavioral logic of the scene event based on the adjusted logical parameters.
[0134] After configuring the game scene elements and game logic, the control method of this application may additionally include the step of generating a game battle scene.
[0135] In one example, the game battle scene can be generated directly based on the initial game battle scene configured with the game scene elements and the game logic.
[0136] Here, after configuring the game scene elements and game logic, these can be edited into the game battle scene to generate it. Correspondingly, game parameters corresponding to this battle scene can be uploaded to the server and recorded in a designated storage space. When a game request for this battle scene is received from a terminal device, the server can directly retrieve the relevant game parameters (e.g., game logic and game scene elements) and render the game battle scene on the terminal device's graphical user interface based on the game data.
[0137] In another example, a scene blueprint for the game battle scene can be generated based on the initial game battle scene configured with the game scene elements and the game logic.
[0138] Here, after configuring the game scene elements and game logic, these can be edited into the scene blueprint of the game battle scene. Correspondingly, the game parameters corresponding to this scene blueprint can be uploaded to the server and recorded in the server's designated storage space. When a game request for this game battle scene is received from a terminal device, the server can directly retrieve the game parameters (e.g., game logic and game scene elements) corresponding to the scene blueprint, and based on this game data, control the rendering of the game battle scene on the terminal device's graphical user interface. This method of constructing the scene blueprint for the game battle scene saves server storage space.
[0139] Return to reference Figure 1 In step S102, in response to the scene events included by the game scene elements set in the game battle scene satisfying the event generation conditions, the scene events are generated in the game battle scene.
[0140] Here, as an example, the scene event satisfying the event generation conditions may include at least one of the following: the arrival time of the scene event, the game character moving to a predetermined area where the scene event is located.
[0141] For example, if scene event A is pre-set to occur 9 seconds after the start of the virtual match, then scene event A will be displayed at the pre-set location in the game's battle scene 9 seconds after the start of the virtual match. As another example, if scene event C is pre-set at location B in the game's battle scene, scene event C will be generated when the game character moves into the predetermined area where scene event C is located. At this time, scene events that meet the event generation conditions can be displayed in the game's battle scene.
[0142] In step S103, in response to a character control operation, the game character is controlled to move in the game battle scene so that the game character can interact with the scene events.
[0143] Specifically, as mentioned above, the game battle scene includes pre-set game scene elements, such as scene events and scene components. During the virtual match, players can respond to their respective character control operations, controlling the corresponding game characters to move within the game battle scene, allowing the game characters to interact with the scene events based on game logic. Here, controlling the game characters' activities within the game battle scene can refer to controlling the game characters to move, pick up items, dodge, attack, and release skills.
[0144] In the examples of this application, game characters can perform different game interactions based on the different functions of scene events. For example, as mentioned above, scene events can be divided into different types according to their functions. As an example, in this application, scene events may include, but are not limited to, at least one of the following: summoning scene events, effect-boosting scene events, effect-debuffing scene events, and skill-damage scene events. Under scene events of different functional types, game characters will perform different interactions:
[0145] As an example, the scene event is a skill damage scene event or an effect debuff scene event; the step of responding to character control operations and controlling the game character to move in the game battle scene so that the game character can interact with the scene event can, in specific implementation, respond to character control operations and control the game character to dodge the scene event.
[0146] Figure 13 One of the schematic diagrams illustrating an exemplary embodiment of the game interface provided in this application is shown; Figure 14This is a second schematic diagram illustrating a game interaction interface provided in an exemplary embodiment of this application. Below, we will combine... Figure 13 and Figure 14 This section explains the game interaction methods in the game battle scenario.
[0147] like Figure 13 As shown, in Figure 13 The graphical user interface 12A displays a game battle scene as described in this invention. Several skill icons are displayed in the graphical user interface 12A, indicating the skills that the first game character 12b controlled by the current user can use. These skill icons can be divided into three categories: the first category is movement skill icons. In the game involved in this application, these movement skill icons can be presented in the graphical user interface 12A as movement cards (movement skill cards 12d). The movement of the first game character 12b in battle requires the current user to tap the screen to control the first game character 12b to move to the scene position corresponding to the tapped position in the game battle scene, consuming movement skill cards 12d. When the movement skill cards 12d are exhausted, the first game character cannot move, and the movement skill cards enter a cooldown state. One movement skill card can be restored after each cooldown period. The second category is function skill card icons. In the game involved in this application, these function skill icons can be presented in the graphical user interface 12A as partner skill cards. Figure 13 (Not shown in the image), partner skill cards do not consume skill points (i.e., magic points), but the number of partner skill cards is limited. Summoning partner skill cards does not consume magic points. Each partner skill card has a different effect, which can be selected according to the actual situation. Different partner skill cards will bring different skills. For example, partner skill card A's skill may provide the user player with additional health, immunity to control, and movement skill cards. Partner A will also deal damage to the opponent player during movement. Partner skill card B's skill is to copy a skill card used by the user player. The third category is function skill icons, which can be presented in the graphical user interface in the form of battle cards 12f. There are many types of battle cards 12f, and different cards have different combat effects. The graphical user interface 12A also includes a progress bar 12e for indicating the skill points available for card use. This control is presented in the form of a magic bar in this example. Each battle card 12f used by the first game character corresponding to the first user requires a corresponding amount of magic points to fight.
[0148] exist Figure 13In the graphical user interface 12A, a scene event is set as a skill-damage type scene event, such as "Violent Bandit" in this example game. The game skill of this scene event is to launch a skill through a projectile trajectory to damage the player in the battle scene. The scene event "Violent Bandit" can correspond to pre-set game logic, such as setting the occurrence time to 10 seconds after the start of the virtual game. When the response meets the event generation conditions of this scene event, the scene event "Violent Bandit" appears in the game battle scene and releases its corresponding skill at the moment of occurrence. Figure 13 In the diagram, 12a is the target of the skill execution in this scene event. The skill target 12a damages the player by unleashing a skill within the projectile's trajectory. At this time, the first player 12b or the second player 12c can dodge this type of damaging scene event by using blink or movement.
[0149] Furthermore, regarding the skill projectile trajectory of 12a in game combat scenarios, it can be divided into targeted skills and non-targeted skills. Targeted skills are aimed directly at the opponent, requiring the opponent to react after the skill is cast. Players can dodge these skills using blink or movement abilities. The projectile trajectory of this skill is pre-displayed before the skill is executed. For example... Figure 13 As shown, the skill trajectory of Violent 12a is displayed 1 second before it is fired.
[0150] Unlike projectiles that are randomly generated by targeted attacks, if the opponent happens to be outside the projectile's trajectory, there's no need to dodge. Figure 14 As shown, the scene event is a skill-damage scene event called "Rolling Ball". In this example, the large ball 13a in the scene event deals collision damage to the game character by rolling and randomly colliding with the game battle scene. However, under this skill, the trajectory of the ball is random. If the opponent is not on the trajectory, there is no need to dodge. If the opponent is on the trajectory, it is necessary to dodge by using a blink or displacement.
[0151] As another example, when the scene event includes a summoning scene event; the step of responding to a character control operation and controlling the game character to move in the game battle scene so that the game character can interact with the scene event: in specific implementation, the game character can be controlled to attack and / or dodge the scene event in response to a character control operation.
[0152] Figure 15 This is a third schematic diagram illustrating the game interface provided in the exemplary embodiment of the application;
[0153] exist Figure 15In the graphical user interface, a scene event is set as a summoning scene event, such as "Summon Giant" in this example game. The game skill of this scene event is that the giant will walk towards the player and attack them. The "Summon Giant" scene event can correspond to pre-set game logic, such as setting the occurrence time to 20 seconds after the start of the virtual game. When the response meets the event generation conditions of this scene event, the "Summon Giant" scene event appears in the game battle scene and releases its corresponding skill—walking towards the player and attacking them—at the moment of occurrence. Figure 15 In this scenario, 14a is the target of the skill execution in this scene event. Skill execution target 14a moves towards player 14b and attacks player 14b. At this time, player 14b can use, for example, a knockback skill to knock it away, or use other skills to defeat it.
[0154] As another example, when the scene event includes an effect-enhancing scene event; the response character control operation controls the game character to move in the game battle scene so that the game character can interact with the scene event. In specific implementation, the response character control operation can control the game character to contact the scene event.
[0155] For example, a scene event in a game battle scenario might be an effect-enhancing scene event, such as "Bomb Candy" in this example. The game skill associated with this scene event is to damage the game character through an explosion after the skill is triggered. This "Bomb Candy" scene event may correspond to pre-set game logic, such as the generation condition being that the game character moves into a predetermined area of the scene event's location or meets a certain timeframe. When the event generation conditions are met, the "Bomb Candy" scene event appears in the game battle scenario. When a game character discovers the "Bomb Candy," the player can control the character to move to the "Bomb Candy" to pick it up, and then control the game character to use the "Bomb Candy's" skill.
[0156] For example, a scene event in a game battle scenario might be a debuff-type scene event, such as "Thorn Imprisonment" in this example. The game skill associated with this scene event is to trigger an imprisonment effect on the game character upon contact after the skill is activated. This "Thorn Imprisonment" scene event may correspond to pre-set game logic, such as setting the generation condition to the game character moving to a predetermined area where the scene event is located. When the event generation condition is met, the "Thorn Imprisonment" scene event appears in the game battle scenario. When a game character touches "Thorn Imprisonment," the imprisonment effect is applied.
[0157] Based on the same inventive concept, this application also provides a game process control device corresponding to the game process control method. Since the principle of the device in this application is similar to the game process control method described above in this application, the implementation of the device can refer to the implementation of the method, and the repeated parts will not be described again.
[0158] Please see Figure 16 , Figure 16 This is a schematic diagram of the structure of a game process control device provided in an embodiment of this application. Figure 16 As shown, the control device 200 includes:
[0159] Module 210 is provided to display a game battle scene; the game battle scene is constructed based on user-edited game logic and scene components included in the game scene elements;
[0160] The generation module 220 generates the scene event in the game battle scene in response to the scene event included by the game scene element set in the game battle scene meeting the event generation conditions.
[0161] The interaction module 230 responds to character control operations and controls the game character to move around in the game battle scene, so that the game character can interact with the scene events.
[0162] In one possible implementation of this application, the scene event satisfies the event generation conditions including at least one of the following: the occurrence time of the scene event arrives, and the game character moves to a predetermined area where the scene event is located.
[0163] In one possible implementation of this application, the scene component is used to provide a specific function for the game character that has moved to a predetermined range of the location of the scene component.
[0164] In one possible implementation of this application, the specific function includes at least one of the following: evasion function, obstacle function, and teleportation function.
[0165] In one possible implementation of this application, module 210 is specifically used for:
[0166] Send a game request to the server, requesting the current user to match with other users and establish a virtual game in the game battle scenario;
[0167] In response to a successful user match, the server receives game data for the game battle scene based on the game request. The game battle scene is then rendered according to this game data, which includes rendering data for pre-edited game scene elements within the game battle scene.
[0168] In one possible implementation of this application, the game edits the game logic and the game scene elements through the following steps:
[0169] In the game scene editing mode, construct the initial game battle scene;
[0170] In response to the game scene element editing operation, the game scene elements are set in the initial game battle scene;
[0171] In response to the game logic editing operation, the game logic is determined, which is used to indicate the behavior logic of the scene events in the game scene elements in the game battle scene.
[0172] In one possible embodiment of this application, the apparatus further includes:
[0173] The generation module generates the game battle scene based on the initial game battle scene configured with the game scene elements and the game logic;
[0174] Alternatively, a scene blueprint for the game battle scene can be generated based on the initial game battle scene configured with the game scene elements and the game logic.
[0175] In one possible implementation of this application, the providing module 210 is specifically used for:
[0176] A scene element editing interface is provided, which includes at least one scene component control;
[0177] In response to a first selection operation on the scene component control, determine the target scene component corresponding to the scene component control selected by the first selection operation;
[0178] In response to a placement operation for the target scene component, the target scene component is set in the initial game scene.
[0179] In one possible implementation of this application, the providing module 210 is specifically used to: adjust the setting parameters of the target scene component in response to an adjustment operation for the target scene component.
[0180] In one possible implementation of this application, the providing module 210 is specifically configured to: respond to the placement operation for the target scene component and set the target scene component in the initial game scene based on the setting parameters.
[0181] In one possible implementation of this application, the providing module 210 is specifically used to: provide parameter adjustment controls;
[0182] In response to a control operation on the parameter adjustment control, the setting parameters of the target scene component are adjusted.
[0183] In one possible implementation of this application, the providing module 210 is specifically configured to: adjust the setting parameters of the target scene component in response to an adjustment operation for the target scene component located in the target scene position.
[0184] In one possible implementation of this application, the setting parameters include at least one of the following:
[0185] The component attribute parameters of the target scene component;
[0186] The position parameters of the target scene component in the initial game battle scene;
[0187] The orientation parameters of the target scene component in the initial game battle scene.
[0188] In one possible implementation of this application, the providing module 210 is specifically used for:
[0189] A scene element editing interface is provided, which includes at least one scene event control;
[0190] In response to a second selection operation on the scene event control, a target scene event corresponding to the scene event control selected by the second selection operation is set in the initial game scene based on preset rules.
[0191] In one possible implementation of this application, the providing module 210 is specifically used to: provide a logic editing interface, the logic editing interface including behavioral logic parameter options for the scene events set in the initial game battle scene;
[0192] In response to the adjustment operation of the logic parameter options, the behavior logic of the scene event is determined based on the adjusted logic parameters.
[0193] In one possible implementation of this application, the scene event includes at least one of the following: summoning scene event, effect-boosting scene event, effect-debuffing scene event, and skill-damage scene event.
[0194] In one possible implementation of this application, the scene event is a skill-damage type scene event or an effect-debuff type scene event;
[0195] The interaction module 230 is specifically used to: respond to character control operations and control the game character to dodge the scene events.
[0196] In one possible implementation of this application, when the scene event includes a summoning scene event;
[0197] The interaction module 230 is specifically used to: respond to character control operations and control the game character to attack and / or dodge the scene events.
[0198] In one possible implementation of this application, when the scene event includes an effect-enhancing scene event;
[0199] The interaction module 230 is specifically used to: respond to character control operations and control the game character to interact with the scene events.
[0200] Please see Figure 17 , Figure 17 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this application. Figure 17 As shown, the electronic device 500 includes a processor 510, a memory 520, and a bus 530.
[0201] The memory 520 stores machine-readable instructions executable by the processor 510. When the electronic device 500 is running, the processor 510 and the memory 520 communicate via the bus 530. When the machine-readable instructions are executed by the processor 510, they can perform the operations described above. Figure 1 The steps of a game process control method shown in the method embodiment are described in detail in the method embodiment, and will not be repeated here.
[0202] This application also provides a computer-readable storage medium storing a computer program, which, when executed by a processor, can perform the above-described actions. Figure 1 The steps of a game process control method shown in the method embodiment are described in detail in the method embodiment, and will not be repeated here.
[0203] Those skilled in the art will clearly understand that, for the sake of convenience and brevity, the specific working processes of the systems, devices, and units described above can be referred to the corresponding processes in the foregoing method embodiments, and will not be repeated here.
[0204] In the several embodiments provided in this application, it should be understood that the disclosed systems, apparatuses, and methods can be implemented in other ways. The apparatus embodiments described above are merely illustrative. For example, the division of units is only a logical functional division, and in actual implementation, there may be other division methods. Furthermore, multiple units or components may be combined or integrated into another system, or some features may be ignored or not executed. Additionally, the shown or discussed mutual couplings, direct couplings, or communication connections may be through some communication interfaces; indirect couplings or communication connections between devices or units may be electrical, mechanical, or other forms.
[0205] The units described as separate components may or may not be physically separate. The components shown as units may or may not be physical units; that is, they may be located in one place or distributed across multiple network units. Some or all of the units can be selected to achieve the purpose of this embodiment according to actual needs.
[0206] In addition, the functional units in the various embodiments of this application can be integrated into one processing unit, or each unit can exist physically separately, or two or more units can be integrated into one unit.
[0207] If the aforementioned functions are implemented as software functional units and sold or used as independent products, they can be stored in a processor-executable, non-volatile, computer-readable storage medium. Based on this understanding, the technical solution of this application, in essence, or the part that contributes to the prior art, or a portion of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of this application. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.
[0208] Finally, it should be noted that the above-described embodiments are merely specific implementations of this application, used to illustrate the technical solutions of this application, and not to limit them. The scope of protection of this application is not limited thereto. Although this application has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that any person skilled in the art can still modify or easily conceive of changes to the technical solutions described in the foregoing embodiments, or make equivalent substitutions for some of the technical features, within the scope of the technology disclosed in this application. Such modifications, changes, or substitutions do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of this application, and should all be covered within the scope of protection of this application. Therefore, the scope of protection of this application should be determined by the scope of the claims.
Claims
1. A method for controlling game progress, characterized in that, The control method includes: Display a game battle scene; the game battle scene is constructed based on user-edited game logic and scene components included in the game scene elements; wherein, the scene components are used to provide specific functions for game characters that move to a predetermined range of the location of the scene component; the specific functions include at least one of the following: dodge function, obstacle function, and teleportation function; The scene event is generated in the game battle scene when the scene event included by the game scene elements set in the game battle scene meets the event generation conditions; wherein, the scene event meets the event generation conditions including at least one of the following: the occurrence time of the scene event is reached, or the game character moves to a predetermined area where the scene event is located. Responding to character control operations, the game character is controlled to move within the game battle scene, enabling the game character to interact with scene events. The game edits the game logic and game scene elements through the following steps: In the game scene editing mode, construct the initial game battle scene; In response to the game scene element editing operation, the game scene elements are set in the initial game battle scene; In response to the game logic editing operation, the game logic is determined, which is used to indicate the behavior logic of the scene events in the game scene elements in the game battle scene.
2. The control method as described in claim 1, characterized in that, The steps for displaying a game battle scene include: Send a game request to the server, requesting the current user to match with other users and establish a virtual game in the game battle scenario; In response to a successful user match, the system receives game data for the game battle scene sent by the server based on the game request, and renders the game battle scene according to the game data, which includes rendering data of the edited game scene elements within the game battle scene.
3. The control method as described in claim 1, characterized in that, The method further includes: Based on the initial game battle scene configured with the game scene elements and the game logic, the game battle scene is generated; Alternatively, a scene blueprint for the game battle scene can be generated based on the initial game battle scene configured with the game scene elements and the game logic.
4. The control method as described in claim 1, characterized in that, The game scene elements include the scene components. The step of setting the game scene elements in the initial game battle scene in response to the game scene element editing operation includes: A scene element editing interface is provided, which includes at least one scene component control; In response to a first selection operation on the scene component control, determine the target scene component corresponding to the scene component control selected by the first selection operation; In response to a placement operation for the target scene component, the target scene component is set in the initial game scene.
5. The control method as described in claim 4, characterized in that, Prior to the step of placing the target scene component in the initial game scene in response to the placement operation of the target scene component, the method further includes: In response to an adjustment operation for the target scene component, the setting parameters of the target scene component are adjusted.
6. The control method as described in claim 5, characterized in that, The response to the placement operation of the target scene component, the step of setting the target scene component in the initial game scene, includes: In response to the placement operation for the target scene component, the target scene component is placed in the initial game scene based on the setting parameters.
7. The control method as described in claim 5, characterized in that, The response to the adjustment operation of the target scene component, the step of adjusting the setting parameters of the target scene component, includes: Provides parameter adjustment controls; In response to a control operation on the parameter adjustment control, the setting parameters of the target scene component are adjusted.
8. The control method as described in claim 4, characterized in that, The step of setting the game scene elements in the initial game battle scene in response to the game scene element editing operation further includes: In response to an adjustment operation on the target scene component set at the target scene location, the setting parameters of the target scene component are adjusted.
9. The control method as described in claim 5 or 8, characterized in that, The setting parameters include at least one of the following: The component attribute parameters of the target scene component; The position parameters of the target scene component in the initial game battle scene; The orientation parameters of the target scene component in the initial game battle scene.
10. The control method as described in claim 5, characterized in that, The game scene elements include the scene events. The step of responding to the game scene element editing operation and setting the game scene elements in the initial game battle scene includes: A scene element editing interface is provided, which includes at least one scene event control; In response to a second selection operation on the scene event control, a target scene event corresponding to the scene event control selected by the second selection operation is set in the initial game scene based on preset rules.
11. The control method as described in claim 10, characterized in that, The steps of responding to the game logic editing operation and determining the game logic, wherein the game logic is used to instruct the behavior logic of the game scene elements in the game battle scene, include: A logic editing interface is provided, which includes options for setting behavioral logic parameters of scene events in the initial game battle scene; In response to the adjustment operation of the logic parameter options, the behavior logic of the scene event is determined based on the adjusted logic parameters.
12. The control method as described in claim 1, characterized in that, The scene events include at least one of the following: summoning scene events, effect-boosting scene events, effect-debuffing scene events, and skill-damage scene events.
13. The control method as described in claim 12, characterized in that, The scene events are either skill-damage type scene events or effect-debuff type scene events; The step of responding to the character control operation and controlling the game character's activities in the game battle scene to enable the game character to interact with the scene events includes: Respond to character control actions, and control the game character to avoid the scene events.
14. The control method as described in claim 12, characterized in that, The scene events include summoning scene events; The step of responding to the character control operation and controlling the game character's activities in the game battle scene to enable the game character to interact with the scene events includes: Respond to character control actions, controlling the game character to attack and / or dodge scene events.
15. The control method as described in claim 12, characterized in that, The scene events include effect-enhancing scene events; The step of responding to the character control operation and controlling the game character's activities in the game battle scene to enable the game character to interact with the scene events includes: Respond to character control actions, allowing the game character to interact with events in that scene.
16. A control device for game progress, characterized in that, The control device includes: A module is provided to display a game battle scene; the game battle scene is constructed based on user-edited game logic and scene components included in the game scene elements; wherein, the scene components are used to provide specific functions for game characters that move to a predetermined range of the location of the scene component; the specific functions include at least one of the following: dodge function, obstacle function, and teleportation function; A generation module, in response to the scene events included by the game scene elements set in the game battle scene satisfying the event generation conditions, generates the scene events in the game battle scene; wherein, the scene events satisfying the event generation conditions include at least one of the following: the occurrence time of the scene event has arrived, or the game character has moved to a predetermined area where the scene event is located. The interaction module responds to character control operations and controls the game character's activities in the game battle scene, so that the game character can interact with the scene events. The providing module edits the game logic and the game scene elements through the following steps: In the game scene editing mode, construct the initial game battle scene; In response to the game scene element editing operation, the game scene elements are set in the initial game battle scene; In response to the game logic editing operation, the game logic is determined, which is used to indicate the behavior logic of the scene events in the game scene elements in the game battle scene.
17. An electronic device, characterized in that, include: The device includes a processor, a storage medium, and a bus, wherein the storage medium stores machine-readable instructions executable by the processor, and when the electronic device is in operation, the processor communicates with the storage medium via the bus, and the processor executes the machine-readable instructions to perform the steps of the method as described in any one of claims 1 to 15.
18. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores a computer program that, when executed by a processor, performs the steps of the method as described in any one of claims 1 to 15.