Game plot generation method, device and electronic device

By providing the generating method of game plots in the game system, it allows players to associate with the role of dialogue and role in the game scene during the game editing stage, solve the problem of single interaction between players and scene maps in existing technologies, improve the scene The utilization rate of the map and the overall utilization efficiency of the game system resources.

CN116899218BActive Publication Date: 2025-01-28NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202310851779.7
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2023-07-11
Publication Date
2025-01-28
Estimated Expiration
2043-07-11

AI Technical Summary

Technical Problem

The interaction between players and scene maps in the existing game system is single, resulting in low utilization of scene maps, affecting players to actively create scene maps, thereby reducing the utilization of game system resources.

Method used

By providing a method of generating the game plot, it allows players to associate the dialogue in the plot file with the characters in the game scene during the game editing stage, realize the plot editing of the player and character dialogue, play related plot documents during the game operation stage, and enrich interaction. Way.

Benefits of technology

It has improved the utilization of scene maps uploaded by players, promoted players to actively create scene maps, and improve the utilization rate of game systems and service resources.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The present invention provides a method, device and electronic device for generating a game plot; wherein the method comprises: displaying a dialogue attribute setting interface, responding to a setting operation for a speaker attribute, displaying a role selection interface, the selection interface comprising role information corresponding to a role component in a game scene to be edited; responding to a selection operation on the selection interface, determining the speaker attribute of a first target dialogue according to the role information corresponding to the selection operation, and updating the dialogue information; in a game running stage, in response to a designated scene event associated with a triggering target plot file, displaying a plot dialogue animation in a target plot file in a graphical user interface according to the dialogue information of the plot dialogue. This method can improve the utilization rate of the scene map uploaded by the player, can promote the player to actively create the scene map, thereby improving the resource utilization rate of the game system, and improving the utilization rate of the game service resources.
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Description

Technical Field

[0001] The present invention relates to the field of game technology, and in particular to a method, device and electronic equipment for generating a game plot. Background Art

[0002] In some game systems, players can create a scene map in an empty scene. Specifically, various components can be set in the game scene, such as terrain, decorations, objects, functions, mechanisms, combinations, etc. The set components form a complete scene map. After the scene map is online, other players can perform game tasks and pass levels in the scene map. The interaction method between players and scene maps is relatively simple, resulting in a low utilization rate of scene maps uploaded by players, and is not conducive to players actively creating scene maps, resulting in low resource utilization of the game system, causing idling and waste of game service resources. Summary of the invention

[0003] In view of this, the purpose of the present invention is to provide a method, device and electronic device for generating a game plot, so as to enrich the interaction mode between players and game scenes, improve the utilization rate of scene maps uploaded by players, and encourage players to actively create scene maps, thereby improving the resource utilization rate of the game system and the utilization rate of game service resources.

[0004] In a first aspect, an embodiment of the present invention provides a method for generating a game plot, the method comprising: displaying a graphical user interface provided by a running game program through a terminal device, the graphical user interface comprising a game scene to be edited in a game editing stage, the game scene to be edited comprising a character component, the character component being a component set and generated in the game scene to be edited in response to a game editing instruction, the character component being configured to generate a corresponding character in the game running stage; displaying an editing page of a target plot file, determining a first target dialogue; wherein the target plot file comprises at least one plot dialogue, and the at least one plot dialogue comprises a first target dialogue; displaying a dialogue attribute setting interface in the editing page, wherein the dialogue attribute setting interface is configured to set dialogue information of the first target dialogue The dialogue attribute setting interface includes speaker attributes, and the speaker attributes are used to set the virtual character that issues the first target dialogue; in response to the setting operation of the speaker attributes, a role selection interface is displayed, and the selection interface includes role information corresponding to the role component in the game scene to be edited; in response to the selection operation on the selection interface, the speaker attributes of the first target dialogue are determined according to the role information corresponding to the selection operation, and the dialogue information is updated; in the game running stage, in response to the specified scene event associated with the triggering target plot file, according to the dialogue information of the plot dialogue, the plot dialogue animation in the target plot file is displayed in the graphical user interface, wherein, when the plot dialogue animation corresponding to the first target dialogue is displayed, the plot dialogue animation includes a role identifier corresponding to the role information.

[0005] In a second aspect, an embodiment of the present invention provides a device for generating a game plot, the device comprising: an interface display module, for displaying a graphical user interface provided by running a game program through a terminal device, the graphical user interface comprising a game scene to be edited in a game editing stage, the game scene to be edited comprising a character component, the character component being a component set and generated in the game scene to be edited in response to a game editing instruction, the character component being configured to generate a corresponding character in the game running stage; a dialogue determination module, for displaying an editing page of a target plot file, and determining a first target dialogue; wherein the target plot file comprises at least one plot dialogue, and the at least one plot dialogue comprises a first target dialogue; a dialogue attribute setting interface is displayed in the editing page, wherein the dialogue attribute setting interface is configured to set dialogue information of the first target dialogue, and the dialogue attribute The setting interface includes speaker attributes, and the speaker attributes are used to set the virtual character that issues the first target dialogue; the attribute editing module is used to respond to the setting operation on the speaker attributes and display the role selection interface, and the selection interface includes role information corresponding to the role component in the game scene to be edited; the attribute determination module is used to respond to the selection operation on the selection interface, determine the speaker attributes of the first target dialogue according to the role information corresponding to the selection operation, and update the dialogue information; the game running module is used to respond to the designated scene event associated with the triggering target plot file during the game running stage, and display the plot dialogue animation in the target plot file in the graphical user interface according to the dialogue information of the plot dialogue, wherein, when displaying the plot dialogue animation corresponding to the first target dialogue, the plot dialogue animation includes a role identifier corresponding to the role information.

[0006] In a third aspect, an embodiment of the present invention provides an electronic device, including a processor and a memory, wherein the memory stores computer-executable instructions that can be executed by the processor, and the processor executes the computer-executable instructions to implement the above-mentioned method for generating a game plot.

[0007] In a fourth aspect, an embodiment of the present invention provides a computer-readable storage medium, which stores computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement the above-mentioned method for generating the game plot.

[0008] The embodiments of the present invention bring the following beneficial effects:

[0009] The above-mentioned method, device and electronic device for generating game plots display a graphical user interface provided by running a game program through a terminal device, wherein the graphical user interface includes a game scene to be edited in a game editing stage, wherein the game scene to be edited includes a character component, wherein the character component is a component set and generated in the game scene to be edited in response to a game editing instruction, and wherein the character component is configured to generate a corresponding character in the game running stage; an editing page of a target plot file is displayed, and a first target dialogue is determined; wherein the target plot file includes at least one plot dialogue, and the at least one plot dialogue includes the first target dialogue; a dialogue attribute setting interface is displayed in the editing page, wherein the dialogue attribute setting interface is configured to set dialogue information of the first target dialogue, and ... The setting interface includes speaker attributes, and the speaker attributes are used to set the virtual character that issues the first target dialogue; in response to the setting operation on the speaker attributes, a character selection interface is displayed, and the selection interface includes character information corresponding to the character component in the game scene to be edited; in response to the selection operation on the selection interface, the speaker attributes of the first target dialogue are determined according to the character information corresponding to the selection operation, and the dialogue information is updated; in the game running stage, in response to the specified scene event associated with the triggering target plot file, according to the dialogue information of the plot dialogue, the plot dialogue animation in the target plot file is displayed in the graphical user interface, wherein, when the plot dialogue animation corresponding to the first target dialogue is displayed, the plot dialogue animation includes a character identifier corresponding to the character information.

[0010] In the above method, when editing the game scene, the player can associate the dialogue in the plot file with the character in the game scene through the speaker attribute, so as to realize the plot editing of the dialogue between the player and the character. During the game running stage, the player can interact with the character in the game scene and play the relevant plot files, which enriches the interaction method between the player and the game scene, improves the utilization rate of the scene map uploaded by the player, and can promote the player to actively create the scene map, thereby improving the resource utilization rate of the game system and the utilization rate of the game service resources.

[0011] Other features and advantages of the present invention will be described in the following description, and partly become apparent from the description, or understood by practicing the present invention. The purpose and other advantages of the present invention are realized and obtained by the structures particularly pointed out in the description, claims and drawings.

[0012] In order to make the above-mentioned objects, features and advantages of the present invention more obvious and easy to understand, preferred embodiments are given below and described in detail with reference to the accompanying drawings. BRIEF DESCRIPTION OF THE DRAWINGS

[0013] In order to more clearly illustrate the specific implementation methods of the present invention or the technical solutions in the prior art, the drawings required for use in the specific implementation methods or the description of the prior art will be briefly introduced below. Obviously, the drawings described below are some implementation methods of the present invention. For those skilled in the art, other drawings can be obtained based on these drawings without paying any creative work.

[0014] Figure 1 A flowchart of a method for generating a game plot provided by an embodiment of the present invention;

[0015] Figure 2 A schematic diagram of an editing page of a target plot file provided by an embodiment of the present invention;

[0016] Figure 3 A schematic diagram of a plot dialogue animation during a game running phase provided by an embodiment of the present invention;

[0017] Figure 4 A schematic diagram of an editing page for option editing provided by an embodiment of the present invention;

[0018] Figure 5 A schematic diagram of an information editing page for a plot file provided by an embodiment of the present invention;

[0019] Figure 6 A schematic diagram of the structure of a device for generating a game plot provided by an embodiment of the present invention;

[0020] Figure 7 A schematic diagram of the structure of an electronic device provided by an embodiment of the present invention. DETAILED DESCRIPTION

[0021] In order to make the purpose, technical solution and advantages of the embodiments of the present invention clearer, the technical solution of the present invention will be clearly and completely described below in conjunction with the accompanying drawings. Obviously, the described embodiments are part of the embodiments of the present invention, not all of the embodiments. Based on the embodiments of the present invention, all other embodiments obtained by those skilled in the art without creative work are within the scope of protection of the present invention.

[0022] At present, for the scene maps created by players, the way players interact with the scene maps is relatively simple, which leads to low utilization rate of the scene maps uploaded by players and is not conducive to players actively creating scene maps, resulting in low resource utilization rate of the game system and idling and waste of game service resources.

[0023] Based on this, a method, device and electronic device for generating a game plot provided by an embodiment of the present invention can be applied to UGC (User Generated Content) related games.

[0024] In one embodiment of the present disclosure, the method for generating a game plot can be run on a local terminal device or a server. When the method for generating a game plot is run on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.

[0025] In an optional implementation, various cloud applications can be run under the cloud interaction system, such as cloud games. Taking cloud games as an example, cloud games refer to a game mode based on cloud computing. In the operation mode of cloud games, the operating body of the game program and the main body of the game screen presentation are separated. The storage and operation of the game plot generation method are completed on the cloud game server. The role of the client device is used for receiving and sending data and presenting the game screen. For example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, a TV, a computer, a handheld computer, etc.; but the cloud game server in the cloud is used for information processing. When playing the game, the player operates the client device to send an operation instruction to the cloud game server. The cloud game server runs the game according to the operation instruction, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.

[0026] In an optional embodiment, taking a game as an example, a local terminal device stores a game program and is used to present a game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, the game program is downloaded and installed by an electronic device and run conventionally. The local terminal device may provide the graphical user interface to the player in a variety of ways, for example, it may be rendered and displayed on a display screen of the terminal, or provided to the player through a holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen is used to present a graphical user interface, the graphical user interface includes a game screen, and the processor is used to run the game, generate a graphical user interface, and control the display of the graphical user interface on the display screen.

[0027] In a possible implementation, an embodiment of the present invention provides a method for generating a game plot, providing a graphical user interface through a terminal device, wherein the terminal device can be the local terminal device mentioned above, or can be a client device in the cloud interaction system mentioned above.

[0028] like Figure 1 As shown, the method for generating the game plot includes the following steps:

[0029] Step S102, displaying a graphical user interface provided by the running game program through a terminal device, the graphical user interface including a game scene to be edited in a game editing stage, the game scene to be edited including a character component, the character component is a component set and generated in the game scene to be edited in response to a game editing instruction, and the character component is configured to generate a corresponding character in the game running stage;

[0030] In the game editing stage, in the initial state, the game scene to be edited is a blank scene or a scene with preset scene components. The graphical user interface provides editing controls for various components, such as terrain components, decoration components, object components, functional components, and mechanism components. Through the editing controls of these components, components can be generated in the game scene to be edited to form a game map. In this embodiment, the game scene to be edited also includes a character component. The graphical user interface provides an editing control for the character component. By triggering the editing control, a character component can be generated in the game scene to be edited. The character component includes the appearance information and name information of the corresponding character.

[0031] Step S104, displaying an editing page of the target plot file, and determining a first target dialogue; wherein the target plot file includes at least one plot dialogue, and the at least one plot dialogue includes the first target dialogue; displaying a dialogue attribute setting interface in the editing page, wherein the dialogue attribute setting interface is configured to set dialogue information of the first target dialogue, and the dialogue attribute setting interface includes speaker attributes, and the speaker attributes are used to set the virtual character that issues the first target dialogue;

[0032] In the game editing stage, by triggering the plot editing control, the editing page of the above target plot file can be displayed. If multiple plot files are saved, after selecting a plot file, the selected plot file can be determined as the target plot file, and then the editing page of the target plot file can be displayed.

[0033] The target plot file includes one or more plot dialogues. In the display editing page, a plot dialogue can be determined from the target plot file as the first target dialogue. For example, the first plot dialogue among the multiple plot dialogues arranged in sequence can be determined as the first target dialogue. The selected plot dialogue can also be determined as the first target dialogue through selection operation.

[0034] The edit page displays a dialog attribute setting interface for configuring the dialog information of the first target dialog. When the first target dialog changes, the content in the dialog attribute setting interface changes accordingly. The dialog information may include the dialog content, display mode, speaker attributes, option information, and subsequent dialogs of the first target dialog.

[0035] In this embodiment, the dialogue attribute setting interface includes speaker attributes, which may include the role type and role name of the role that issues the first target dialogue, and the speaker attributes may indicate which character in the game scene said the first target dialogue. The speaker attribute may be a non-player character, a player character, or an off-site character; when the speaker attribute is an NPC, it may be specifically divided into a designated non-player character, or a dynamically determined non-player character, etc.

[0036] Step S106, in response to the setting operation for the speaker attribute, displaying a role selection interface, the selection interface including role information corresponding to the role component in the game scene to be edited;

[0037] The character selection interface may display the character information corresponding to the character component to be selected in the form of a list or table. The character information may include the character name, character avatar, etc. The character selection interface may also be configured to jump to the game scene to be edited through a setting operation, and display the character component in the game scene.

[0038] The above-mentioned character component can be a character component of a non-player character set in the game scene, or a character component of a player character entering the game scene during the game running stage, or a character component of a virtual character outside the game scene that is only used to speak in the game scene.

[0039] Step S108, in response to a selection operation on the selection interface, determining the speaker attribute of the first target dialogue according to the role information corresponding to the selection operation, and updating the dialogue information;

[0040] The selection operation may be a click operation, a drag operation, etc., acting on a virtual character or character information, and the character information corresponding to the selected character component is used as the speaker attribute of the first target dialogue; the speaker attribute of the first target dialogue is updated and saved in the dialogue information of the first target dialogue.

[0041] Step S110, during the game running stage, in response to triggering a designated scene event associated with the target plot file, the plot dialogue animation in the target plot file is displayed in the graphical user interface according to the dialogue information of the plot dialogue, wherein when displaying the plot dialogue animation corresponding to the first target dialogue, the plot dialogue animation includes a character identifier corresponding to the character information.

[0042] A run trigger control may be provided in the graphical user interface of the game editing interface, for the player to test run the edited game scene, and when the run trigger control is triggered, the game enters the running stage. In another way, the player can upload the edited game scene to the game server, and the player or other players can also trigger to enter the game scene and run the game scene.

[0043] During the game running phase, when the designated scene event is triggered, the target plot file is triggered and starts playing. The designated scene event includes: a designated virtual character in the game scene is triggered, or a designated scene area in the game scene is triggered. For example, the designated scene event can be an interaction between a player character and a specific non-player character. At this time, the non-player character that interacts is a designated virtual character, and the character is triggered; or the player character moves to a specific scene area. At this time, the scene area where the player character is located is a designated scene area, and the designated scene area is triggered. In addition, the designated scene perspective can also be a game scene reaching a designated scene state or running state, etc.

[0044] After the target plot file is triggered and starts playing, the plot dialogue in the target plot file starts playing, each plot dialogue is preset with dialogue information, and according to the dialogue information, the plot animation dialogue corresponding to the plot dialogue is displayed in the graphical user interface.

[0045] As in the aforementioned embodiment, the speaker attribute sets the virtual character that issues the first target dialogue. Based on the speaker attribute, it can be determined which virtual character issues the first target dialogue. When displaying the plot animation dialogue, the first target dialogue can be displayed in association with the virtual character. At the same time, the role identification of the virtual character can also be displayed, for example, the role name, role avatar, role appearance, etc.

[0046] The above-mentioned method for generating a game plot is to display a graphical user interface provided by running a game program through a terminal device, wherein the graphical user interface includes a game scene to be edited in a game editing stage, wherein the game scene to be edited includes a character component, wherein the character component is a component set and generated in the game scene to be edited in response to a game editing instruction, and wherein the character component is configured to generate a corresponding character in the game running stage; display an editing page of a target plot file, and determine a first target dialogue; wherein the target plot file includes at least one plot dialogue, and the at least one plot dialogue includes the first target dialogue; display a dialogue attribute setting interface in the editing page, wherein the dialogue attribute setting interface is configured to set dialogue information of the first target dialogue, and the dialogue attribute setting interface includes The method comprises the steps of: comprising: including speaker attributes, the speaker attributes being used to set the virtual character that issues the first target dialogue; in response to the setting operation for the speaker attributes, displaying a character selection interface, the selection interface including character information corresponding to the character component in the game scene to be edited; in response to the selection operation for the selection interface, determining the speaker attributes of the first target dialogue according to the character information corresponding to the selection operation, and updating the dialogue information; in the game running stage, in response to triggering a designated scene event associated with the target plot file, displaying the plot dialogue animation in the target plot file in the graphical user interface according to the dialogue information of the plot dialogue, wherein, when displaying the plot dialogue animation corresponding to the first target dialogue, the plot dialogue animation includes a character identifier corresponding to the character information.

[0047] In the above method, when editing the game scene, the player can associate the dialogue in the plot file with the character in the game scene through the speaker attribute, so as to realize the plot editing of the dialogue between the player and the character. During the game running stage, the player can interact with the character in the game scene and play the relevant plot files, which enriches the interaction method between the player and the game scene, improves the utilization rate of the scene map uploaded by the player, and can promote the player to actively create the scene map, thereby improving the resource utilization rate of the game system and the utilization rate of the game service resources.

[0048] Specifically, the above-mentioned character component includes at least one of the following: a player character component and a non-player character component. It should be noted that the player character component can be, after the editing of the aforementioned game scene to be edited is completed, the game scene of the editing player is obtained, and the player controls the controlled virtual character to enter the game scene. At this time, the controlled virtual character is the virtual character corresponding to the player character component.

[0049] When the game scene is edited by a player and uploaded to a game server, the game scene is a level-breaking game map, and one or more players can control the controlled virtual characters to enter the game scene and participate in the level-breaking.

[0050] The aforementioned non-player character components correspond to non-player characters in the game scene. The non-player characters are preset with character shapes and character names in the game scene, and are displayed in specific locations or characteristic areas in the game scene. Some non-player characters also have interactive properties with controlled virtual characters, for example, they can have conversations with controlled virtual characters, perform interactive actions, etc.

[0051] In a specific implementation, the speaker attributes include non-player character attributes, also known as NPC attributes; in response to a setting operation on the non-player character attributes in the speaker attributes, a non-player character selection interface is displayed, the selection interface includes non-player character information corresponding to the non-player character component in the game scene to be edited; in response to a selection operation on the selection interface, the speaker attributes of the first target dialogue are determined according to the non-player character information corresponding to the selection operation, and the dialogue information is updated;

[0052] In actual implementation, a selection control for speaker attributes may be displayed in the graphical user interface, and a non-player character attribute may be selected through the selection control. After the non-player character attribute is selected, a selection interface for the non-player character is displayed in the graphical user interface, and the selection interface may display non-player character information corresponding to at least one non-player character component in the form of a list or a drop-down menu; the non-player character information may include a character name, a character avatar, etc.

[0053] By selecting a non-player character component from the non-player character information, the speaker attribute of the first target dialogue is determined. The virtual character corresponding to the selected non-player character component is the virtual character that issues the first target dialogue. The non-player character information of the selected non-player character component can be saved in the speaker attribute of the first target dialogue; then, the speaker attribute is saved in the dialogue information.

[0054] Figure 2 As an example, the speaker attribute selection control is the selection control corresponding to the "speaker type". By clicking, you can select the non-player character attribute, that is, "NPC". At this time, the circular control in front of the NPC is selected, that is, a black circle. After selecting the non-player character attribute, you can select the "speaker" under the attribute below, that is, the non-player character information. The role name of the non-player character is displayed here. By clicking the triangle-shaped drop-down button, multiple alternative non-player character information can be displayed.

[0055] During the game running phase, when the plot dialogue animation corresponding to the first target dialogue is displayed, the plot dialogue animation includes a non-player character identifier corresponding to the non-player character information. The non-player character identifier includes, for example, a character name and a character portrait of the non-player character. If the non-player character corresponding to the non-player character information is located in the game scene, the first target dialogue may also be displayed in association with the scene position where the non-player character is located.

[0056] like Figure 3 In the game running stage, the plot dialogue animation of the first target dialogue is displayed in the graphical user interface, and the animation includes a non-player character identifier, that is, the avatar of character 1 and the name of character 1, and also displays the dialogue content of the first target dialogue and the associated option information.

[0057] In another specific implementation, the non-player character selection interface also includes default non-player character information; in response to a selection operation on the selection interface for a character corresponding to a second target dialogue, when the selection operation corresponds to the default non-player character information, the speaker attributes of the second target dialogue are determined according to the default non-player character information, and the dialogue information is updated; wherein the second target dialogue is a dialogue in at least one plot dialogue.

[0058] The non-player character selection interface usually includes the designated non-player character information and the aforementioned default non-player character information; the designated non-player character information usually corresponds to the non-player character designated in the game scene. As for the default non-player character information, it is necessary to determine the non-player character in real time during the game running process through a specific method.

[0059] The selection operation may be a click operation or a slide operation for the default non-player character information. When the default non-player character information is selected, the default non-player character information is saved to the speaker attribute of the second target dialogue. The second target dialogue is the dialogue in the target plot file. The second target dialogue may be the same as or different from the first target dialogue.

[0060] In response to an editing operation on a target non-player character component in a game scene to be edited, an association relationship between the target non-player character component and a target plot file is established, and default non-player character information is determined to be non-player character information corresponding to the target non-player character component;

[0061] The target non-player character component corresponds to a non-player character in the game scene; by triggering the target non-player character component, an editing interface for the target non-player character component can be displayed, and the editing interface can display editing controls for the size, weight, and interaction method of the character model of the target non-player character component, and also has controls for associated plots; through control operation, an association relationship can be established between the target non-player character component and the target plot file. After the association relationship is established, during the game running stage, after the player's controlled virtual character interacts with the non-player character corresponding to the non-player character component, the target plot file can be triggered to be played.

[0062] Since the speaker attributes contain default non-player character information, when the association relationship between the target non-player character component and the target plot file is established, the default non-player character information is the non-player character information corresponding to the target non-player character component. It can be understood that the specific content of the default non-player character information is related to the non-player character component with which the controlled virtual character interacts, that is, the default non-player character information indicates which non-player character the controlled virtual character, i.e., the player character, interacts with during the game running stage, and the non-player character is the virtual character that issues the second target dialogue.

[0063] Continue to refer Figure 2 When NPC is selected as the speaker type, that is, non-player character attributes, an option can be provided in the non-player character information below, that is, the default non-player character information; Figure 2 In the example, by clicking the drop-down control on the right side of "Speaker", the default non-player character information can be displayed. By selecting the default non-player character information, the speaker attribute can be determined as the default non-player character information.

[0064] Specifically, during the game running stage, in response to a designated non-player character in the game scene being triggered, a plot dialogue animation in a target plot file is displayed in a graphical user interface according to the dialogue information of the plot dialogue, wherein when displaying the plot dialogue animation corresponding to the second target dialogue, the plot dialogue animation includes a non-player character identifier corresponding to the designated non-player character, and the designated non-player character is a non-player character generated according to the target non-player character component during the game running stage.

[0065] The designated non-player character can be triggered by the interaction of the player character, for example, the player character moves to the vicinity of the designated non-player character and performs interactive actions on the designated non-player character, such as patting, hugging, etc. Since the designated non-player character is associated with the target plot file, after the designated non-player character is triggered, the target plot file starts to play. When the plot dialogue animation corresponding to the second target dialogue is displayed, since the default non-player character information is set as the speaker attribute of the second target dialogue in the game editing stage, and the default non-player character information is the non-player character information corresponding to the target non-player character component, therefore, in the game running stage, the sender of the aforementioned second target dialogue is the designated non-player character, and the non-player character identifier corresponding to the designated non-player character is displayed in the plot dialogue animation.

[0066] In the above method, by setting the default non-player character information, the player can edit the dialogue first, and then determine the character who sends the dialogue. There is no need for the character to exist before editing the plot dialogue, which improves the operational flexibility of dialogue editing and scene creation.

[0067] In one method, a graphical user interface includes a plot dialogue control; when the graphical user interface includes a game scene to be edited in a game editing stage, a plot file list is displayed in response to a trigger operation on the plot dialogue control; wherein the plot file list includes: at least one alternative plot file arranged in a preset order; a target plot file is determined from the plot file list, and an editing page of the target plot file is displayed.

[0068] By triggering the plot dialogue control, you can control the display Figure 2 The page shown in the figure shows that when the plot dialogue control is triggered, a plot file list is displayed, which includes multiple identifiers of candidate plot files, among which the first candidate plot file is in a selected state, and the first candidate plot file is the target plot file, so the dialogue information of the target plot file is displayed on the page. Players can select other files in the plot file list as the target plot file.

[0069] Furthermore, when determining the first target dialogue, a dialogue entry of at least one plot dialogue is displayed in the editing page; the plot dialogue located in the default dialogue order is determined as the first target dialogue, or, in response to a dialogue selection operation, the selected plot dialogue is determined as the first target dialogue; and the dialogue entry of the first target dialogue is displayed in a first display format.

[0070] When the plot dialogue control is triggered and the edit page is displayed, the first plot dialogue in the target plot file is determined as the first target dialogue. When the target plot file includes multiple plot dialogues, other dialogues can be selected as the first target dialogue. For example, Figure 2The dialogue numbered "2" in the dialog is selected as the first target dialogue.

[0071] The above-mentioned plot dialogue has a preset dialogue order; according to the dialogue order, at least one plot dialogue is arranged and displayed in the editing page; wherein the dialogue entry of each plot dialogue occupies a display area for dialogue information; the display area displays the display content determined according to the dialogue information corresponding to the plot dialogue, as well as the dialogue order of the plot dialogue in the target plot file.

[0072] refer to Figure 2 In the process, after the target plot file, i.e., the script file corresponding to "Drama 1" is selected, each plot dialogue is displayed in the editing page in the order of dialogue, and the dialogue order is displayed in the upper left corner of each plot dialogue, i.e., serial number "1", serial number "2", etc. The display area occupied by the dialogue item of each plot dialogue also displays the display content determined according to the dialogue information corresponding to the plot dialogue, such as the character avatar, name, dialogue content, options, and jump information of the speaker's virtual character.

[0073] Specifically, the dialogue information of the first target dialogue includes at least part of the following:

[0074] (1) Speaker attributes; wherein the speaker attributes indicate: during the game running phase, the virtual character that issues the first target dialogue; the virtual character includes: a non-player character in the game scene, a player character in the game scene, or a designated character outside the game scene;

[0075] It should be noted that, when the speaker attribute in the dialogue information is a non-player character attribute, the dialogue information also needs to include non-player character information corresponding to the non-player character attribute, such as the non-player character's avatar, name, etc., so as to indicate which non-player character specifically initiates the first target dialogue.

[0076] When the speaker attribute in the dialogue information is a player character attribute, the player character attribute indicates that the first target dialogue is initiated by a virtual character controlled by the player; when the speaker attribute in the dialogue information is a custom character attribute, the character that initiates the first target dialogue is a designated character outside the game scene, and the dialogue information also needs to include the character information corresponding to the custom character attribute, such as the character's avatar, name, etc.

[0077] (2) the content of the first target dialogue;

[0078] like Figure 2 In the text input box below "Speech content", the conversation content can be output, and the input speech content is displayed in the display area of ​​the first target dialogue in the middle area.

[0079] (3) Option information associated with the first target dialogue and jump information of the option information; wherein the jump information indicates: a trigger event after the option information is selected; the trigger event includes: displaying a plot dialogue other than the first target dialogue in the target plot file, displaying a plot file other than the target plot file, or displaying a specified scene content.

[0080] exist Figure 2 In the dialog box, you can use the "Add Option" control to add option information to the first target dialog box. The created option information, such as option 1, can be added to the dialog box in the Figure 2 The content of "Option 1" is displayed in the figure. There is a triangle control on the right side of the content of "Option 1". By clicking the control, the editing page of Option 1 can be displayed. Figure 4 middle.

[0081] Figure 4 In the editing page of option editing, the option order of the current option can be selected through the "Order" control, that is, when the option information associated with the first target dialogue includes multiple options, the multiple option information can be arranged up and down or left and right according to the option order.

[0082] The "Is the option enabled" control can control whether the current option is used as the option information of the first target dialogue. By clicking, the current option information can be controlled to be enabled. In the enabled state, the display area of ​​the first target dialogue displays the option information of the option, and during the game running stage, when the dialogue plot animation of the first target dialogue is displayed, the option information is also displayed. If the option is not enabled, the display area of ​​the first target dialogue does not display the option information of the option, or displays the option information of the option in grayscale; during the game running stage, when the dialogue plot animation of the first target dialogue is displayed, the option information is not displayed.

[0083] The "option content" control can be used to enter the specific text of the option content. The "jump to" control can select the jump information associated with the option, that is, the trigger event after the option information is selected, which can include three types of events: jump to other dialogues, jump to other plots, and terminate the dialogue. When the "other dialogues" control is selected, the "select jump object" below can select which plot dialogue in the target plot file will continue to be displayed after the option is selected. When the "other plots" control is selected, the "select jump object" below can select which plot file other than the target plot file will continue to be displayed after the option is selected. When the "terminate dialogue" control is selected, it means that the current first target dialogue is the last dialogue played, and there is no subsequent dialogue.

[0084] The following embodiments also provide other editing functions for the conversation.

[0085] The dialogue information of the first target dialogue includes: first option information associated with the first target dialogue and jump information of the first option information, and the jump information of the first option information includes: the first dialogue in the target plot file and the dialogue order of the first dialogue in the target plot file; in response to a change in the dialogue order of the first dialogue, the dialogue order of the first dialogue in the first option information is updated.

[0086] In one example, for example, the jump information corresponding to option 1 in dialogue 1 is to jump to dialogue 2. When dialogue 2 is edited by the player to dialogue 3, at this time, in the jump information corresponding to option 1 in dialogue 1, dialogue 2 is automatically updated to dialogue 3. This method can avoid cumbersome sequence adjustment operations and improve operational convenience.

[0087] In another embodiment, the dialogue information of the first target dialogue includes: second option information associated with the first target dialogue and jump information of the second option information, and the jump information of the second option information includes: a third target dialogue in the target plot file; in response to a trigger operation on the jump information of the second option information, the dialogue content of the third target dialogue and a display trigger control of the third target dialogue are displayed; in response to a trigger operation on the display trigger control, the dialogue information of the third target dialogue is displayed in the editing page.

[0088] The triggering operation for the jump information of the second option information may specifically be a click operation, a double-click operation, etc. acting on the jump information; for example, Figure 2 In the dialog box, option 1 jumps to dialog 2. After "Jump to", the thumbnail content of dialog 2 will be displayed. When you click the thumbnail content of "Dialogue 2", a window will be created and the content of dialogue 2 will be displayed. At this time, the complete content of dialogue 2 and the display trigger control can be displayed; but only the text content of dialogue 2 is displayed in this window. If you want to view other information of dialogue 2 in detail, such as option information, you can trigger the display trigger control. Figure 2 In the edit page shown, a display area for the conversation information of conversation 2 is displayed.

[0089] Furthermore, in response to an expansion trigger operation on the list of plot files, file information of the alternative plot files is displayed on the editing page; wherein the file information includes: at least one of a plot identifier, a plot name and editing information of the alternative plot files; a first plot file is determined from at least one alternative plot file, and the file information of the first plot file is displayed in a second display format; a plot information editing control for the first plot file is displayed; wherein the plot information editing control is used to edit at least part of the following information: the plot name of the first plot file, a triggering event of the first plot file and a subsequent event triggered by the first plot file.

[0090] For example, by clicking Figure 2In the plot file list, the control corresponding to the ellipsis can execute the expansion trigger operation for the plot file list, and get Figure 5 On the left side of the page, the alternative plot files are arranged in order, and the file cover, script name, and editing time of the alternative plot files can be displayed.

[0091] By clicking, you can determine the first plot file, for example Figure 5 In the page, the file information corresponding to "Play 2" is displayed in bold. On the right side of the page, the information of the first plot file is displayed, including the number of dialogues in the first plot file, the last time the first plot file was edited, and the plot name can also be edited. In "Can be triggered by an event", you can select the trigger event that the first plot file is attached to, that is, the specified scene event in the above embodiment. For example, when the player character interacts with a non-player character, the first plot file can be triggered to play. For another example, when the player character moves to a certain area of ​​the game scene, the first plot file can be triggered to play.

[0092] Through "Trigger event at end", you can select the subsequent events triggered after the first plot file is played, for example, controlling the player character or a non-player character to change the appearance of the character, or playing a cutscene, etc.

[0093] In another embodiment, the aforementioned speaker attributes also include other attributes.

[0094] The speaker attributes include player role attributes; in response to a setting operation on the player role attributes in the speaker attributes, the player role attributes are determined as speaker attributes of the first target dialogue, and the dialogue information is updated.

[0095] like Figure 2 In the game, the position of "speaker type" provides three speaker attributes. When "player" is selected, the speaker attribute is the player character attribute. In the game running stage, the controlled virtual object controlled by the terminal device is in the game scene. When the first target dialogue is played, the controlled virtual object is the one that issues the first target dialogue.

[0096] In addition, the speaker attributes include custom role attributes; in response to a setting operation on the custom role attributes in the speaker attributes, attribute information of the custom role attributes is generated; wherein the attribute information includes: a role name and a role identifier of the custom role.

[0097] like Figure 2 In the "Speaker Type" section, three speaker attributes are provided. When "Custom" is selected, the speaker attributes are custom role attributes. Figure 2The setting control of the attribute information of the custom character attributes will be displayed in the game, which is used to set the character name and character ID of the custom character. During the game running stage, when the first target dialogue is played, the character name and character ID of the set custom character will be displayed.

[0098] Furthermore, the above-mentioned dialogue attribute setting interface also includes a display mode; in response to the setting operation for the display mode, the target display mode of the first target dialogue is determined; wherein the target display mode includes: the dialogue content of the first target dialogue is displayed in full at the same time, or the dialogue content of the first target dialogue is gradually displayed in character order.

[0099] Figure 2 The "Display dialogue at once" control in is used to set the above display mode. If the control is selected, the dialogue content of the first target dialogue will be displayed all at the same time; if the control is not selected, the dialogue content of the first target dialogue will be displayed gradually in character order.

[0100] The above-mentioned dialog attribute setting interface also includes option information and jump information of option information; in response to an option creation operation, an information trigger control of a newly created third option information is displayed; in response to a trigger operation of the information trigger control, an option editing area of ​​the third option information is displayed; the option editing area provides editing functions for at least part of the following editing contents: the display order of the third option information, whether the third option information is enabled, the jump object type of the third option information, and the jump object to which the jump object type belongs; in response to an editing operation on the option editing area, the information content of the third option information in the dialog information is updated.

[0101] exist Figure 2 In the , you can trigger the "add option" control to perform the above option creation operation, and then Figure 2 A new "Option 3" is added below "[Not Enabled] Option 2" on the right, which is the information trigger control for the third option information. Click the information trigger control to display a similar Figure 4 The option editing area of ​​the third option information is opened to edit the editing content of the third option information.

[0102] The above-mentioned dialogue attribute setting interface also includes option information and jump information of option information; the dialogue attribute setting interface also includes: information trigger control and option creation control of the established options of the first target dialogue; wherein the display status of the information trigger control indicates: whether the corresponding established option is enabled.

[0103] refer to Figure 2 In the example, option 2 is in a disabled state. At this time, the information trigger control of option 2 is displayed in grayscale, indicating that option 2 is not enabled.

[0104] In the game editing stage, when the graphical user interface displays the game scene to be edited in the game editing stage, the game scene can be edited. Specifically, the graphical user interface includes a first interactive control; in response to a trigger operation on the first interactive control, the game scene information corresponding to the game scene to be edited is controlled to be generated; wherein the game scene information includes component information of edited components in the game scene to be edited, and the edited components are editing components that respond to editing operations among multiple editable components in the editing window; the game scene information is controlled to be transmitted to the server; wherein the server is configured to communicate with the terminal device, the terminal device is configured with a game program, and the terminal device is configured to obtain the game scene information from the server, and generate the corresponding game scene according to the game scene information through the game program.

[0105] In actual applications, the graphical user interface includes a first interactive control. After the first interactive control is triggered by a terminal device, game scene information corresponding to the game editing scene can be generated. The game scene information can be saved in a preset location, which can be a map file. The map file can not only save the game scene information, but also save other map information (including but not limited to screenshots, map names, logs, etc.). After the map file saves the game scene information, it will be uploaded to the server. After the server reviews it, the game scene generated by the game scene information can be published in the preset map pool, so that the terminal device connected to the server can download the corresponding game scene information from the server, and generate the corresponding game scene according to the game scene information through the game program, and then experience the game in the game scene. This method can publish the game scene information in the game editor and be experienced by other players, thereby realizing a fast UGC function.

[0106] Corresponding to the aforementioned method for generating game plots, the following embodiment further provides a method for controlling game plots, which is used to describe the display mode of plot dialogues at the game running node. The method for controlling game plots includes the following steps:

[0107] Step 10, displaying a scene screen of the game scene in a graphical user interface;

[0108] Step 12, in response to a designated scene event of the game scene being triggered, determining a target plot file associated with the designated scene event; wherein the target plot file includes at least one plot dialogue;

[0109] Step 14, determining the first target dialogue from the target plot file, and obtaining dialogue information of the first target dialogue; wherein the dialogue information includes at least part of the following contents: the dialogue order of the first target dialogue in the target plot file, the virtual character that issues the first target dialogue, the dialogue content of the first target dialogue, the display mode of the first target dialogue, the option information associated with the first target dialogue, and the jump information of the option information;

[0110] Step 16, according to the dialogue information, control the display of the first target dialogue until the plot dialogue in the target plot file is completely displayed.

[0111] In a specific implementation, the first first target dialogue is determined based on the dialogue order of the plot dialogue in the target plot file; or the next first target dialogue is determined based on the jump information corresponding to the option information selected in the current first target dialogue.

[0112] Furthermore, the virtual character who initiates the first target dialogue is determined, and the role identification and / or role name of the virtual character is displayed; and the dialogue content of the first target dialogue is displayed in accordance with the display mode of the first target dialogue.

[0113] Furthermore, if a designated non-player character is stored in the dialogue information of the first target dialogue, the designated non-player character is determined as the virtual character that initiates the first target dialogue; if the character type stored in the dialogue information of the first target dialogue is a player character, the controlled virtual character in the game scene is determined as the virtual character that initiates the first target dialogue; if the character type stored in the dialogue information of the first target dialogue is a non-player character, and the non-player character is a triggered non-player character, the non-player character triggered by the controlled virtual character is determined as the virtual character that initiates the first target dialogue.

[0114] Furthermore, if no role-related information is saved in the dialogue information of the first target dialogue, a preset virtual character is determined as the virtual character that initiates the first target dialogue; wherein the role-related information is used to: determine the virtual character that initiates the first target dialogue; the preset virtual character includes a general character corresponding to the game scene, or an associated role when the controlled virtual character enters the game scene.

[0115] Further, it is determined that there is associated option information and jump information of the option information with the first target dialogue, and the option information and the jump information of the option information are displayed; in response to a trigger operation for fourth option information in the option information, based on the jump information of the fourth option information, a trigger event after the fourth option information is selected is triggered; wherein the trigger event includes: displaying plot dialogues other than the first target dialogue in the target plot file, displaying plot files other than the target plot file, or displaying specified scene content.

[0116] Corresponding to the above method embodiment, see Figure 6 A schematic diagram of the structure of a device for generating a game plot is shown, the device comprising:

[0117] The interface display module 60 is used to display the graphical user interface provided by the running game program through the terminal device, wherein the graphical user interface includes the game scene to be edited in the game editing stage, and the game scene to be edited includes a character component, which is a component set and generated in the game scene to be edited in response to the game editing instruction, and the character component is configured to generate a corresponding character in the game running stage;

[0118] The dialogue determination module 62 is used to display an editing page of a target plot file and determine a first target dialogue; wherein the target plot file includes at least one plot dialogue, and the at least one plot dialogue includes the first target dialogue; display a dialogue attribute setting interface in the editing page, wherein the dialogue attribute setting interface is configured to set dialogue information of the first target dialogue, and the dialogue attribute setting interface includes speaker attributes, and the speaker attributes are used to set the virtual character that issues the first target dialogue;

[0119] The attribute editing module 64 is used to respond to the setting operation of the speaker attribute and display the role selection interface, the selection interface including the role information corresponding to the role component in the game scene to be edited;

[0120] The attribute determination module 66 is used to respond to the selection operation on the selection interface, determine the speaker attribute of the first target dialogue according to the role information corresponding to the selection operation, and update the dialogue information;

[0121] The game running module 68 is used to display the plot dialogue animation in the target plot file in a graphical user interface in response to a designated scene event associated with the triggering target plot file during the game running stage according to the dialogue information of the plot dialogue, wherein when displaying the plot dialogue animation corresponding to the first target dialogue, the plot dialogue animation includes a character identifier corresponding to the character information.

[0122] The above-mentioned game plot generation device displays a graphical user interface provided by running a game program through a terminal device, wherein the graphical user interface includes a game scene to be edited in a game editing stage, wherein the game scene to be edited includes a character component, wherein the character component is a component set and generated in the game scene to be edited in response to a game editing instruction, and wherein the character component is configured to generate a corresponding character in the game running stage; displays an editing page of a target plot file, and determines a first target dialogue; wherein the target plot file includes at least one plot dialogue, and the at least one plot dialogue includes the first target dialogue; displays a dialogue attribute setting interface in the editing page, wherein the dialogue attribute setting interface is configured to set dialogue information of the first target dialogue, and the dialogue attribute setting interface includes The method comprises the steps of: comprising: including speaker attributes, the speaker attributes being used to set the virtual character that issues the first target dialogue; in response to the setting operation for the speaker attributes, displaying a character selection interface, the selection interface including character information corresponding to the character component in the game scene to be edited; in response to the selection operation for the selection interface, determining the speaker attributes of the first target dialogue according to the character information corresponding to the selection operation, and updating the dialogue information; in the game running stage, in response to triggering a designated scene event associated with the target plot file, displaying the plot dialogue animation in the target plot file in the graphical user interface according to the dialogue information of the plot dialogue, wherein, when displaying the plot dialogue animation corresponding to the first target dialogue, the plot dialogue animation includes a character identifier corresponding to the character information.

[0123] In the above method, when editing the game scene, the player can associate the dialogue in the plot file with the character in the game scene through the speaker attribute, so as to realize the plot editing of the dialogue between the player and the character. During the game running stage, the player can interact with the character in the game scene and play the relevant plot files, which enriches the interaction method between the player and the game scene, improves the utilization rate of the scene map uploaded by the player, and can promote the player to actively create the scene map, thereby improving the resource utilization rate of the game system and the utilization rate of the game service resources.

[0124] The above-mentioned character component includes at least one of the following: a player character component and a non-player character component.

[0125] The speaker attributes include non-player character attributes; the attribute editing module is further used to: respond to a setting operation on the non-player character attributes in the speaker attributes, display a selection interface for the non-player character, the selection interface including non-player character information corresponding to the non-player character component in the game scene to be edited; the attribute determination module is further used to: respond to a selection operation on the selection interface, determine the speaker attributes of the first target dialogue according to the non-player character information corresponding to the selection operation, and update the dialogue information; the game running module is further used to: when displaying the plot dialogue animation corresponding to the first target dialogue, the plot dialogue animation includes a non-player character identifier corresponding to the non-player character information.

[0126] The above-mentioned non-player character selection interface also includes default non-player character information; the above-mentioned device also includes: a character information control module, which is used to respond to a selection operation on the selection interface of the character corresponding to the second target dialogue, and when the selection operation corresponds to the default non-player character information, determine the speaker attribute of the second target dialogue according to the default non-player character information, and update the dialogue information; wherein the second target dialogue is a dialogue in at least one plot dialogue; in response to an editing operation on a target non-player character component located in the game scene to be edited, establish an association relationship between the target non-player character component and the target plot file, and determine that the default non-player character information is the non-player character information corresponding to the target non-player character component; in the game running stage, in response to the designated non-player character in the game scene being triggered, display the plot dialogue animation in the target plot file in the graphical user interface according to the dialogue information of the plot dialogue, wherein when the plot dialogue animation corresponding to the second target dialogue is displayed, the plot dialogue animation includes a non-player character identifier corresponding to the designated non-player character, and the designated non-player character is a non-player character generated according to the target non-player character component in the game running stage.

[0127] The above-mentioned dialogue determination module is also used to: respond to the trigger operation of the plot dialogue control and display the plot file list; wherein the plot file list includes: at least one alternative plot file arranged in a preset order; determine the target plot file from the plot file list and display the editing page of the target plot file.

[0128] The above-mentioned dialogue determination module is also used to: display a dialogue entry of at least one plot dialogue in the editing page; determine the plot dialogue located in the default dialogue order as the first target dialogue, or, in response to a dialogue selection operation, determine the selected plot dialogue as the first target dialogue; display the dialogue entry of the first target dialogue in a first display format.

[0129] The above-mentioned plot dialogue is preset with a dialogue order; the above-mentioned dialogue determination module is also used to: arrange and display at least one plot dialogue in the editing page according to the dialogue order; wherein the dialogue entry of each plot dialogue occupies a display area; the display area displays the display content determined according to the dialogue information corresponding to the plot dialogue, as well as the dialogue order of the plot dialogue in the target plot file.

[0130] The dialogue information of the above-mentioned first target dialogue includes at least part of the following: speaker attributes; wherein the speaker attributes indicate: during the game running stage, the virtual character that issues the first target dialogue; the virtual characters include: non-player characters in the game scene, player characters in the game scene, or designated characters outside the game scene; the dialogue content of the first target dialogue; option information associated with the first target dialogue and the jump information of the option information; wherein the jump information indicates: a trigger event after the option information is selected; the trigger event includes: displaying plot dialogues other than the first target dialogue in the target plot file, displaying plot files other than the target plot file, or displaying designated scene content.

[0131] The dialogue information of the above-mentioned first target dialogue includes: the first option information associated with the first target dialogue and the jump information of the first option information, and the jump information of the first option information includes: the first dialogue in the target plot file and the dialogue order of the first dialogue in the target plot file; the above-mentioned device also includes: a sequence update module, which is used to: update the dialogue order of the first dialogue in the first option information in response to the change of the dialogue order of the first dialogue.

[0132] The dialogue information of the above-mentioned first target dialogue includes: the second option information associated with the first target dialogue and the jump information of the second option information, and the jump information of the second option information includes: the third target dialogue in the target plot file; the above-mentioned device also includes a dialogue jump module, which is used to: respond to the trigger operation of the jump information of the second option information, display the dialogue content of the third target dialogue, and the display trigger control of the third target dialogue; respond to the trigger operation of the display trigger control, and display the dialogue information of the third target dialogue in the editing page.

[0133] The above-mentioned device also includes: a file editing control module, which is used to respond to the expansion trigger operation on the plot file list and display the file information of the alternative plot files on the editing page; wherein the file information includes: at least one of the plot identification, plot name and editing information of the alternative plot files; determine the first plot file from at least one alternative plot file, and display the file information of the first plot file in the second display format; display the plot information editing control of the first plot file; wherein the plot information editing control is used to edit at least part of the following information: the plot name of the first plot file, the triggering event of the first plot file and the subsequent event triggered by the first plot file.

[0134] The speaker attributes include player character attributes; the attribute editing module is further used to: respond to a setting operation on the player character attributes in the speaker attributes, determine the player character attributes as the speaker attributes of the first target dialogue, and update the dialogue information.

[0135] The speaker attributes include custom role attributes; the attribute editing module is further used to: respond to the setting operation of the custom role attributes in the speaker attributes, and generate attribute information of the custom role attributes; wherein the attribute information includes: the role name and role identifier of the custom role.

[0136] The above-mentioned dialogue attribute setting interface also includes a display mode; the above-mentioned device also includes: a display mode setting module, which is used to: respond to the setting operation of the display mode and determine the target display mode of the first target dialogue; wherein the target display mode includes: the dialogue content of the first target dialogue is displayed in full at the same time, or the dialogue content of the first target dialogue is gradually displayed in character order.

[0137] The above-mentioned dialog attribute setting interface also includes option information and jump information of the option information; the above-mentioned device also includes: an option information editing module, which is used to display the newly created third option information information trigger control in response to the option creation operation; in response to the triggering operation of the information trigger control, the option editing area of ​​the third option information is displayed; the option editing area provides editing functions for at least part of the following editing contents: the display order of the third option information, whether the third option information is enabled, the jump object type of the third option information, and the jump object to which the jump object type belongs; in response to the editing operation on the option editing area, the information content of the third option information in the dialog information is updated.

[0138] The above-mentioned dialogue attribute setting interface also includes option information and jump information of option information; the above-mentioned dialogue attribute setting interface also includes: information trigger control and option creation control of the established options of the first target dialogue; wherein the display status of the information trigger control indicates: whether the corresponding established option is enabled.

[0139] The above-mentioned designated scene event includes: a designated virtual character in the game scene is triggered, or a designated scene area in the game scene is triggered.

[0140] The above-mentioned graphical user interface includes a first interactive control; the above-mentioned device also includes a scene editing module, which is used to: respond to a trigger operation on the first interactive control, control the generation of game scene information corresponding to the game scene to be edited; wherein the game scene information includes component information of the edited components in the game scene to be edited, and the edited components are editing components that respond to editing operations among multiple editable components in the editing window; control the transmission of the game scene information to the server; wherein the server is configured to communicate with the terminal device, the terminal device is configured with a game program, and the terminal device is configured to obtain the game scene information from the server, and generate a corresponding game scene according to the game scene information through the game program.

[0141] This embodiment also provides an electronic device, including a processor and a memory, wherein the memory stores computer executable instructions that can be executed by the processor, and the processor executes the computer executable instructions to implement the above-mentioned game plot generation method. The electronic device can be a server or a terminal device.

[0142] See also Figure 7 As shown, the electronic device includes a processor 100 and a memory 101, wherein the memory 101 stores computer executable instructions that can be executed by the processor 100, and the processor 100 executes the computer executable instructions to implement the above-mentioned method for generating game plots.

[0143] Further, Figure 7 The electronic device shown further includes a bus 102 and a communication interface 103 , and the processor 100 , the communication interface 103 and the memory 101 are connected via the bus 102 .

[0144] The memory 101 may include a high-speed random access memory (RAM), and may also include a non-volatile memory, such as at least one disk storage. The communication connection between the system network element and at least one other network element is realized through at least one communication interface 103 (which may be wired or wireless), and the Internet, wide area network, local area network, metropolitan area network, etc. may be used. The bus 102 may be an ISA bus, a PCI bus, or an EISA bus, etc. The bus may be divided into an address bus, a data bus, a control bus, etc. For ease of representation, Figure 7 Only one bidirectional arrow is used in the diagram, but this does not mean that there is only one bus or only one type of bus.

[0145] The processor 100 may be an integrated circuit chip with signal processing capabilities. In the implementation process, each step of the above method can be completed by the hardware integrated logic circuit or software instructions in the processor 100. The above processor 100 can be a general-purpose processor, including a central processing unit (CPU), a network processor (NP), etc.; it can also be a digital signal processor (DSP), an application-specific integrated circuit (ASIC), a field-programmable gate array (FPGA) or other programmable logic devices, discrete gates or transistor logic devices, discrete hardware components. The methods, steps and logic block diagrams disclosed in the embodiments of the present invention can be implemented or executed. The general-purpose processor can be a microprocessor or the processor can also be any conventional processor, etc. The steps of the method disclosed in conjunction with the embodiments of the present invention can be directly embodied as a hardware decoding processor for execution, or a combination of hardware and software modules in the decoding processor for execution. The software module may be located in a storage medium mature in the art, such as a random access memory, a flash memory, a read-only memory, a programmable read-only memory, or an electrically erasable programmable memory, a register, etc. The storage medium is located in the memory 101, and the processor 100 reads the information in the memory 101 and completes the steps of the method of the above embodiment in combination with its hardware.

[0146] The processor in the electronic device can implement the following operations in the method for generating the game plot by executing computer executable instructions:

[0147] The terminal device displays a graphical user interface provided by the running game program, wherein the graphical user interface includes a game scene to be edited in the game editing stage, wherein the game scene to be edited includes a character component, wherein the character component is a component set and generated in the game scene to be edited in response to a game editing instruction, and wherein the character component is configured to generate a corresponding character in the game running stage; an editing page of a target plot file is displayed, and a first target dialogue is determined; wherein the target plot file includes at least one plot dialogue, and the at least one plot dialogue includes the first target dialogue; a dialogue attribute setting interface is displayed in the editing page, wherein the dialogue attribute setting interface is configured to set dialogue information of the first target dialogue, and the dialogue attribute setting interface includes speaker attributes , the speaker attribute is used to set the virtual character who issues the first target dialogue; in response to the setting operation of the speaker attribute, a role selection interface is displayed, and the selection interface includes role information corresponding to the role component in the game scene to be edited; in response to the selection operation on the selection interface, the speaker attribute of the first target dialogue is determined according to the role information corresponding to the selection operation, and the dialogue information is updated; in the game running stage, in response to the specified scene event associated with the triggering target plot file, according to the dialogue information of the plot dialogue, the plot dialogue animation in the target plot file is displayed in the graphical user interface, wherein, when the plot dialogue animation corresponding to the first target dialogue is displayed, the plot dialogue animation includes a role identifier corresponding to the role information.

[0148] The character component includes at least one of the following: a player character component and a non-player character component.

[0149] The speaker attributes include non-player character attributes; in response to a setting operation on the non-player character attributes in the speaker attributes, a non-player character selection interface is displayed, the selection interface includes non-player character information corresponding to the non-player character component in the game scene to be edited; in response to a selection operation on the selection interface, the speaker attributes of the first target dialogue are determined according to the non-player character information corresponding to the selection operation, and the dialogue information is updated; when displaying the plot dialogue animation corresponding to the first target dialogue, the plot dialogue animation includes a non-player character identifier corresponding to the non-player character information.

[0150] The non-player character selection interface also includes default non-player character information; in response to a selection operation on the selection interface for a character corresponding to a second target dialogue, when the selection operation corresponds to the default non-player character information, the speaker attribute of the second target dialogue is determined according to the default non-player character information, and the dialogue information is updated; wherein the second target dialogue is a dialogue in at least one plot dialogue; in response to an editing operation on a target non-player character component located in a game scene to be edited, an association relationship between the target non-player character component and a target plot file is established, and the default non-player character information is determined to be the non-player character information corresponding to the target non-player character component; in a game running stage, in response to a designated non-player character in the game scene being triggered, a plot dialogue animation in the target plot file is displayed in a graphical user interface according to the dialogue information of the plot dialogue, wherein when displaying the plot dialogue animation corresponding to the second target dialogue, the plot dialogue animation includes a non-player character identifier corresponding to the designated non-player character, and the designated non-player character is a non-player character generated according to the target non-player character component in the game running stage.

[0151] The graphical user interface includes a plot dialogue control; in response to a trigger operation on the plot dialogue control, a plot file list is displayed; wherein the plot file list includes: at least one alternative plot file arranged in a preset order; a target plot file is determined from the plot file list, and an editing page of the target plot file is displayed.

[0152] Displaying a dialogue entry of at least one plot dialogue on an editing page; determining a plot dialogue in a default dialogue sequence as a first target dialogue, or, in response to a dialogue selection operation, determining a selected plot dialogue as the first target dialogue; and displaying the dialogue entry of the first target dialogue in a first display format.

[0153] The plot dialogue has a preset dialogue order; at least one plot dialogue is arranged and displayed in the editing page according to the dialogue order; wherein the dialogue entry of each plot dialogue occupies a display area; the display area displays display content determined according to the dialogue information corresponding to the plot dialogue, as well as the dialogue order of the plot dialogue in the target plot file.

[0154] The dialogue information of the first target dialogue includes at least part of the following: speaker attributes; wherein the speaker attributes indicate: during the game running stage, the virtual character that issues the first target dialogue; the virtual characters include: non-player characters in the game scene, player characters in the game scene, or designated characters outside the game scene; the dialogue content of the first target dialogue; option information associated with the first target dialogue and jump information of the option information; wherein the jump information indicates: a trigger event after the option information is selected; the trigger event includes: displaying plot dialogues other than the first target dialogue in the target plot file, displaying plot files other than the target plot file, or displaying designated scene content.

[0155] The dialogue information of the first target dialogue includes: first option information associated with the first target dialogue and jump information of the first option information, and the jump information of the first option information includes: the first dialogue in the target plot file and the dialogue order of the first dialogue in the target plot file; in response to a change in the dialogue order of the first dialogue, the dialogue order of the first dialogue in the first option information is updated.

[0156] The dialogue information of the first target dialogue includes: the second option information associated with the first target dialogue and the jump information of the second option information, and the jump information of the second option information includes: the third target dialogue in the target plot file; in response to the trigger operation on the jump information of the second option information, the dialogue content of the third target dialogue and the display trigger control of the third target dialogue are displayed; in response to the trigger operation on the display trigger control, the dialogue information of the third target dialogue is displayed in the editing page.

[0157] In response to an expansion trigger operation on a list of scenario files, file information of candidate scenario files is displayed on an editing page; wherein the file information includes: at least one of a scenario identifier, a scenario name, and editing information of the candidate scenario files; a first scenario file is determined from at least one candidate scenario file, and the file information of the first scenario file is displayed in a second display format; a scenario information editing control for the first scenario file is displayed; wherein the scenario information editing control is used to edit at least part of the following information: the scenario name of the first scenario file, a triggering event of the first scenario file, and a subsequent event triggered by the first scenario file.

[0158] The speaker attributes include player character attributes; in response to a setting operation on the player character attributes in the speaker attributes, the player character attributes are determined as speaker attributes of the first target dialogue, and the dialogue information is updated.

[0159] Speaker attributes include custom role attributes;

[0160] In response to a setting operation on a custom role attribute in speaker attributes, attribute information of the custom role attribute is generated; wherein the attribute information includes: a role name and a role identifier of the custom role.

[0161] The conversation attribute setting interface also includes a display mode; in response to a setting operation for the display mode, a target display mode of the first target conversation is determined; wherein the target display mode includes: all conversation contents of the first target conversation are displayed at the same time, or the conversation contents of the first target conversation are gradually displayed in character order.

[0162] The dialog attribute setting interface also includes option information and jump information of the option information; in response to an option creation operation, an information trigger control for newly created third option information is displayed; in response to a trigger operation of the information trigger control, an option editing area for the third option information is displayed; the option editing area provides editing functions for at least part of the following editing contents: the display order of the third option information, whether the third option information is enabled, the jump object type of the third option information, and the jump object to which the jump object type belongs; in response to an editing operation on the option editing area, the information content of the third option information in the dialog information is updated.

[0163] The dialog attribute setting interface also includes option information and jump information of option information; the dialog attribute setting interface also includes: information trigger control and option creation control of the established options of the first target dialog; wherein the display status of the information trigger control indicates whether the corresponding established option is enabled.

[0164] The designated scene event includes: a designated virtual character in the game scene is triggered, or a designated scene area in the game scene is triggered.

[0165] The above-mentioned graphical user interface includes a first interactive control; in response to a trigger operation on the first interactive control, control is performed to generate game scene information corresponding to the game scene to be edited; wherein the game scene information includes component information of edited components in the game scene to be edited, and the edited components are editing components that respond to editing operations among multiple editable components in the editing window; control is performed to transmit the game scene information to a server; wherein the server is configured to be communicatively connected with a terminal device, the terminal device is configured with a game program, and the terminal device is configured to obtain the game scene information from the server, and generate a corresponding game scene according to the game scene information through the game program.

[0166] In the above method, when editing the game scene, the player can associate the dialogue in the plot file with the character in the game scene through the speaker attribute, so as to realize the plot editing of the dialogue between the player and the character. During the game running stage, the player can interact with the character in the game scene and play the relevant plot files, which enriches the interaction method between the player and the game scene, improves the utilization rate of the scene map uploaded by the player, and can promote the player to actively create the scene map, thereby improving the resource utilization rate of the game system and the utilization rate of the game service resources.

[0167] This embodiment also provides a computer-readable storage medium, which stores computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement the above-mentioned method for generating the game plot.

[0168] The computer executable instructions stored in the computer readable storage medium can implement the following operations in the method for generating the game plot by executing the computer executable instructions:

[0169] The terminal device displays a graphical user interface provided by the running game program, wherein the graphical user interface includes a game scene to be edited in the game editing stage, wherein the game scene to be edited includes a character component, wherein the character component is a component set and generated in the game scene to be edited in response to a game editing instruction, and wherein the character component is configured to generate a corresponding character in the game running stage; an editing page of a target plot file is displayed, and a first target dialogue is determined; wherein the target plot file includes at least one plot dialogue, and the at least one plot dialogue includes the first target dialogue; a dialogue attribute setting interface is displayed in the editing page, wherein the dialogue attribute setting interface is configured to set dialogue information of the first target dialogue, and the dialogue attribute setting interface includes speaker attributes , the speaker attribute is used to set the virtual character who issues the first target dialogue; in response to the setting operation of the speaker attribute, a role selection interface is displayed, and the selection interface includes role information corresponding to the role component in the game scene to be edited; in response to the selection operation on the selection interface, the speaker attribute of the first target dialogue is determined according to the role information corresponding to the selection operation, and the dialogue information is updated; in the game running stage, in response to the specified scene event associated with the triggering target plot file, according to the dialogue information of the plot dialogue, the plot dialogue animation in the target plot file is displayed in the graphical user interface, wherein, when the plot dialogue animation corresponding to the first target dialogue is displayed, the plot dialogue animation includes a role identifier corresponding to the role information.

[0170] The character component includes at least one of the following: a player character component and a non-player character component.

[0171] The speaker attributes include non-player character attributes; in response to a setting operation on the non-player character attributes in the speaker attributes, a non-player character selection interface is displayed, the selection interface includes non-player character information corresponding to the non-player character component in the game scene to be edited; in response to a selection operation on the selection interface, the speaker attributes of the first target dialogue are determined according to the non-player character information corresponding to the selection operation, and the dialogue information is updated; when displaying the plot dialogue animation corresponding to the first target dialogue, the plot dialogue animation includes a non-player character identifier corresponding to the non-player character information.

[0172] The non-player character selection interface also includes default non-player character information; in response to a selection operation on the selection interface for a character corresponding to a second target dialogue, when the selection operation corresponds to the default non-player character information, the speaker attribute of the second target dialogue is determined according to the default non-player character information, and the dialogue information is updated; wherein the second target dialogue is a dialogue in at least one plot dialogue; in response to an editing operation on a target non-player character component located in a game scene to be edited, an association relationship between the target non-player character component and a target plot file is established, and the default non-player character information is determined to be the non-player character information corresponding to the target non-player character component; in a game running stage, in response to a designated non-player character in the game scene being triggered, a plot dialogue animation in the target plot file is displayed in a graphical user interface according to the dialogue information of the plot dialogue, wherein when displaying the plot dialogue animation corresponding to the second target dialogue, the plot dialogue animation includes a non-player character identifier corresponding to the designated non-player character, and the designated non-player character is a non-player character generated according to the target non-player character component in the game running stage.

[0173] The graphical user interface includes a plot dialogue control; in response to a trigger operation on the plot dialogue control, a plot file list is displayed; wherein the plot file list includes: at least one alternative plot file arranged in a preset order; a target plot file is determined from the plot file list, and an editing page of the target plot file is displayed.

[0174] Displaying a dialogue entry of at least one plot dialogue on an editing page; determining a plot dialogue in a default dialogue sequence as a first target dialogue, or, in response to a dialogue selection operation, determining a selected plot dialogue as the first target dialogue; and displaying the dialogue entry of the first target dialogue in a first display format.

[0175] The plot dialogue has a preset dialogue order; at least one plot dialogue is arranged and displayed in the editing page according to the dialogue order; wherein the dialogue entry of each plot dialogue occupies a display area; the display area displays display content determined according to the dialogue information corresponding to the plot dialogue, as well as the dialogue order of the plot dialogue in the target plot file.

[0176] The dialogue information of the first target dialogue includes at least part of the following: speaker attributes; wherein the speaker attributes indicate: during the game running stage, the virtual character that issues the first target dialogue; the virtual characters include: non-player characters in the game scene, player characters in the game scene, or designated characters outside the game scene; the dialogue content of the first target dialogue; option information associated with the first target dialogue and jump information of the option information; wherein the jump information indicates: a trigger event after the option information is selected; the trigger event includes: displaying plot dialogues other than the first target dialogue in the target plot file, displaying plot files other than the target plot file, or displaying designated scene content.

[0177] The dialogue information of the first target dialogue includes: first option information associated with the first target dialogue and jump information of the first option information, and the jump information of the first option information includes: the first dialogue in the target plot file and the dialogue order of the first dialogue in the target plot file; in response to a change in the dialogue order of the first dialogue, the dialogue order of the first dialogue in the first option information is updated.

[0178] The dialogue information of the first target dialogue includes: the second option information associated with the first target dialogue and the jump information of the second option information, and the jump information of the second option information includes: the third target dialogue in the target plot file; in response to the trigger operation on the jump information of the second option information, the dialogue content of the third target dialogue and the display trigger control of the third target dialogue are displayed; in response to the trigger operation on the display trigger control, the dialogue information of the third target dialogue is displayed in the editing page.

[0179] In response to an expansion trigger operation on a list of scenario files, file information of candidate scenario files is displayed on an editing page; wherein the file information includes: at least one of a scenario identifier, a scenario name, and editing information of the candidate scenario files; a first scenario file is determined from at least one candidate scenario file, and the file information of the first scenario file is displayed in a second display format; a scenario information editing control for the first scenario file is displayed; wherein the scenario information editing control is used to edit at least part of the following information: the scenario name of the first scenario file, a triggering event of the first scenario file, and a subsequent event triggered by the first scenario file.

[0180] The speaker attributes include player character attributes; in response to a setting operation on the player character attributes in the speaker attributes, the player character attributes are determined as speaker attributes of the first target dialogue, and the dialogue information is updated.

[0181] Speaker attributes include custom role attributes;

[0182] In response to a setting operation on a custom role attribute in speaker attributes, attribute information of the custom role attribute is generated; wherein the attribute information includes: a role name and a role identifier of the custom role.

[0183] The conversation attribute setting interface also includes a display mode; in response to a setting operation for the display mode, a target display mode of the first target conversation is determined; wherein the target display mode includes: all conversation contents of the first target conversation are displayed at the same time, or the conversation contents of the first target conversation are gradually displayed in character order.

[0184] The dialog attribute setting interface also includes option information and jump information of the option information; in response to an option creation operation, an information trigger control for newly created third option information is displayed; in response to a trigger operation of the information trigger control, an option editing area for the third option information is displayed; the option editing area provides editing functions for at least part of the following editing contents: the display order of the third option information, whether the third option information is enabled, the jump object type of the third option information, and the jump object to which the jump object type belongs; in response to an editing operation on the option editing area, the information content of the third option information in the dialog information is updated.

[0185] The dialog attribute setting interface also includes option information and jump information of option information; the dialog attribute setting interface also includes: information trigger control and option creation control of the established options of the first target dialog; wherein the display status of the information trigger control indicates whether the corresponding established option is enabled.

[0186] The designated scene event includes: a designated virtual character in the game scene is triggered, or a designated scene area in the game scene is triggered.

[0187] The above-mentioned graphical user interface includes a first interactive control; in response to a trigger operation on the first interactive control, control is performed to generate game scene information corresponding to the game scene to be edited; wherein the game scene information includes component information of edited components in the game scene to be edited, and the edited components are editing components that respond to editing operations among multiple editable components in the editing window; control is performed to transmit the game scene information to a server; wherein the server is configured to be communicatively connected with a terminal device, the terminal device is configured with a game program, and the terminal device is configured to obtain the game scene information from the server, and generate a corresponding game scene according to the game scene information through the game program.

[0188] In the above method, when editing the game scene, the player can associate the dialogue in the plot file with the character in the game scene through the speaker attribute, so as to realize the plot editing of the dialogue between the player and the character. During the game running stage, the player can interact with the character in the game scene and play the relevant plot files, which enriches the interaction method between the player and the game scene, improves the utilization rate of the scene map uploaded by the player, and can promote the player to actively create the scene map, thereby improving the resource utilization rate of the game system and the utilization rate of the game service resources.

[0189] The game plot generation method, device and computer program product of the electronic device provided in the embodiments of the present invention include a computer-readable storage medium storing program code. The instructions included in the program code can be used to execute the methods described in the previous method embodiments. The specific implementation can be found in the method embodiments, which will not be repeated here.

[0190] Those skilled in the art can clearly understand that, for the convenience and brevity of description, the specific working process of the system and device described above can refer to the corresponding process in the aforementioned method embodiment, and will not be repeated here.

[0191] In addition, in the description of the embodiments of the present invention, unless otherwise clearly specified and limited, the terms "installed", "connected", and "connected" should be understood in a broad sense, for example, it can be a fixed connection, a detachable connection, or an integral connection; it can be a mechanical connection or an electrical connection; it can be a direct connection or an indirect connection through an intermediate medium, and it can be the internal communication of two components. For those skilled in the art, the specific meanings of the above terms in the present invention can be understood according to specific circumstances.

[0192] If the functions are implemented in the form of software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present invention, or the part that contributes to the prior art or the part of the technical solution, can be embodied in the form of a software product. The computer software product is stored in a storage medium, including several instructions for enabling a computer device (which can be a personal computer, a server, or a network device, etc.) to perform all or part of the steps of the methods described in each embodiment of the present invention. The aforementioned storage medium includes: various media that can store program codes, such as a USB flash drive, a mobile hard disk, a read-only memory (ROM), a random access memory (RAM), a magnetic disk or an optical disk.

[0193] In the description of the present invention, it should be noted that the terms "center", "upper", "lower", "left", "right", "vertical", "horizontal", "inner", "outer", etc., indicating the orientation or positional relationship, are based on the orientation or positional relationship shown in the drawings, and are only for the convenience of describing the present invention and simplifying the description, rather than indicating or implying that the device or element referred to must have a specific orientation, be constructed and operated in a specific orientation, and therefore cannot be understood as limiting the present invention. In addition, the terms "first", "second", and "third" are used for descriptive purposes only, and cannot be understood as indicating or implying relative importance.

[0194] Finally, it should be noted that the above embodiments are only specific implementations of the present invention, which are used to illustrate the technical solutions of the present invention, rather than to limit them. The protection scope of the present invention is not limited thereto. Although the present invention is described in detail with reference to the above embodiments, those skilled in the art should understand that any person skilled in the art can still modify the technical solutions recorded in the above embodiments within the technical scope disclosed by the present invention, or can easily think of changes, or make equivalent replacements for some of the technical features therein; and these modifications, changes or replacements do not make the essence of the corresponding technical solutions deviate from the spirit and scope of the technical solutions of the embodiments of the present invention, and should be included in the protection scope of the present invention. Therefore, the protection scope of the present invention shall be based on the protection scope of the claims.

Claims

1. A method for generating a game plot, characterized in that: The method comprises: Displaying a graphical user interface provided by a running game program through a terminal device, the graphical user interface includes a game scene to be edited in a game editing stage, the game scene to be edited includes a character component, the character component is a component set and generated in the game scene to be edited in response to a game editing instruction, and the character component is configured to generate a corresponding character in the game running stage; Displaying an editing page of a target plot file, determining a first target dialogue; wherein the target plot file includes at least one plot dialogue, and the at least one plot dialogue includes the first target dialogue; displaying a dialogue attribute setting interface in the editing page, wherein the dialogue attribute setting interface is configured to set dialogue information of the first target dialogue, and the dialogue attribute setting interface includes speaker attributes, and the speaker attributes are used to set a virtual character that issues the first target dialogue; In response to the setting operation for the speaker attribute, displaying a role selection interface, the selection interface including role information corresponding to the role component in the game scene to be edited; In response to a selection operation on the selection interface, determining a speaker attribute of the first target dialogue according to role information corresponding to the selection operation, and updating the dialogue information; During the game running stage, in response to triggering a designated scene event associated with the target plot file, the plot dialogue animation in the target plot file is displayed in the graphical user interface according to the dialogue information of the plot dialogue, wherein when displaying the plot dialogue animation corresponding to the first target dialogue, the plot dialogue animation includes a character identifier corresponding to the character information.

2. The method according to claim 1, characterized in that The character component includes at least one of the following: a player character component and a non-player character component.

3. The method according to claim 1, characterized in that The speaker attributes include non-player character attributes; The step of displaying a role selection interface in response to the setting operation of the speaker attribute, wherein the role selection interface includes role information corresponding to the role component in the game scene to be edited, comprises: In response to a setting operation for a non-player character attribute in the speaker attribute, displaying a non-player character selection interface, the selection interface including non-player character information corresponding to the non-player character component in the game scene to be edited; The step of responding to a selection operation on the selection interface, determining a speaker attribute of the first target dialogue according to role information corresponding to the selection operation, and updating the dialogue information comprises: In response to a selection operation on the selection interface, determining a speaker attribute of the first target dialogue according to non-player character information corresponding to the selection operation, and updating the dialogue information; The step of including a character identifier corresponding to the character information in the plot dialogue animation when displaying the plot dialogue animation corresponding to the first target dialogue includes: when displaying the plot dialogue animation corresponding to the first target dialogue, the plot dialogue animation includes a non-player character identifier corresponding to the non-player character information.

4. The method according to claim 1, characterized in that The character selection interface also includes default non-player character information; the method also includes: In response to a selection operation on a selection interface for a character corresponding to a second target dialogue, when the selection operation corresponds to the default non-player character information, determining a speaker attribute of the second target dialogue according to the default non-player character information, and updating the dialogue information; wherein the second target dialogue is a dialogue in the at least one plot dialogue; In response to an editing operation on a target non-player character component in the game scene to be edited, an association relationship between the target non-player character component and the target scenario file is established, and the default non-player character information is determined to be the non-player character information corresponding to the target non-player character component; In the game running stage, in response to a designated non-player character in the game scene being triggered, a plot dialogue animation in the target plot file is displayed in the graphical user interface according to the dialogue information of the plot dialogue, wherein when displaying the plot dialogue animation corresponding to the second target dialogue, the plot dialogue animation includes a non-player character identifier corresponding to the designated non-player character, and the designated non-player character is a non-player character generated according to the target non-player character component in the game running stage.

5. The method according to claim 1, characterized in that The graphical user interface includes a plot dialogue control; the step of displaying an editing page of a target plot file includes: In response to a trigger operation on the plot dialogue control, a plot file list is displayed; wherein the plot file list includes: at least one candidate plot file arranged in a preset order; A target scenario file is determined from the scenario file list, and an editing page of the target scenario file is displayed.

6. The method according to claim 1, characterized in that The steps to determine the first target dialogue include: Displaying a dialogue entry of the at least one plot dialogue in the editing page; Determine the plot dialogue in the default dialogue sequence as the first target dialogue, or, in response to a dialogue selection operation, determine the selected plot dialogue as the first target dialogue; The conversation items of the first target conversation are displayed in a first display format.

7. The method according to claim 6, characterized in that The plot dialogue is preset with a dialogue order; the step of displaying the dialogue entry of the at least one plot dialogue in the editing page comprises: The at least one plot dialogue is arranged and displayed in the editing page according to the dialogue order; wherein each dialogue entry of the plot dialogue occupies a display area; the display area displays display content determined according to the dialogue information corresponding to the plot dialogue, and the dialogue order of the plot dialogue in the target plot file.

8. The method according to claim 1, characterized in that: The dialogue information of the first target dialogue includes at least part of the following: The speaker attribute; wherein the speaker attribute indicates: during the game running phase, the virtual character that issues the first target dialogue; the virtual character includes: a non-player character in the game scene, a player character in the game scene, or a designated character outside the game scene; the conversation content of the first target conversation; The option information associated with the first target dialogue and the jump information of the option information; wherein the jump information indicates: a trigger event after the option information is selected; the trigger event includes: displaying plot dialogues other than the first target dialogue in the target plot file, displaying plot files other than the target plot file, or displaying specified scene content.

9. The method according to claim 1, characterized in that: The dialogue information of the first target dialogue includes: first option information associated with the first target dialogue and jump information of the first option information, and the jump information of the first option information includes: the first dialogue in the target plot file and the dialogue order of the first dialogue in the target plot file; The method further includes: in response to a change in the conversation sequence of the first conversation, updating the conversation sequence of the first conversation in the first option information.

10. The method according to claim 1, characterized in that The dialogue information of the first target dialogue includes: second option information associated with the first target dialogue and jump information of the second option information, and the jump information of the second option information includes: a third target dialogue in the target plot file; The method further comprises: in response to a trigger operation of the jump information of the second option information, displaying the dialog content of the third target dialog and a display trigger control of the third target dialog; In response to a trigger operation on the display trigger control, the dialog information of the third target dialog is displayed in the editing page.

11. The method according to claim 1, characterized in that The method further comprises: In response to an expansion trigger operation on the plot file list, displaying file information of the candidate plot file on the editing page; wherein the file information includes: at least one of a plot identifier, a plot name, and editing information of the candidate plot file; Determine a first scenario file from the at least one candidate scenario file, and display file information of the first scenario file in a second display format; Displaying a plot information editing control of the first plot file; wherein the plot information editing control is used to edit at least part of the following information: the plot name of the first plot file, the triggering event of the first plot file, and the subsequent events triggered by the first plot file.

12. The method according to claim 1, characterized in that The speaker attributes include player character attributes; The step of displaying a role selection interface in response to the setting operation of the speaker attribute, wherein the role selection interface includes role information corresponding to the role component in the game scene to be edited, comprises: In response to a setting operation for a player character attribute in speaker attributes, the player character attribute is determined as a speaker attribute of the first target dialogue, and the dialogue information is updated.

13. The method according to claim 1, characterized in that The speaker attributes include custom role attributes; The step of displaying a role selection interface in response to the setting operation of the speaker attribute, wherein the role selection interface includes role information corresponding to the role component in the game scene to be edited, comprises: In response to a setting operation on a custom role attribute in speaker attributes, attribute information of the custom role attribute is generated; wherein the attribute information includes: a role name and a role identifier of the custom role.

14. The method according to claim 1, characterized in that The dialog attribute setting interface also includes a display mode; the method also includes: In response to the setting operation for the display mode, the target display mode of the first target dialogue is determined; wherein the target display mode includes: the dialogue content of the first target dialogue is displayed in full at the same time, or the dialogue content of the first target dialogue is gradually displayed in character order.

15. The method according to claim 1, characterized in that The dialog attribute setting interface also includes option information and jump information of the option information; the method also includes: In response to the option creation operation, an information trigger control is provided to display the newly created third option information; In response to the triggering operation of the information triggering control, an option editing area of ​​the third option information is displayed; the option editing area provides an editing function of at least part of the following editing contents: the display order of the third option information, whether the third option information is enabled, the jump object type of the third option information, and the jump object to which the jump object type belongs; In response to an editing operation on the option editing area, information content of the third option information in the dialog information is updated.

16. The method according to claim 1, characterized in that The dialog attribute setting interface also includes option information and jump information of the option information; The dialog attribute setting interface also includes: an information trigger control and an option creation control for the established options of the first target dialog; wherein the display status of the information trigger control indicates: whether the corresponding established option is enabled.

17. The method according to claim 1, characterized in that The designated scene event includes: a designated virtual character in the game scene is triggered, or a designated scene area in the game scene is triggered.

18. The method according to claim 1, characterized in that The graphical user interface includes a first interactive control; the method further includes: In response to a trigger operation on the first interactive control, control the generation of game scene information corresponding to the game scene to be edited; wherein the game scene information includes component information of an edited component in the game scene to be edited, and the edited component is an edit component that responds to an edit operation among a plurality of editable components in the editing window; Control the transmission of the game scene information to a server; wherein the server is configured to be connected to a terminal device for communication, the terminal device is configured with a game program, the terminal device is configured to obtain the game scene information from the server, and generate a corresponding game scene according to the game scene information through the game program.

19. A device for generating a game plot, characterized in that: The device comprises: An interface display module, used for displaying a graphical user interface provided by running a game program through a terminal device, wherein the graphical user interface includes a game scene to be edited in a game editing stage, wherein the game scene to be edited includes a character component, wherein the character component is a component set and generated in the game scene to be edited in response to a game editing instruction, and wherein the character component is configured to generate a corresponding character in the game running stage; A dialogue determination module, used to display an editing page of a target plot file, and determine a first target dialogue; wherein the target plot file includes at least one plot dialogue, and the at least one plot dialogue includes the first target dialogue; a dialogue attribute setting interface is displayed in the editing page, wherein the dialogue attribute setting interface is configured to set dialogue information of the first target dialogue, and the dialogue attribute setting interface includes speaker attributes, and the speaker attributes are used to set a virtual character that issues the first target dialogue; An attribute editing module, for responding to a setting operation for the speaker's attribute, and displaying a role selection interface, wherein the selection interface includes role information corresponding to the role component in the game scene to be edited; an attribute determination module, configured to respond to a selection operation on the selection interface, determine a speaker attribute of the first target dialogue according to role information corresponding to the selection operation, and update the dialogue information; A game running module is used to display the plot dialogue animation in the target plot file in the graphical user interface in response to a designated scene event associated with the target plot file being triggered during the game running stage, according to the dialogue information of the plot dialogue, wherein when displaying the plot dialogue animation corresponding to the first target dialogue, the plot dialogue animation includes a character identification corresponding to the character information.

20. An electronic device, characterized in that: It comprises a processor and a memory, wherein the memory stores computer executable instructions that can be executed by the processor, and the processor executes the computer executable instructions to implement the method for generating a game plot as described in any one of claims 1-18.

21. A computer-readable storage medium, characterized in that: The computer-readable storage medium stores computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement the method for generating a game plot as described in any one of claims 1-18.

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