Game editing method, game control method, device and electronic equipment

CN117138345BActive Publication Date: 2026-10-16NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202310854006.4
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2023-07-12
Publication Date
2026-10-16
Estimated Expiration
2043-07-12

AI Technical Summary

Technical Problem

玩家与场景地图的交互仅限于与组件之间的交互,交互方式较为单一,导致上线的场景地图的利用率较低,也不利于玩家积极创建场景地图,使得游戏系统的资源利用率较低,造成游戏服务资源的空转和浪费

Benefits of technology

[0011] This disclosure provides a game editing method, game control method, device, and electronic device. In response to a non-player character creation command, a non-player character is created at a target location within the game scene. In response to an attribute configuration operation for the non-player character, the character attributes of the non-player character are determined. During the game phase, the character attributes are used to control the non-player character's behavior within the game scene. In response to a save operation for the non-player character, the non-player character is saved, and the game scene is updated. This method, by creating non-player characters within a constructed game editing scene and configuring their attributes, ensures that the game scene includes non-player characters with various behaviors during the game phase. This enriches player interaction methods, increases the utilization rate of player-edited game scenes, enhances player motivation in creating game scenes, and improves the resource utilization rate of the game system, while avoiding idle and wasted game service resources.

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Abstract

The present disclosure provides a game editing method, a game control method, a device and an electronic device. In response to a non-player character creation instruction, a non-player character is created at a target scene position of a game scene. In response to a non-player character attribute configuration operation, a character attribute of the non-player character is determined. In a game stage, the performance mode of the non-player character in the game scene is controlled according to the character attribute. In response to a non-player character saving operation, the non-player character is saved, and the game scene is updated. In this way, by creating a non-player character in a constructed game editing scene and configuring a character attribute for the non-player character, in a game stage, the game scene includes non-player characters with various performance modes, which enriches the interaction mode of the player, improves the utilization rate of the game scene edited by the player, the enthusiasm of the player to create a game scene, and the resource utilization rate of the game system, and avoids the idling and waste of game service resources.
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Description

Technical Field

[0001] This disclosure relates to the field of game technology, and in particular to a game editing method, game control method, apparatus, and electronic device. Background Technology

[0002] In some game systems, players can create scene maps in empty environments. Specifically, they can set various components within the game scene, such as terrain, decorations, objects, functions, mechanisms, and combinations, which together form a complete scene map. Once this scene map is online, other players can perform game tasks and complete levels within it. However, player interaction with the scene map is limited to interactions with its components, resulting in a relatively simple interaction method. This leads to low utilization of the online scene maps and discourages players from actively creating scene maps, resulting in low resource utilization of the game system and causing idle and wasted game service resources. Summary of the Invention

[0003] In view of this, the purpose of this disclosure is to provide a game editing method, game control method, device, and electronic device that create non-player characters in a game scene and configure character attributes for the non-player characters so that the game scene includes non-player characters with various performance styles during the game phase. This enriches the player's interaction methods, improves the utilization rate of the game scene edited by the player, increases the player's enthusiasm for creating game scenes, and improves the resource utilization rate of the game system, thereby avoiding the idle running and waste of game service resources.

[0004] In a first aspect, embodiments of this disclosure provide a game editing method, the method comprising: in response to a creation instruction for a non-player character, constructing a game editing scene and creating a non-player character at a target scene location in the game editing scene; in response to an attribute configuration operation for the non-player character, determining the character attributes of the non-player character; wherein the character attributes are used to: be associated with a specified scene event in the game editing scene, and when the specified scene event is triggered, control the behavior of the non-player character in the game editing scene based on the character attributes; and in response to a save operation for the non-player character, saving the game editing scene in which the non-player character was created.

[0005] Secondly, embodiments of the present invention provide a game control method, the method comprising: displaying a game scene in a graphical user interface; wherein the game is pre-edited in the following manner: in response to a creation instruction for a non-player character, constructing a game editing scene and creating a non-player character at a target scene location in the game editing scene; in response to an attribute configuration operation for the non-player character, determining the character attributes of the non-player character; in response to a save operation for the non-player character, saving the game editing scene with the non-player character created; and in response to a specified scene event being triggered, controlling the behavior of the non-player character in the game scene based on the character attributes.

[0006] Thirdly, embodiments of the present invention provide a game editing device, comprising: a creation module, configured to construct a game editing scene in response to a creation instruction for a non-player character, and create a non-player character at a target scene location in the game editing scene; a configuration module, configured to determine the character attributes of the non-player character in response to an attribute configuration operation for the non-player character; wherein the character attributes are used to: associate with a specified scene event in the game editing scene, and when the specified scene event is triggered, control the behavior of the non-player character in the game editing scene based on the character attributes; and a saving module, configured to save the game editing scene containing the non-player character in response to a saving operation for the non-player character.

[0007] Fourthly, embodiments of the present invention provide a game control device, the device comprising: a display module for displaying a game scene on a graphical user interface; wherein the game is pre-edited in the following manner: in response to a creation instruction for a non-player character, constructing a game editing scene and creating a non-player character at a target scene location in the game editing scene; in response to an attribute configuration operation for the non-player character, determining the character attributes of the non-player character; in response to a save operation for the non-player character, saving the game editing scene with the non-player character created; and a control module for controlling the behavior of the non-player character in the game scene based on the character attributes in response to a specified scene event being triggered.

[0008] Fifthly, embodiments of the present invention provide 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 game editing method of any of the first aspects, or the game control method of any of the second aspects.

[0009] In a sixth aspect, embodiments of the present invention provide a computer-readable storage medium storing computer-executable instructions. When the computer-executable instructions are invoked and executed by a processor, the computer-executable instructions cause the processor to implement the game editing method of any of the first aspects, or the game control method of any of the second aspects.

[0010] The embodiments disclosed herein bring the following beneficial effects:

[0011] This disclosure provides a game editing method, game control method, device, and electronic device. In response to a non-player character creation command, a non-player character is created at a target location within the game scene. In response to an attribute configuration operation for the non-player character, the character attributes of the non-player character are determined. During the game phase, the character attributes are used to control the non-player character's behavior within the game scene. In response to a save operation for the non-player character, the non-player character is saved, and the game scene is updated. This method, by creating non-player characters within a constructed game editing scene and configuring their attributes, ensures that the game scene includes non-player characters with various behaviors during the game phase. This enriches player interaction methods, increases the utilization rate of player-edited game scenes, enhances player motivation in creating game scenes, and improves the resource utilization rate of the game system, while avoiding idle and wasted game service resources.

[0012] Other features and advantages of this disclosure will be set forth in the following description and will be apparent in part from the description or may be learned by practicing the disclosure. The objects and other advantages of this disclosure are realized and obtained through the structures particularly pointed out in the description, claims and drawings.

[0013] To make the above-mentioned objects, features and advantages of this disclosure more apparent and understandable, preferred embodiments are described below in detail with reference to the accompanying drawings. Attached Figure Description

[0014] To more clearly illustrate the technical solutions in the specific embodiments of this disclosure or the prior art, the drawings used in the description of the specific embodiments or the prior art will be briefly introduced below. Obviously, the drawings described below are some embodiments of this disclosure. For those skilled in the art, other drawings can be obtained from these drawings without creative effort.

[0015] Figure 1 A flowchart illustrating a game editing method provided in this embodiment of the disclosure;

[0016] Figure 2 A schematic diagram of a graphical user interface provided in an embodiment of this disclosure;

[0017] Figure 3 A schematic diagram of another graphical user interface provided in an embodiment of this disclosure;

[0018] Figure 4 A schematic diagram of an appearance editing interface provided in an embodiment of this disclosure;

[0019] Figure 5 A schematic diagram of a visual editing interface provided in an embodiment of this disclosure;

[0020] Figure 6 A schematic diagram of another graphical user interface provided in an embodiment of this disclosure;

[0021] Figure 7 A flowchart of another game control method provided in this disclosure embodiment;

[0022] Figure 8 This is a schematic diagram of the structure of a game editing device provided in an embodiment of the present disclosure;

[0023] Figure 9 This is a schematic diagram of the structure of a game control device provided in an embodiment of the present disclosure;

[0024] Figure 10 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this disclosure. Detailed Implementation

[0025] To make the objectives, technical solutions, and advantages of the embodiments of this disclosure clearer, the technical solutions of this disclosure will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of this disclosure, and not all embodiments. Based on the embodiments of this disclosure, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of this disclosure.

[0026] Currently, in some game systems, players can create scene maps in empty environments. Specifically, various components can be set within the game scene, such as terrain, decorations, objects, functions, mechanisms, and combinations, forming a complete scene map. Once this scene map is online, other players can perform game tasks and progress through levels within it. However, player interaction with the scene map is limited to interactions with its components, resulting in a relatively simple interaction method. This leads to low utilization of the online scene maps and discourages players from actively creating them, resulting in low resource utilization of the game system and wasted game service resources. Therefore, this disclosure provides a game editing method, game control method, device, and electronic device, which can be applied to devices such as mobile phones, computers, laptops, tablets, and servers.

[0027] In one embodiment of this disclosure, the game editing method and game control method can run on a local terminal device or a server. When the game editing method and game control method 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.

[0028] In an optional implementation, various cloud applications, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program and the game screen presentation are separated. The storage and execution of game editing and control methods are completed on the cloud gaming server. The client device is used for data reception, transmission, and game screen presentation. For example, the client device can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; however, the information processing is performed by the cloud gaming server in the cloud. When playing the game, the player operates the client device to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses the game screen and other data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.

[0029] In an optional implementation, taking a game as an example, the local terminal device stores the game program and is used to display the game screen. The local terminal device is used to interact with the player through a graphical user interface (GUI), i.e., conventionally by downloading, installing, and running the game program via an electronic device. The local terminal device can provide the GUI to the player in various ways, such as rendering it on the terminal's display screen or providing it to the player via holographic projection. For example, the local terminal device can include a display screen for displaying the GUI, which includes game screens, and a processor for running the game, generating the GUI, and controlling the display of the GUI on the display screen.

[0030] In one possible implementation, this invention provides a game editing method that provides a graphical user interface (GUI) through a terminal device. The terminal device can be either the aforementioned local terminal device or a client device within the aforementioned cloud interaction system. The GUI displays a game interface, specifically an editing interface for a game scene. Figure 1 As shown, the method includes the following steps:

[0031] Step S102: In response to the creation command of a non-player character, construct a game editing scene and create a non-player character at the target scene location in the game editing scene;

[0032] The aforementioned game editing scene refers to a game scene created by the player. This game editing scene can be an empty game scene, a game scene that includes some initial scene objects, or a game scene that the player has created and saved in advance (this game scene can be a published scene or an unpublished scene).

[0033] For example, an empty game editing scene can be created where players can edit various scene content, including creating non-player characters. Alternatively, an already constructed game editing scene can be opened, and then non-player characters can be created within that scene. In other words, players can save previously edited game editing scenes and edit them again. Specifically, non-player characters can be created at a target scene location within the game editing scene; this target scene location can be a preset location or a location selected by the player.

[0034] This embodiment is implemented during the game editing stage. Specifically, a scene editing control is displayed in the graphical user interface (GUI). A game editing scene is constructed in response to a trigger operation on this control and then displayed in the GUI. Alternatively, multiple option icons for game scenes to be edited are displayed in the GUI (option icons can be thumbnails of game scenes, names of game scenes, game scene numbers, etc.). A specific game scene is selected from the multiple scenes using the option icons, and the game editing scene of that specified game scene is displayed in the GUI. By performing the above operations, the game editing stage can be entered.

[0035] For example, such as Figure 2 As shown, during the game editing phase, the graphical user interface provides a scene display area and a scene editing area. The scene display area is used to display the scene screen of the game editing scene, and the scene editing area provides creation controls for non-player characters (i.e., Figure 2 The "Creature" control in the game; when a player clicks on the "Creature" control, multiple preset characters will be displayed, from which the player can choose the non-player character they want to create. Figure 2 The gray rectangle in the image represents the selected state. The scene display area can encompass the entire graphical user interface, with the scene editing area superimposed on top of it. Alternatively, the scene display area and the scene editing area can each occupy half of the graphical user interface, arranged horizontally.

[0036] In one possible approach, if non-player characters include multiple types, multiple type controls will be displayed after responding to a trigger operation on the aforementioned creation control. Responding to a selection operation on the first type control will display multiple preset characters corresponding to the first type. Players can then select the non-player character they wish to create from these preset characters. These non-player characters typically have initial attributes before attribute configuration, such as: a unique identifier (unmodifiable and invisible to the player), initial name, initial avatar, occupied value (uneditable but visible to the player), initial appearance, initial size, initial idle animation, initial display position, initial collision radius, initial collision height, initial spawn value (health points for combat), initial skills, initial weight, initial physical attributes (whether affected by external forces, etc.), and initial interaction attributes (whether interactive and initial interaction range, etc.).

[0037] Step S104: Respond to the attribute configuration operation for the non-player character and determine the character attributes of the non-player character; wherein, the character attributes are used to: associate with a specified scene event in the game editing scene, and when the specified scene event is triggered, control the behavior of the non-player character in the game editing scene based on the character attributes;

[0038] The aforementioned character attributes typically include basic attributes and in-game attributes for non-player characters. Basic attributes usually refer to the non-player character's name, style, clothing, skin, color, posture, and idle animations. In-game attributes typically refer to the non-player character's health, skills, whether they can respawn, whether they are affected by external forces (such as gravity, attraction, friction, etc.), whether they can interact with other characters, whether they can be grabbed, whether they can collide, and whether they are invincible. These attribute configuration operations can include triggering operations for various controls, selection operations, and input operations for input boxes.

[0039] The step of controlling the behavior of non-player characters in the game scene based on character attributes is usually implemented during the game running phase. Specifically, after the game editing phase is completed, that is, after saving the game editing scene with non-player characters, the scene publishing control for the game editing scene is displayed in the graphical user interface, and the trigger operation of the scene publishing control is responded to to complete the publishing operation of the game editing scene.

[0040] The published game edit scenes are stored on the game server. When a player needs to use a game scene edited by themselves or another player, they can display the scene execution control of the game scene (the game scene is the one edited and constructed by the player) through the graphical user interface. Responding to a trigger operation on the scene execution control, the game scene is displayed in the graphical user interface, and this game scene includes the pre-created non-player character. Through these operations, the game can then proceed into the running phase.

[0041] Alternatively, a run trigger control can be provided in the graphical user interface of the game editing interface to run the edited game scene. This allows players to test the edited game scene, and when the run trigger control is triggered, the game enters the running stage.

[0042] The aforementioned specified scene events include multiple events, with different character attributes associated with different scene events. For example, during gameplay, when a non-player character is displayed in the game scene on the graphical user interface, the display state of the non-player character in the game scene will be controlled according to the associated character attributes. Another example is when a player-controlled virtual character collides with a non-player character during gameplay. The collision behavior between the virtual character and the non-player character will be controlled according to the associated character attributes. If the non-player character is allowed to collide, the virtual character will collide with the non-player character (the virtual character knocks the non-player character away); if the non-player character is not allowed to collide, the virtual character will overlap with the non-player character.

[0043] Specifically, after creating a non-player character, multiple attribute configuration controls will be displayed directly in the graphical user interface. Alternatively, clicking on a non-player character in the game scene will also display multiple attribute configuration controls in the graphical user interface. Different attribute configuration controls provide different attribute configuration functions. Players can perform attribute configuration operations on different attribute configuration controls to configure different character attributes for the non-player character. This allows the non-player character to have personalized display and behavior effects in the game scene during the game phase, making the game scene have richer interaction methods and highly creative gameplay.

[0044] Additionally, it's worth noting that after configuring attributes for non-player characters and determining their attributes, the non-player character's behavior in the current game editing scene can be directly controlled based on these attributes. For example, if the player configures a non-player character's name and sets it to visible, the game editing scene will display the non-player character's name (e.g., above the non-player character's head). Similarly, if the player configures the non-player character to be immune to gravity, the game editing scene will show the non-player character transitioning from a standing state to a floating state, and so on.

[0045] Step S106: In response to the save operation for the non-player character, save the game editing scene created with the non-player character.

[0046] Since the game editing scene is created by the player, after creating a non-player character and configuring its attributes in the game editing scene, it is necessary to save the non-player character's attributes and the non-player character itself, so that the creation of the non-player character can be completed in the game editing scene. Finally, save the game editing scene with the non-player character created.

[0047] The aforementioned game editing method, in response to a non-player character creation command, creates a non-player character at the target scene location within the game editing scene; in response to an attribute configuration operation for the non-player character, it determines the character attributes of the non-player character; so that during the game phase, the behavior of the non-player character in the game editing scene can be controlled according to the character attributes; and in response to a save operation for the non-player character, it saves the game editing scene containing the created non-player character. This method, by creating non-player characters within the constructed game editing scene and configuring their character attributes, ensures that during the game's runtime, the game scene includes non-player characters with various behaviors, enriching player interaction methods, increasing the utilization rate of player-edited game scenes, enhancing player enthusiasm for creating game scenes, and improving the resource utilization rate of the game system, while avoiding the idle running and waste of game service resources.

[0048] In step S104 above, the step of determining the character attributes of a non-player character in response to an attribute configuration operation for that character can be implemented in one possible way:

[0049] Step A1 displays several basic attribute configuration controls for the non-player character; wherein, the basic attribute configuration controls are used to provide configuration functions for at least some of the following: the appearance of the non-player character in the game editing scene and the idle actions of the non-player character;

[0050] The aforementioned basic attribute configuration controls typically include multiple appearance attribute configuration controls and idle action configuration controls. The appearance attribute configuration controls provide the ability to configure the appearance of non-player characters in the game editing scene, while the idle action configuration controls provide the ability to configure their idle actions. The appearance of non-player characters in the game editing scene includes at least one or more of the following: the non-player character's name, the display status of the character name, the non-player character's facial expression, skin color, clothing, clothing color, worn accessories, and idle actions.

[0051] Step A2: Respond to the first configuration operation for the basic attribute configuration control to determine the basic attributes of the non-player character; wherein, the basic attributes are used to: associate with the first scene event in the game editing scene, and control the display method of the non-player character in the game editing scene when the first scene event is triggered.

[0052] The first configuration operation mentioned above can be a trigger operation, a selection operation, an input operation, etc. The first scene event mentioned above usually refers to displaying a non-player character in the graphical interface or opening the game editing scene mentioned above (which includes a non-player character).

[0053] In step S104 above, the step of determining the character attributes of a non-player character in response to an attribute configuration operation for that character can be implemented in one possible way:

[0054] Step B1 displays multiple game attribute configuration controls for the non-player character; wherein, the game attribute configuration controls are used to provide configuration functions for at least some of the following: whether the non-player character is subject to a specified force in the game editing scene, whether it is allowed to be grabbed, whether it is allowed to collide, and the center of gravity position of the non-player character in the game editing scene;

[0055] The aforementioned game attribute configuration controls typically include force configuration controls, grab configuration controls, collision configuration controls, center of gravity position configuration controls, and interaction configuration controls. Force configuration controls indicate whether a non-player character is affected by a specified force in the game editing scene; grab configuration controls indicate whether a non-player character is allowed to be grabbed in the game editing scene; collision configuration controls indicate whether a non-player character is allowed to be collided with in the game editing scene; center of gravity position configuration controls indicate the center of gravity position of a non-player character in the game editing scene; and interaction configuration controls indicate whether a non-player character is allowed to interact with other characters in the game editing scene.

[0056] Step B2 responds to the second configuration operation for the game attribute configuration control to determine the game attributes of the non-player character; wherein, the basic attributes are used to: associate with the second scene event in the game editing scene, and control the behavior of the non-player character in the game editing scene when the second scene event is triggered.

[0057] The second configuration operation mentioned above can be a trigger operation, a selection operation, an input operation, etc. The second scene event mentioned above includes multiple types, such as a non-player character being subjected to a specified force, or an interaction operation between a player-controlled virtual character and a non-player character (grabbing operation, collision operation, lifting operation, etc.). For example, if a scene component located under the non-player character's feet disappears, and the non-player character is subjected to gravity at this time, the non-player character will fall.

[0058] In step A2 above, the step of determining the basic attributes of a non-player character in response to the first configuration operation of the basic attribute configuration control, one possible implementation is as follows:

[0059] Responding to appearance configuration operations on the basic attribute configuration control, determine the appearance information of the non-player character; wherein, the appearance information includes at least: object name, target clothing, first color of the target clothing, target facial expression, second color of skin, size information, and display status of the object name.

[0060] In one approach, the aforementioned basic attribute configuration control includes: a name control and a name display control; responding to an input operation on the name control to determine the object name of a non-player character; and responding to a trigger operation on the name display control to determine that the object name is in a displayable state.

[0061] For example, such as Figure 3 As shown, players can enter the character's name in the input box after "Character Name", such as "AAAAA", and click the control corresponding to "Display Name" to enable the display of the object name and confirm that the object name is in a displayable state.

[0062] In another approach, the aforementioned basic attribute configuration controls include: an appearance control; a response to a trigger operation on the appearance control to display the appearance editing interface; the appearance editing interface displays multiple clothing images; a response to a selection operation on a target clothing image to determine the target clothing for a non-player character, and to enlarge and display the target clothing in the appearance editing interface.

[0063] For example, such as Figure 3 As shown, players can click the "Character Icon" after "Appearance" to display... Figure 4 The appearance editing interface shown includes multiple clothing images (clothing image a, clothing image b, clothing image c, clothing image d), as well as a non-player character. At this time, the non-player character's appearance is the initial appearance. If the player clicks on clothing image a, the non-player character's initial appearance will be changed to the selected clothing image a.

[0064] In addition, the aforementioned appearance editing interface also includes a first confirmation control (such as...). Figure 4 The above method also includes: responding to a trigger operation on the first confirmation control to configure the target clothing for a non-player character. The appearance editing interface also includes a clear control (such as...). Figure 4 The "Clear Outfits" control in the game responds to the trigger operation of the clear control and deletes the target clothing configured for non-player characters.

[0065] In addition, the aforementioned appearance editing interface displays image changing controls (such as...). Figure 4The above method also includes: responding to a trigger operation on the appearance change control and displaying the appearance editing interface; the appearance editing interface displays multiple facial expressions; responding to a selection operation on the target facial expression, determining the target facial expression for a non-player character, and enlarging and displaying the target facial expression in the appearance editing interface.

[0066] For example, such as Figure 5 The character editing interface shown includes multiple facial expressions (expression a, expression b, expression c, and expression d), as well as a non-player character. At this time, the non-player character's facial expression is the initial facial expression. If the player clicks on expression a, the non-player character's initial facial expression will be changed to the selected expression a.

[0067] In addition, the aforementioned character editing interface also displays multiple skin colors (such as...). Figure 5 The above method also includes: responding to a selection operation targeting a skin color, determining the target skin color for a non-player character, and enlarging and displaying the target skin color in the character editing interface.

[0068] For example, such as Figure 5 As shown, players can click "Color A" to change the initial skin color of non-player characters to the selected color A. Additionally, as... Figure 5 As shown, the aforementioned character editing interface also displays a restore control and a confirm change control. In response to a trigger action on the restore control, the selected target facial expression and target skin color for the non-player character are deleted. In response to a trigger action on the confirm change control, the target facial expression and target skin color are configured for the non-player character.

[0069] In addition, the aforementioned character image editing interface also displays a clothing color control; the aforementioned method also includes: responding to a trigger operation on the clothing color control and displaying multiple clothing colors; responding to a selection operation on the target clothing color, determining the target clothing color for a non-player character, and enlarging and displaying the target clothing color in the character image editing interface.

[0070] For example, such as Figure 5 The character editing interface shown includes not only "Face Adjustment" controls but also "Appearance Color Change" controls (i.e., the clothing color controls mentioned above). When a player clicks on the "Appearance Color Change" control, multiple clothing colors will be displayed. If the player clicks to select a target clothing color, the color of the target clothing for the non-player character will be changed to the target clothing color selected by the player.

[0071] Finally, players can click as follows Figure 5 The "Change Appearance" control shown allows you to configure the target clothing, skin color, and target clothing color for a non-player character, and then return to the appearance editing interface.

[0072] In another approach, the aforementioned basic attribute configuration control includes: an action control; the step of responding to a first configuration operation of the basic attribute configuration control to determine the basic attributes of a non-player character, in one possible implementation, is: responding to a trigger operation of the action control to display multiple preset actions; responding to a selection operation of a target preset action to determine the target preset action for the non-player character.

[0073] The preset actions mentioned above can be actions such as running, walking, dancing, sprinting, etc. For example, such as... Figure 3 As shown, players can select a target idle action from the selection box after "Idle Action". This allows the non-player character to repeatedly execute the target idle action during gameplay when the non-player character is displayed in the graphical user interface. If no target idle action is set, the non-player character can either repeatedly execute the initial idle action or not perform any task actions when the non-player character is displayed in the graphical user interface.

[0074] In another approach, the aforementioned basic attribute configuration controls include: a size control; responding to size configuration operations on the size control to determine the size information of non-player characters.

[0075] Non-player characters have an initial size, and size configuration operations for non-player characters are actually based on scaling up or down from this initial size. For example, such as... Figure 3 As shown, players can enter a magnification or reduction factor in the input box after "Scaling Size," which means enlarging or shrinking the non-player character as a whole. For example, "1.2" sets the size of the non-player character to 1.2 times the initial size. Another example is "0.9," which sets the size of the non-player character to 0.9 times the initial size.

[0076] The aforementioned game attribute configuration control includes: a center of gravity configuration control; the aforementioned step of responding to a second configuration operation on the game attribute configuration control and determining the game attributes of a non-player character, in one possible implementation: responding to an edit operation on the center of gravity configuration control and determining the center position of the non-player character corresponding to the edit operation.

[0077] Specifically, in the initial state, the center of gravity of the non-player character is located at the center point of the capsule corresponding to the non-player character (this center point is located at [0,0,0]). In response to a trigger operation on the center of gravity configuration control, an offset input box for the three-dimensional coordinate axes is displayed; in response to an input operation on the input box, the offset of the three-dimensional coordinate axes is determined, and the center of gravity position of the non-player character is controlled based on this offset. For example, as shown... Figure 3 As shown, players can click "Edit Center of Gravity Position" to display the offset input boxes for the three-dimensional coordinate axes. By entering the desired offset value in each input box, players can control the offset of the non-player character's center of gravity position.

[0078] The aforementioned game attribute configuration control includes: a specified force configuration control; the aforementioned step of responding to the second configuration operation of the game attribute configuration control to determine the game attributes of a non-player character, in one possible implementation: responding to the opening operation of the specified force configuration control to determine that the non-player character is affected by a specified force; the specified force includes at least one or more of the following: interaction force, gravity, friction, attraction, and elasticity.

[0079] For example, such as Figure 3 As shown, this includes a "Subject to External Force" control (corresponding to the specified force configuration control mentioned above). The external force can be one of the following: interaction force, gravity, friction, attraction, or elasticity. Clicking the control after "Subject to External Force" controls its display to "On," thus confirming that the non-player character is subject to the specified force. Furthermore, the specified force includes at least multiple of the following: interaction force, gravity, friction, attraction, and elasticity. For example, ... Figure 6 As shown, this includes controls for "Affected by Interaction Forces," "Affected by Gravity," "Affected by Friction," "Affected by Gravity," and "Affected by Elastic Force." Clicking the control after "Affected by Interaction Forces" and turning it "On" indicates that a non-player character is affected by interaction forces. Clicking the control after "Affected by Gravity" and turning it "On" indicates that a non-player character is affected by gravity. Clicking the control after "Affected by Friction" and turning it "On" indicates that a non-player character is affected by friction. Clicking the control after "Affected by Gravity" and turning it "On" indicates that a non-player character is affected by gravity. Clicking the control after "Affected by Elastic Force" and turning it "On" indicates that a non-player character is affected by elastic force.

[0080] The aforementioned game attribute configuration control includes: a capture configuration control; the aforementioned step of responding to the second configuration operation of the game attribute configuration control and determining the game attributes of a non-player character, in one possible implementation: responding to the opening operation of the capture configuration control and determining whether the non-player character is allowed to be captured.

[0081] The aforementioned game attribute configuration control includes: a collision configuration control; the aforementioned step of responding to the second configuration operation of the game attribute configuration control and determining the game attributes of a non-player character, in one possible implementation: responding to the enabling operation of the collision configuration control and determining whether the non-player character is allowed to be collided.

[0082] For example, such as Figure 3As shown, this includes a "Allow to be grabbed" control (corresponding to the grab configuration control mentioned above). Clicking the control after "Allow to be grabbed" will enable the control to be displayed as "On," thus allowing non-player characters to be grabbed. It also includes a "Physical Collision" control (corresponding to the collision configuration control mentioned above). Clicking the control after "Physical Collision" will enable the control to be displayed as "On," thus allowing non-player characters to be physically collided with.

[0083] The above method further includes: providing a first interactive control through a graphical user interface; responding to a trigger operation on the first interactive control to control the generation of game scene information corresponding to the game editing scene; wherein the game scene information includes component information of edited components in the game editing scene, and the edited components are the edited components that respond to the editing operation among multiple editable components included in the editing window; controlling the transmission of the game scene information to a server; wherein the server is configured to communicate with a terminal device, the terminal device is configured with a game program, the terminal device is configured to obtain game scene information from the server, and generate a corresponding game scene through the game program based on the game scene information.

[0084] The aforementioned first interactive control is used to publish a game editing scene so that other players can access it within the game interface. In practical applications, the graphical user interface includes the first interactive control. Triggering the first interactive control via a terminal device generates game scene information corresponding to the game editing scene. This game scene information can be saved in a preset location, which may be a map file. This map file can save not only the game scene information but also other map information (including but not limited to screenshots, map names, logs, etc.). After saving the game scene information, the map file is uploaded to the server. Once approved by the server, the game scene generated from the game scene information is published to a preset map pool. Terminal devices connected to the server can then download the corresponding game scene information from the server and generate the corresponding game scene based on the game scene information through the game program, allowing them to experience the game within that scene. This method allows game scene information from the game editor to be published and experienced by other players, thus achieving rapid UGC (User Generated Content) functionality.

[0085] This invention provides a game control method, such as... Figure 7 As shown, the method includes the following steps:

[0086] Step S702: Display the game scene in the graphical user interface; wherein the game scene is pre-edited in the following manner: in response to the creation command of a non-player character, construct the game editing scene and create a non-player character at the target scene location of the game editing scene; in response to the attribute configuration operation for the non-player character, determine the character attributes of the non-player character; in response to the save operation for the non-player character, save the game editing scene with the non-player character created.

[0087] The game scenes mentioned above can be game edit scenes created and published in advance by individual players or by the player themselves. Alternatively, a game edit scene can be created by the player but not published. The preview function can be used to open the game edit scene and display its visuals in the graphical user interface.

[0088] Step S704: In response to the triggering of a specified scene event, control the behavior of non-player characters in the game scene based on character attributes.

[0089] The specified scene events mentioned above include various types, and different scene events will correspond to different manifestations. These specified scene events could include displaying a non-player character in the game scene on the graphical user interface, a non-player character being acted upon by a specified force, or a virtual character interacting with a non-player character. The manifestations mentioned above could include appearance display methods, character behavior states, and character interaction behaviors.

[0090] For example, during gameplay, when a non-player character is displayed in the game scene via the graphical user interface, their display status is controlled based on their attributes (such as appearance). Similarly, when a player-controlled virtual character collides with a non-player character, their collision behavior is controlled based on their attributes. If the non-player character is allowed to collide, the virtual character will collide with them (the virtual character knocks the non-player character away); if the non-player character is not allowed to collide, they will overlap. Furthermore, during gameplay, if a non-player character is affected by gravity and the scene component beneath their feet disappears, the character will fall to the next physical component; if the non-player character is not affected by gravity, they will float in the game scene.

[0091] The aforementioned game control method displays a game scene in a graphical user interface. The game is pre-edited as follows: in response to a non-player character creation command, a game editing scene is constructed, and a non-player character is created at the target scene location within the game editing scene; in response to an attribute configuration operation for the non-player character, the character attributes of the non-player character are determined; in response to a save operation for the non-player character, the game editing scene containing the non-player character is saved; in response to a save operation for the non-player character, the game editing scene containing the non-player character is saved; in response to a specified scene event being triggered, the behavior of the non-player character in the game scene is controlled based on the character attributes. This method, by creating non-player characters within the constructed game editing scene and configuring their character attributes, ensures that during the game phase, the game scene includes non-player characters with various behaviors, enriching player interaction methods, increasing the utilization rate of the game scene edited by players, enhancing player motivation in creating game scenes, and improving the resource utilization rate of the game system, while avoiding idle and wasted game service resources.

[0092] The aforementioned character attributes include game attributes; one possible implementation of the step of controlling the behavior of non-player characters in the game scene based on character attributes in response to a specified scene event is: controlling the behavior of non-player characters in the game scene based on game attributes in response to a second scene event.

[0093] The aforementioned second scenario event includes multiple events, such as non-player characters being subjected to external forces. For example, when a non-player character is subjected to gravity, it is necessary to determine whether the non-player character is subjected to gravity based on game attributes. If so, the non-player character is controlled to stand on the scene tiles; otherwise, the non-player character is controlled to float in the game scene.

[0094] It can also be the interaction between a player-controlled virtual character and a non-player character. For example, if a non-player character is grabbed by another character (such as being picked up, lifted, or carried on the back), it is necessary to determine whether the non-player character is allowed to be grabbed based on the game attributes. If so, the non-player character is controlled to be grabbed by other characters; if not, other characters are controlled to be unable to grab the non-player character.

[0095] It could also be a non-player character being destroyed. If a non-player character is destroyed, it is necessary to determine whether the non-player character can be reborn based on the game attributes. If so, the non-player character is reborn (an identical non-player character can be recreated based on pre-configured character attributes). If not, no action is taken.

[0096] The aforementioned game attributes include physical attributes; one possible implementation of the step of controlling the behavior of a non-player character in the game scene based on game attributes in response to the triggering of a second scene event is as follows: in response to the non-player character being acted upon by a specified force, the non-player character is controlled to perform interactive behaviors in the game scene based on the non-player character's center of gravity position and the specified force, according to physical attributes; wherein the specified force includes at least one or more of the following: interaction force, gravity, friction, attraction, and elasticity.

[0097] One possible implementation: In response to the interaction operation of the controlled virtual character with respect to the non-player character, the controlled virtual character is controlled to perform the corresponding interaction behavior with respect to the non-player character based on physical properties; wherein, the interaction operation includes: grabbing operation and collision operation based on a specified force.

[0098] For example, if a non-player character is affected by gravity, the system needs to determine whether the non-player character is affected by gravity based on physical properties. If so, the non-player character should stand on a plot of ground in the scene; otherwise, it should float in the game scene. Similarly, if a non-player character is subjected to compression (e.g., a player-controlled virtual character squeezing the non-player character), the system needs to determine whether the non-player character is affected by an interaction force based on physical properties. If so, the non-player character should move in the direction of compression; otherwise, it should remain stationary. Furthermore, if a non-player character is affected by friction (e.g., a player-controlled virtual character picking up the non-player character, or the physical component on which the non-player character is standing moving), the system needs to determine whether the non-player character is affected by friction based on physical properties. If so, the virtual character should pick up the non-player character, or the non-player character should move with the physical component; otherwise, it should remain stationary.

[0099] For example, if a non-player character is affected by gravity (e.g., gravity exists in a designated area of ​​the game scene), it's necessary to determine whether the non-player character is affected by gravity based on physical properties. If so, the virtual character is controlled to move in the direction of gravity; otherwise, the non-player character remains stationary. Similarly, if a non-player character is affected by elasticity (e.g., the physical component on which the non-player character is standing or lying generates elasticity, or the player-controlled virtual character collides with the non-player character), it's necessary to determine whether the non-player character is affected by elasticity based on physical properties. If so, the virtual character is controlled to move in the direction of elasticity (e.g., being bounced away or slightly shaken), or the player-controlled virtual character knocks the non-player character away; otherwise, the non-player character remains stationary, or the physical component and the virtual character overlap with the non-player character.

[0100] The aforementioned game attributes include rebirth attributes; in response to the triggering of a second scene event, based on game attributes, the steps to control the behavior of non-player characters in the game scene, one possible implementation is: in response to the destruction of a non-player character, recreate the non-player character based on the character attributes at the target scene location in the game scene.

[0101] The destruction of the aforementioned non-player character could be caused by the player-controlled virtual character killing the non-player character, or by the non-player character falling off the platform.

[0102] The aforementioned physical properties include at least: whether it is affected by interaction forces, whether it is affected by gravity, whether it is affected by friction, whether it is affected by elasticity, whether it is affected by gravitational force, whether it is allowed to be grabbed, whether it is allowed to collide, and the center of gravity position of non-player characters.

[0103] The aforementioned character attributes include basic attributes; in response to a specified scene event being triggered, the steps of controlling the behavior of non-player characters in the game scene based on the character attributes are as follows: in response to a first scene event being triggered, the display method of non-player characters in the game scene is controlled based on the basic attributes.

[0104] The aforementioned first scene event could be displaying a non-player character in a game scene via a graphical user interface. In one approach, the aforementioned basic attributes include appearance attributes; in response to the graphical user interface displaying a non-player character, based on the appearance attributes, the appearance information of the non-player character is determined, and the non-player character in the game scene is controlled to be displayed according to the appearance information; wherein, the appearance information includes at least one or more of the following: object name, target clothing, a first color of the target clothing, target facial expression, a second color of the skin, size information, and the display state of the object name.

[0105] If the object name is set to be displayed, then the non-player characters in the game scene will display the object name; if the object name is set to be hidden, then the non-player characters in the game scene will hide the object name.

[0106] The steps described above for controlling the display of appearance information of non-player characters in the game scene include one or more of the following steps: controlling the clothing of non-player characters in the game scene to be the target clothing; controlling the color of the clothing of non-player characters to be a first color; controlling the facial expression of non-player characters to be the target facial expression; controlling the skin of non-player characters to be a second color; and displaying the object name at the target location of non-player characters.

[0107] The aforementioned basic attributes include the target idle action; in response to the graphical user interface displaying a non-player character, controlling the non-player character to perform the target idle action in the game scene.

[0108] Specifically, in response to the graphical user interface displaying a non-player character, the non-player character is controlled to perform a target idle action in the game scene.

[0109] Corresponding to the embodiments of the above game editing method, this embodiment of the invention provides a game editing device, such as... Figure 8 As shown, the device includes:

[0110] The creation module 81 is used to construct a game editing scene in response to a non-player character creation command, and to create a non-player character at the target scene location in the game editing scene;

[0111] Configuration module 82 is used to respond to attribute configuration operations for non-player characters and determine the character attributes of non-player characters; wherein, the character attributes are used to: associate with specified scene events in the game editing scene, and when the specified scene event is triggered, control the behavior of non-player characters in the game editing scene based on the character attributes;

[0112] The save module 83 is used to respond to a save operation for a non-player character and save the game edit scene in which the non-player character was created.

[0113] The aforementioned game editing device, in response to a non-player character creation command, creates a non-player character at a target scene location within the game editing scene; in response to an attribute configuration operation for the non-player character, determines the character attributes of the non-player character; and, based on these attributes, controls the non-player character's behavior within the game editing scene during the game phase; and in response to a save operation for the non-player character, saves the game editing scene containing the created non-player character. This method, by creating non-player characters within the constructed game editing scene and configuring their attributes, ensures that the game scene includes non-player characters with various behaviors during the game phase. This enriches player interaction methods, increases the utilization rate of the game scene edited by players, enhances player motivation in creating game scenes, and improves the resource utilization rate of the game system, while avoiding idle and wasted game service resources.

[0114] The aforementioned configuration module is also used to: display multiple basic attribute configuration controls for non-player characters; wherein, the basic attribute configuration controls are used to provide configuration functions for at least some of the following: the appearance of the non-player character in the game editing scene and the idle actions of the non-player character; respond to a first configuration operation for the basic attribute configuration controls to determine the basic attributes of the non-player character; wherein, the basic attributes are used to: be associated with a first scene event in the game editing scene, and when the first scene event is triggered, control the display mode of the non-player character in the game editing scene.

[0115] The aforementioned configuration module is also used to: display multiple game attribute configuration controls for non-player characters; wherein, the game attribute configuration controls are used to provide configuration functions for at least some of the following: whether the non-player character is subject to a specified force in the game editing scene, whether it is allowed to be grabbed, whether it is allowed to collide, and the center of gravity position of the non-player character in the game editing scene; respond to a second configuration operation for the game attribute configuration controls to determine the game attributes of the non-player character; wherein, the basic attributes are used to: be associated with a second scene event in the game editing scene, and when the second scene event is triggered, control the behavior of the non-player character in the game editing scene.

[0116] The aforementioned configuration module is also used to: respond to appearance configuration operations for basic attribute configuration controls and determine the appearance information of non-player characters; wherein, the appearance information includes at least: object name, target clothing, first color of the target clothing, target facial expression, second color of the skin, size information, and display status of the object name.

[0117] The aforementioned basic attribute configuration controls include: a name control and a name display control; the aforementioned configuration module is also used to: respond to input operations on the name control to determine the object name of a non-player character; and respond to trigger operations on the name display control to determine that the object name is in a displayable state.

[0118] The aforementioned basic attribute configuration controls include: appearance controls; the aforementioned configuration module is also used to: respond to trigger operations on the appearance controls and display the appearance editing interface; the appearance editing interface displays multiple clothing images; respond to selection operations on the target clothing image, determine the target clothing for non-player characters, and enlarge and display the target clothing in the appearance editing interface.

[0119] The aforementioned appearance editing interface displays an appearance change control; the aforementioned configuration module is also used to: respond to a trigger operation on the appearance change control and display the appearance editing interface; the appearance editing interface displays multiple facial expressions; respond to a selection operation on a target facial expression, determine the target facial expression for a non-player character, and enlarge and display the target facial expression in the appearance editing interface.

[0120] The aforementioned character image editing interface also displays multiple skin colors; the aforementioned configuration module is also used to: respond to a selection operation for a target skin color, determine the target skin color for non-player characters, and enlarge and display the target skin color in the character image editing interface.

[0121] The aforementioned character editing interface also displays a clothing color control; the aforementioned configuration module is also used to: respond to trigger operations on the clothing color control and display multiple clothing colors; respond to selection operations on the target clothing color, determine the target clothing color for non-player characters, and enlarge and display the target clothing color in the character editing interface.

[0122] The aforementioned basic attribute configuration controls include: action controls; the aforementioned configuration module is also used to: respond to trigger operations on action controls and display multiple preset actions; respond to selection operations on target preset actions and determine the target preset action for non-player characters.

[0123] The aforementioned game attribute configuration control includes: a center of gravity configuration control; the aforementioned configuration module is also used to: respond to editing operations on the center of gravity configuration control and determine the center position of the non-player character corresponding to the editing operation.

[0124] The aforementioned game attribute configuration control includes: a specified force configuration control; the aforementioned configuration module is also used to: respond to the opening operation of the specified force configuration control and determine the effect of the specified force on the non-player character; the specified force includes at least one or more of the following: interaction force, gravity, friction, attraction, and elasticity.

[0125] The aforementioned game attribute configuration control includes: a capture configuration control; the aforementioned configuration module is also used to: respond to the opening operation of the capture configuration control and determine whether non-player characters are allowed to be captured.

[0126] The aforementioned game attribute configuration control includes: a collision configuration control; the aforementioned configuration module is also used to: respond to the activation operation of the collision configuration control and determine whether non-player characters are allowed to be collided with.

[0127] The aforementioned device further includes an information sending device, configured to: provide a first interactive control through a graphical user interface; respond to a trigger operation on the first interactive control and control the generation of game scene information corresponding to the game editing scene; wherein the game scene information includes component information of edited components in the game editing scene, and the edited components are the edited components that respond to the editing operation among multiple editable components included in the editing window; control the transmission of the game scene information to a server; wherein the server is configured to communicate with a terminal device, the terminal device is configured with a game program, the terminal device is configured to obtain game scene information from the server, and generate a corresponding game scene based on the game scene information through the game program.

[0128] The game editing device provided in this embodiment has the same technical features as the game editing method provided in the above embodiments, so it can also solve the same technical problems and achieve the same technical effects.

[0129] Corresponding to the above-described game control method embodiments, this invention provides a game control device, such as... Figure 9 As shown, the device includes:

[0130] Display module 91 is used to display a game scene in a graphical user interface; wherein the game scene is pre-edited in the following manner: in response to a non-player character creation command, a game editing scene is constructed, and a non-player character is created at the target scene location of the game editing scene; in response to an attribute configuration operation for the non-player character, the character attributes of the non-player character are determined; in response to a save operation for the non-player character, the game editing scene with the non-player character created is saved:

[0131] Control module 92 is used to control the behavior of non-player characters in the game scene in response to the triggering of specified scene events, based on character attributes.

[0132] The aforementioned game control device is used to display the game scene on a graphical user interface. The game is pre-updated via the following methods: responding to a non-player character creation command, a non-player character is created at the target location in the initial game scene; responding to an attribute configuration operation for the non-player character, the character attributes of the non-player character are determined; responding to a save operation for the non-player character, the non-player character is saved, and the initial game scene is updated; responding to a specified scene event being triggered, the behavior of the non-player character in the game scene is controlled based on the character attributes. In this method, during the editing phase, by creating non-player characters in the game scene and configuring their attributes, the game scene includes non-player characters with various behaviors during the game phase. This enriches the player's interaction methods, increases the utilization rate of the game scene edited by the player, enhances the player's enthusiasm for creating game scenes, and improves the resource utilization rate of the game system, avoiding the idle running and waste of game service resources.

[0133] The aforementioned character attributes include game attributes; the aforementioned control module is also used to: in response to the triggering of a second scene event, control the behavior of non-player characters in the game scene based on game attributes.

[0134] The aforementioned game attributes include physical attributes; the aforementioned control module is also used to: respond to the non-player character being acted upon by a specified force, and according to the physical attributes, control the non-player character to perform interactive behaviors in the game scene based on the non-player character's center of gravity position and the specified force; wherein, the specified force includes at least one or more of the following: interaction force, gravity, friction, attraction, and elasticity.

[0135] The aforementioned control module is also used to: respond to the interaction operation of the controlled virtual character towards the non-player character, and control the controlled virtual character to perform the corresponding interaction behavior of the interaction operation towards the non-player character according to physical properties; wherein, the interaction operation includes: grabbing operation and collision operation based on a specified force.

[0136] The aforementioned game attributes include rebirth attributes; the aforementioned control module is also used to: in response to the destruction of a non-player character, recreate a non-player character based on the character attributes at the target scene location in the game scene.

[0137] The aforementioned physical properties include at least: whether it is affected by interaction forces, whether it is affected by gravity, whether it is affected by friction, whether it is affected by elasticity, whether it is affected by gravitational force, whether it is allowed to be grabbed, whether it is allowed to collide, and the center of gravity position of non-player characters.

[0138] The aforementioned character attributes include basic attributes; the aforementioned control module is also used to: respond to the first scene event being triggered, and control the display method of non-player characters in the game scene based on the basic attributes.

[0139] The aforementioned basic attributes include appearance attributes; the aforementioned control module is also used to: in response to the display of a non-player character in the graphical user interface, determine the appearance information of the non-player character based on the appearance attributes, and control the non-player character in the game scene to be displayed according to the appearance information; wherein, the appearance information includes at least one or more of the following: object name, target clothing, first color of the target clothing, target facial expression, second color of the skin, size information, and display status of the object name.

[0140] The steps described above for controlling the display of appearance information of non-player characters in the game scene include one or more of the following steps: controlling the clothing of non-player characters in the game scene to be the target clothing; controlling the color of the clothing of non-player characters to be a first color; controlling the facial expression of non-player characters to be the target facial expression; controlling the skin of non-player characters to be a second color; and displaying the object name at the target location of non-player characters.

[0141] The aforementioned basic attributes include the target standby action; the aforementioned control module is also used to: in response to the display of a non-player character in the graphical user interface, control the non-player character to perform the target standby action in the game scene.

[0142] The game control device provided in this embodiment has the same technical features as the game control method provided in the above embodiments, so it can also solve the same technical problems and achieve the same technical effects.

[0143] This embodiment also provides an electronic device, including a processor and a memory. The memory stores machine-executable instructions that can be executed by the processor. The processor executes the machine-executable instructions to implement the aforementioned game editing method and game control method. This electronic device can be a server or a terminal device.

[0144] See Figure 10As shown, the electronic device includes a processor 100 and a memory 101. The memory 101 stores machine-executable instructions that can be executed by the processor 100. The processor 100 executes the machine-executable instructions to implement the above-mentioned game editing method and game control method.

[0145] Furthermore, Figure 10 The electronic device shown also includes a bus 102 and a communication interface 103, with the processor 100, the communication interface 103 and the memory 101 connected via the bus 102.

[0146] The memory 101 may include high-speed random access memory (RAM) or non-volatile memory, such as at least one disk storage device. Communication between this system network element and at least one other network element is achieved through at least one communication interface 103 (which can be wired or wireless), such as the Internet, wide area network, local area network, or metropolitan area network. The bus 102 may be an ISA bus, PCI bus, or EISA bus, etc. The bus can be divided into address bus, data bus, control bus, etc. For ease of representation, Figure 10 The symbol is represented by a single double-headed arrow, but this does not mean that there is only one bus or one type of bus.

[0147] The processor 100 may be an integrated circuit chip with signal processing capabilities. In implementation, each step of the above method can be completed by the integrated logic circuitry in the hardware of the processor 100 or by instructions in software form. The processor 100 may be a general-purpose processor, including a Central Processing Unit (CPU), a Network Processor (NP), etc.; it may 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 gate or transistor logic devices, or discrete hardware components. It can implement or execute the methods, steps, and logic block diagrams disclosed in the embodiments of this disclosure. The general-purpose processor may be a microprocessor or any conventional processor. The steps of the methods disclosed in the embodiments of this disclosure can be directly manifested as execution by a hardware decoding processor, or execution by a combination of hardware and software modules in the decoding processor. The software module can reside in a readily available storage medium in the art, such as random access memory, flash memory, read-only memory, programmable read-only memory, electrically erasable programmable memory, or registers. This storage medium is located in memory 101, and the processor 100 reads the information from memory 101 and, in conjunction with its hardware, completes the steps of the method described in the foregoing embodiments.

[0148] The processor in the aforementioned electronic device, by executing machine-executable instructions, can perform the following operations in the aforementioned game editing method:

[0149] In response to a non-player character creation command, a game editing scene is constructed and configured within the game editing scene; in response to an attribute configuration operation for the non-player character, the character attributes of the non-player character are determined; wherein, the character attributes are used to: associate with a specified scene event in the game editing scene, and when the specified scene event is triggered, control the behavior of the non-player character in the game editing scene based on the character attributes; in response to a save operation for the non-player character, the game editing scene containing the non-player character is saved.

[0150] The above-mentioned response to the attribute configuration operation for a non-player character, the steps of determining the character attributes of the non-player character, include: displaying multiple basic attribute configuration controls for the non-player character; wherein, the basic attribute configuration controls are used to provide configuration functions for at least some of the following: the appearance content of the non-player character in the game editing scene and the idle actions of the non-player character; responding to the first configuration operation for the basic attribute configuration controls, determining the basic attributes of the non-player character; wherein, the basic attributes are used to: be associated with a first scene event in the game editing scene, and when the first scene event is triggered, control the display mode of the non-player character in the game editing scene.

[0151] The above-mentioned response to the attribute configuration operation for a non-player character, the steps of determining the character attributes of the non-player character, include: displaying multiple game attribute configuration controls for the non-player character; wherein, the game attribute configuration controls are used to provide configuration functions for at least some of the following: whether the non-player character is subject to a specified force in the game editing scene, whether it is allowed to be grabbed, whether it is allowed to collide, and the center of gravity position of the non-player character in the game editing scene; responding to a second configuration operation for the game attribute configuration controls to determine the game attributes of the non-player character; wherein, the basic attributes are used to: be associated with a second scene event in the game editing scene, and when the second scene event is triggered, control the behavior of the non-player character in the game editing scene.

[0152] The steps of responding to the first configuration operation of the basic attribute configuration control and determining the basic attributes of the non-player character include: responding to the appearance configuration operation of the basic attribute configuration control and determining the appearance information of the non-player character; wherein, the appearance information includes at least: object name, target clothing, first color of the target clothing, target facial expression, second color of the skin, size information, and display status of the object name.

[0153] The aforementioned basic attribute configuration controls include: a name control and a name display control; the steps for determining the appearance information of a non-player character in response to appearance configuration operations on the basic attribute configuration controls include: in response to input operations on the name control, determining the object name of the non-player character; in response to trigger operations on the name display control, determining that the display state of the object name is displayable.

[0154] The aforementioned basic attribute configuration controls include: appearance controls; the steps for responding to appearance configuration operations on the basic attribute configuration controls and determining the appearance information corresponding to the appearance configuration operation as a basic attribute include: responding to trigger operations on the appearance controls and displaying the appearance editing interface; the appearance editing interface displays multiple clothing images; responding to selection operations on the target clothing image, determining the target clothing for non-player characters, and enlarging and displaying the target clothing in the appearance editing interface.

[0155] The aforementioned appearance editing interface displays an appearance change control; the aforementioned method further includes: responding to a trigger operation on the appearance change control to display the appearance editing interface; the appearance editing interface displays multiple facial expressions; responding to a selection operation on a target facial expression, determining the target facial expression for a non-player character, and enlarging and displaying the target facial expression in the appearance editing interface.

[0156] The aforementioned character appearance editing interface also displays multiple skin colors; the aforementioned method further includes: responding to a selection operation for a target skin color, determining the target skin color for a non-player character, and enlarging and displaying the target skin color in the character appearance editing interface.

[0157] The aforementioned character editing interface also displays a clothing color control; the aforementioned method further includes: responding to a trigger operation on the clothing color control and displaying multiple clothing colors; responding to a selection operation on a target clothing color, determining the target clothing color for a non-player character, and enlarging and displaying the target clothing color in the character editing interface.

[0158] The aforementioned basic attribute configuration control includes: an action control; the steps of responding to the first configuration operation of the basic attribute configuration control and determining the basic attributes of a non-player character include: responding to the trigger operation of the action control and displaying multiple preset actions; responding to the selection operation of the target preset action and determining the target preset action of the non-player character.

[0159] The aforementioned game attribute configuration control includes: a center of gravity configuration control; the steps for responding to a second configuration operation on the game attribute configuration control and determining the game attributes of a non-player character include: responding to an edit operation on the center of gravity configuration control and determining the center position of the non-player character corresponding to the edit operation.

[0160] The aforementioned game attribute configuration control includes: a specified force configuration control; the step of determining the game attributes of a non-player character in response to a second configuration operation on the game attribute configuration control includes: in response to an opening operation on the specified force configuration control, determining that the non-player character is affected by a specified force; the specified force includes at least one or more of the following: interaction force, gravity, friction, attraction, and elasticity.

[0161] The aforementioned game attribute configuration control includes: a capture configuration control; the steps of responding to a second configuration operation on the game attribute configuration control and determining the game attributes of a non-player character include: responding to an enable operation on the capture configuration control and determining whether the non-player character is allowed to be captured.

[0162] The aforementioned game attribute configuration control includes: a collision configuration control; the steps of determining the game attributes of a non-player character in response to a second configuration operation on the game attribute configuration control include: in response to an enable operation on the collision configuration control, determining whether the non-player character is allowed to be collided.

[0163] The above method further includes: providing a first interactive control through a graphical user interface; responding to a trigger operation on the first interactive control to control the generation of game scene information corresponding to the game editing scene; wherein the game scene information includes component information of edited components in the game editing scene, and the edited components are the edited components that respond to the editing operation among multiple editable components included in the editing window; controlling the transmission of the game scene information to a server; wherein the server is configured to communicate with a terminal device, the terminal device is configured with a game program, the terminal device is configured to obtain game scene information from the server, and generate a corresponding game scene through the game program based on the game scene information.

[0164] The following operations from the game control methods described above can also be achieved:

[0165] The graphical user interface displays the scene of the game editing scene; the game is pre-updated in the following ways: in response to the creation command of a non-player character, a non-player character is created at the target scene location in the initial game editing scene; in response to the attribute configuration operation for the non-player character, the character attributes of the non-player character are determined; in response to the save operation for the non-player character, the non-player character is saved and the initial game editing scene is updated; in response to the triggering of a specified scene event, the behavior of the non-player character in the game editing scene is controlled based on the character attributes.

[0166] The aforementioned character attributes include game attributes; the steps of controlling the behavior of non-player characters in the game editing scene based on character attributes in response to a specified scene event being triggered include: controlling the behavior of non-player characters in the game editing scene based on game attributes in response to a second scene event being triggered.

[0167] The aforementioned game attributes include physical attributes; in response to the triggering of a second scene event, the steps of controlling the behavior of a non-player character in the game editing scene based on the game attributes include: in response to the non-player character being acted upon by a specified force, controlling the non-player character to perform interactive behaviors based on the non-player character's center of gravity position and the specified force in the game editing scene according to the physical attributes; wherein, the specified force includes at least one or more of the following: interaction force, gravity, friction, attraction, and elasticity.

[0168] The steps described above, in response to a non-player character being subjected to a specified force, and based on physical properties, controlling the non-player character to perform interactive behaviors in the game editing scene based on the non-player character's center of gravity position and the specified force, include: in response to an interactive operation by the controlled virtual character towards the non-player character, and based on physical properties, controlling the controlled virtual character to perform interactive behaviors corresponding to the interactive operation towards the non-player character; wherein, the interactive operation includes: a grabbing operation and a collision operation based on the specified force.

[0169] The aforementioned game attributes include rebirth attributes; in response to the second scene event being triggered, the steps for controlling the behavior of non-player characters in the game editing scene based on game attributes include: in response to the destruction of a non-player character, recreating the non-player character based on character attributes at the target scene location in the game editing scene.

[0170] The aforementioned physical properties include at least: whether it is affected by interaction forces, whether it is affected by gravity, whether it is affected by friction, whether it is affected by elasticity, whether it is affected by gravitational force, whether it is allowed to be grabbed, whether it is allowed to collide, and the center of gravity position of non-player characters.

[0171] The aforementioned character attributes include basic attributes; the steps for controlling the behavior of non-player characters in the game editing scene based on the character attributes in response to a specified scene event being triggered include: controlling the display of non-player characters in the game editing scene based on the basic attributes in response to a first scene event being triggered.

[0172] The aforementioned basic attributes include appearance attributes; in response to the triggering of the first scene event, the step of controlling the display method of the non-player character in the game editing scene based on the basic attributes includes: in response to the display of the non-player character by the graphical user interface, determining the appearance information of the non-player character based on the appearance attributes, and controlling the non-player character in the game editing scene to be displayed according to the appearance information; wherein, the appearance information includes at least one or more of the following: object name, target clothing, first color of the target clothing, target facial expression, second color of the skin, size information, and display status of the object name.

[0173] The steps described above for controlling the display of appearance information of non-player characters in the game editing scene include one or more of the following steps: controlling the clothing of non-player characters in the game editing scene to be the target clothing; controlling the color of the clothing of non-player characters to be a first color; controlling the facial expression of non-player characters to be the target facial expression; controlling the skin of non-player characters to be a second color; and displaying the object name at the target location of non-player characters.

[0174] The aforementioned basic attributes include the target standby action; in response to the first scene event being triggered, based on the basic attributes, the steps of controlling the display mode of the non-player character in the game editing scene include: in response to the graphical user interface displaying the non-player character, controlling the non-player character to perform the target standby action in the game editing scene.

[0175] In the above method, during the game editing stage, non-player characters are created in the constructed game editing scene, and character attributes are configured for the non-player characters. This allows the game scene to include non-player characters with various forms of expression during the game stage, enriching the player's interaction methods, improving the utilization rate of the game scene edited by the player, increasing the player's enthusiasm for creating game scenes, and improving the resource utilization rate of the game system, thus avoiding the idle running and waste of game service resources.

[0176] This embodiment also provides a machine-readable storage medium storing machine-executable instructions. When the machine-executable instructions are called and executed by a processor, the machine-executable instructions cause the processor to implement the above-mentioned game editing method and game control method.

[0177] The machine-executable instructions stored in the aforementioned machine-readable storage medium can be executed to perform the following operations in the aforementioned game editing method:

[0178] In response to a non-player character creation command, a game editing scene is constructed, and a non-player character is created at the target scene location within the game editing scene; in response to an attribute configuration operation for the non-player character, the character attributes of the non-player character are determined; wherein, the character attributes are used to: associate with a specified scene event in the game editing scene, and when the specified scene event is triggered, control the behavior of the non-player character in the game editing scene based on the character attributes; in response to a save operation for the non-player character, the game editing scene containing the created non-player character is saved.

[0179] The above-mentioned response to the attribute configuration operation for a non-player character, the steps of determining the character attributes of the non-player character, include: displaying multiple basic attribute configuration controls for the non-player character; wherein, the basic attribute configuration controls are used to provide configuration functions for at least some of the following: the appearance content of the non-player character in the game editing scene and the idle actions of the non-player character; responding to the first configuration operation for the basic attribute configuration controls, determining the basic attributes of the non-player character; wherein, the basic attributes are used to: be associated with a first scene event in the game editing scene, and when the first scene event is triggered, control the display mode of the non-player character in the game editing scene.

[0180] The above-mentioned response to the attribute configuration operation for a non-player character, the steps of determining the character attributes of the non-player character, include: displaying multiple game attribute configuration controls for the non-player character; wherein, the game attribute configuration controls are used to provide configuration functions for at least some of the following: whether the non-player character is subject to a specified force in the game editing scene, whether it is allowed to be grabbed, whether it is allowed to collide, and the center of gravity position of the non-player character in the game editing scene; responding to a second configuration operation for the game attribute configuration controls to determine the game attributes of the non-player character; wherein, the basic attributes are used to: be associated with a second scene event in the game editing scene, and when the second scene event is triggered, control the behavior of the non-player character in the game editing scene.

[0181] The steps of responding to the first configuration operation of the basic attribute configuration control and determining the basic attributes of the non-player character include: responding to the appearance configuration operation of the basic attribute configuration control and determining the appearance information of the non-player character; wherein, the appearance information includes at least: object name, target clothing, first color of the target clothing, target facial expression, second color of the skin, size information, and display status of the object name.

[0182] The aforementioned basic attribute configuration controls include: a name control and a name display control; the steps for determining the appearance information of a non-player character in response to appearance configuration operations on the basic attribute configuration controls include: in response to input operations on the name control, determining the object name of the non-player character; in response to trigger operations on the name display control, determining that the display state of the object name is displayable.

[0183] The aforementioned basic attribute configuration controls include: appearance controls; the steps for responding to appearance configuration operations on the basic attribute configuration controls and determining the appearance information corresponding to the appearance configuration operation as a basic attribute include: responding to trigger operations on the appearance controls and displaying the appearance editing interface; the appearance editing interface displays multiple clothing images; responding to selection operations on the target clothing image, determining the target clothing for non-player characters, and enlarging and displaying the target clothing in the appearance editing interface.

[0184] The aforementioned appearance editing interface displays an appearance change control; the aforementioned method further includes: responding to a trigger operation on the appearance change control to display the appearance editing interface; the appearance editing interface displays multiple facial expressions; responding to a selection operation on a target facial expression, determining the target facial expression for a non-player character, and enlarging and displaying the target facial expression in the appearance editing interface.

[0185] The aforementioned character appearance editing interface also displays multiple skin colors; the aforementioned method further includes: responding to a selection operation for a target skin color, determining the target skin color for a non-player character, and enlarging and displaying the target skin color in the character appearance editing interface.

[0186] The aforementioned character editing interface also displays a clothing color control; the aforementioned method further includes: responding to a trigger operation on the clothing color control and displaying multiple clothing colors; responding to a selection operation on a target clothing color, determining the target clothing color for a non-player character, and enlarging and displaying the target clothing color in the character editing interface.

[0187] The aforementioned basic attribute configuration control includes: an action control; the steps of responding to the first configuration operation of the basic attribute configuration control and determining the basic attributes of a non-player character include: responding to the trigger operation of the action control and displaying multiple preset actions; responding to the selection operation of the target preset action and determining the target preset action of the non-player character.

[0188] The aforementioned game attribute configuration control includes: a center of gravity configuration control; the steps for responding to a second configuration operation on the game attribute configuration control and determining the game attributes of a non-player character include: responding to an edit operation on the center of gravity configuration control and determining the center position of the non-player character corresponding to the edit operation.

[0189] The aforementioned game attribute configuration control includes: a specified force configuration control; the step of determining the game attributes of a non-player character in response to a second configuration operation on the game attribute configuration control includes: in response to an opening operation on the specified force configuration control, determining that the non-player character is affected by a specified force; the specified force includes at least one or more of the following: interaction force, gravity, friction, attraction, and elasticity.

[0190] The aforementioned game attribute configuration control includes: a capture configuration control; the steps of responding to a second configuration operation on the game attribute configuration control and determining the game attributes of a non-player character include: responding to an enable operation on the capture configuration control and determining whether the non-player character is allowed to be captured.

[0191] The aforementioned game attribute configuration control includes: a collision configuration control; the steps of determining the game attributes of a non-player character in response to a second configuration operation on the game attribute configuration control include: in response to an enable operation on the collision configuration control, determining whether the non-player character is allowed to be collided.

[0192] The above method further includes: providing a first interactive control through a graphical user interface; responding to a trigger operation on the first interactive control to control the generation of game scene information corresponding to the game editing scene; wherein the game scene information includes component information of edited components in the game editing scene, and the edited components are the edited components that respond to the editing operation among multiple editable components included in the editing window; controlling the transmission of the game scene information to a server; wherein the server is configured to communicate with a terminal device, the terminal device is configured with a game program, the terminal device is configured to obtain game scene information from the server, and generate a corresponding game scene through the game program based on the game scene information.

[0193] The following operations from the game control methods described above can also be achieved:

[0194] The game scene is displayed in a graphical user interface; wherein the game scene is pre-edited in the following ways: in response to the creation command of a non-player character, a game editing scene is constructed, and a non-player character is created at the target scene location of the game editing scene; in response to the attribute configuration operation for the non-player character, the character attributes of the non-player character are determined; in response to the save operation for the non-player character, the game editing scene with the non-player character created is saved; in response to the triggering of a specified scene event, the behavior of the non-player character in the game scene is controlled based on the character attributes.

[0195] The aforementioned character attributes include game attributes; the steps of controlling the behavior of non-player characters in the game scene based on character attributes in response to a specified scene event being triggered include: controlling the behavior of non-player characters in the game scene based on game attributes in response to a second scene event being triggered.

[0196] The aforementioned game attributes include physical attributes; in response to the triggering of a second scene event, the steps of controlling the behavior of a non-player character in the game scene based on the game attributes include: in response to the non-player character being acted upon by a specified force, controlling the non-player character to perform interactive behaviors in the game scene based on the non-player character's center of gravity position and the specified force, according to the physical attributes; wherein the specified force includes at least one or more of the following: interaction force, gravity, friction, attraction, and elasticity.

[0197] The steps described above, in response to a non-player character being subjected to a specified force, and based on physical properties, controlling the non-player character to perform interactive behaviors in the game scene based on the non-player character's center of gravity position and the specified force, include: in response to an interactive operation by the controlled virtual character towards the non-player character, and based on physical properties, controlling the controlled virtual character to perform interactive behaviors corresponding to the interactive operation towards the non-player character; wherein, the interactive operation includes: a grabbing operation and a collision operation based on the specified force.

[0198] The aforementioned game attributes include rebirth attributes; in response to the triggering of a second scene event, the steps for controlling the behavior of non-player characters in the game scene based on game attributes include: in response to the destruction of a non-player character, recreating a non-player character based on character attributes at the target scene location in the game scene.

[0199] The aforementioned physical properties include at least: whether it is affected by interaction forces, whether it is affected by gravity, whether it is affected by friction, whether it is affected by elasticity, whether it is affected by gravitational force, whether it is allowed to be grabbed, whether it is allowed to collide, and the center of gravity position of non-player characters.

[0200] The aforementioned character attributes include basic attributes; in response to a specified scene event being triggered, the steps of controlling the behavior of non-player characters in the game scene based on the character attributes include: in response to a first scene event being triggered, controlling the display method of non-player characters in the game scene based on the basic attributes.

[0201] The aforementioned basic attributes include appearance attributes; the step of controlling the display method of non-player characters in the game scene based on the basic attributes in response to the first scene event being triggered includes: in response to the graphical user interface displaying non-player characters, determining the appearance information of non-player characters based on appearance attributes, and controlling the non-player characters in the game scene to be displayed according to the appearance information; wherein, the appearance information includes at least one or more of the following: object name, target clothing, first color of target clothing, target facial expression, second color of skin, size information, and display status of object name.

[0202] The steps described above for controlling the display of appearance information of non-player characters in the game scene include one or more of the following steps: controlling the clothing of non-player characters in the game scene to be the target clothing; controlling the color of the clothing of non-player characters to be a first color; controlling the facial expression of non-player characters to be the target facial expression; controlling the skin of non-player characters to be a second color; and displaying the object name at the target location of non-player characters.

[0203] The aforementioned basic attributes include the target standby action; in response to the first scene event being triggered, based on the basic attributes, the steps of controlling the display method of the non-player character in the game scene include: in response to the graphical user interface displaying the non-player character, controlling the non-player character to perform the target standby action in the game scene.

[0204] In the above method, during the game editing stage, non-player characters are created in the game scene and their attributes are configured. This allows the game scene to include non-player characters with various forms of expression during the game stage, enriching the player's interaction methods, increasing the utilization rate of the game scene edited by the player, enhancing the player's enthusiasm for creating game scenes, and improving the resource utilization rate of the game system, thus avoiding the idle running and waste of game service resources.

[0205] The computer program products of the game editing method, game control method, apparatus, and electronic device provided in this disclosure 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 preceding method embodiments. For specific implementation details, please refer to the method embodiments, which will not be repeated here.

[0206] Those skilled in the art will clearly understand that, for the sake of convenience and brevity, the specific working process of the system and apparatus described above can be referred to the corresponding process in the foregoing method embodiments, and will not be repeated here.

[0207] Furthermore, in the description of the embodiments of this disclosure, unless otherwise expressly specified and limited, the terms "installation," "connection," and "linking" should be interpreted broadly. For example, they can refer to a fixed connection, a detachable connection, or an integral connection; they can refer to a mechanical connection or an electrical connection; they can refer to a direct connection or an indirect connection through an intermediate medium; and they can refer to the internal connection of two components. Those skilled in the art can understand the specific meaning of the above terms in this disclosure based on the specific circumstances.

[0208] If the aforementioned functions are implemented as 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 this disclosure, in essence, or the part that contributes to the prior art, or a portion of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of this disclosure. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.

[0209] In the description of this disclosure, it should be noted that the terms "center," "upper," "lower," "left," "right," "vertical," "horizontal," "inner," and "outer," etc., indicate the orientation or positional relationship based on the orientation or positional relationship shown in the accompanying drawings, and are only for the convenience of describing this disclosure and simplifying the description, and do not indicate or imply that the device or element referred to must have a specific orientation, or be constructed and operated in a specific orientation, and therefore should not be construed as a limitation of this disclosure. Furthermore, the terms "first," "second," and "third" are used for descriptive purposes only and should not be construed as indicating or implying relative importance.

[0210] Finally, it should be noted that the above embodiments are merely specific implementations of this disclosure, used to illustrate the technical solutions of this disclosure, and not to limit it. The protection scope of this disclosure is not limited thereto. Although this disclosure has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that any person skilled in the art can still modify or easily conceive of changes to the technical solutions described in the foregoing embodiments, or make equivalent substitutions for some of the technical features, within the scope of the technology disclosed in this disclosure. Such modifications, changes, or substitutions do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of this disclosure, and should all be covered within the protection scope of this disclosure. Therefore, the protection scope of this disclosure should be determined by the protection scope of the claims.

Claims

1. A game editing method, characterized in that, The method includes: In response to a non-player character creation command, a game editing scene is constructed, and a non-player character is created at the target scene location within the game editing scene; In response to the attribute configuration operation for the non-player character, the character attributes of the non-player character are determined; wherein, the character attributes are used to: associate with a specified scene event in the game editing scene, and when the specified scene event is triggered, control the behavior of the non-player character in the game editing scene based on the character attributes; In response to a save operation for the non-player character, the game edit scene in which the non-player character was created is saved; The step of determining the character attributes of the non-player character in response to an attribute configuration operation for the non-player character includes: Displays multiple basic attribute configuration controls for the non-player character; wherein, the basic attribute configuration controls are used to provide configuration functions for at least some of the following: the appearance of the non-player character in the game editing scene and the idle actions of the non-player character; In response to a first configuration operation for the basic attribute configuration control, the basic attributes of the non-player character are determined; wherein, the basic attributes are used to: be associated with a first scene event in the game editing scene, and when the first scene event is triggered, control the display mode of the non-player character in the game editing scene; The step of determining the basic attributes of the non-player character in response to a first configuration operation on the basic attribute configuration control includes: In response to the appearance configuration operation of the basic attribute configuration control, the appearance information of the non-player character is determined; wherein, the appearance information includes at least: object name, target clothing, first color of the target clothing, target facial expression, second color of skin, size information, and display status of the object name.

2. The game editing method according to claim 1, characterized in that, The step of determining the character attributes of the non-player character in response to an attribute configuration operation for the non-player character includes: Displays multiple game attribute configuration controls for the non-player character; wherein, the game attribute configuration controls are used to provide configuration functions for at least some of the following: whether the non-player character is subject to a specified force in the game editing scene, whether it is allowed to be grabbed, whether it is allowed to collide, and the center of gravity position of the non-player character in the game editing scene; In response to a second configuration operation of the game attribute configuration control, the game attributes of the non-player character are determined; wherein, the game attributes are used to: associate with a second scene event in the game editing scene, and when the second scene event is triggered, control the behavior of the non-player character in the game editing scene.

3. The game editing method according to claim 1, characterized in that, The basic attribute configuration controls include: a name control and a name display control; The step of determining the appearance information of the non-player character in response to an appearance configuration operation of the basic attribute configuration control includes: In response to an input operation to the name control, determine the object name of the non-player character; In response to a trigger operation on the name display control, determine that the display state of the object name is displayable.

4. The game editing method according to claim 1, characterized in that, The basic attribute configuration controls include: appearance controls; The step of responding to an appearance configuration operation for the basic attribute configuration control and determining the appearance information corresponding to the appearance configuration operation as the basic attribute includes: In response to a trigger operation on the appearance control, an appearance editing interface is displayed; the appearance editing interface displays multiple clothing images; In response to a selection operation on the target clothing image, the target clothing for the non-player character is determined, and the target clothing is enlarged and displayed in the appearance editing interface.

5. The game editing method according to claim 4, characterized in that, The appearance editing interface displays controls for changing the appearance; the method also includes: In response to a trigger operation on the image changing control, an image editing interface is displayed; the image editing interface displays multiple facial expressions. In response to a selection operation targeting a facial expression, the target facial expression of the non-player character is determined, and the target facial expression is enlarged and displayed in the character editing interface.

6. The game editing method according to claim 5, characterized in that, The image editing interface also displays multiple skin colors; the method further includes: In response to a selection operation targeting a skin color, the target skin color of the non-player character is determined, and the target skin color is enlarged and displayed in the character image editing interface.

7. The game editing method according to claim 5, characterized in that, The image editing interface also displays clothing color controls; the method further includes: In response to a trigger operation on the clothing color control, multiple clothing colors are displayed; In response to a selection operation targeting a clothing color, the target clothing color for the non-player character is determined, and the target clothing color is enlarged and displayed in the character image editing interface.

8. The game editing method according to claim 1, characterized in that, The basic attribute configuration controls include: action controls; The step of determining the basic attributes of the non-player character in response to a first configuration operation on the basic attribute configuration control includes: In response to a trigger operation on the action control, multiple preset actions are displayed; In response to a selection operation targeting a preset action, the target preset action for the non-player character is determined.

9. The game editing method according to claim 2, characterized in that, The game attribute configuration control includes: a center of gravity configuration control; The step of determining the game attributes of the non-player character in response to a second configuration operation of the game attribute configuration control includes: In response to an edit operation on the center of gravity configuration control, determine the center position of the non-player character corresponding to the edit operation.

10. The game editing method according to claim 2, characterized in that, The game attribute configuration control includes: a force specification control; The step of determining the game attributes of the non-player character in response to a second configuration operation of the game attribute configuration control includes: In response to the activation operation of the specified force configuration control, it is determined that the non-player character is affected by the specified force; the specified force includes at least one or more of the following: interaction force, gravity, friction, attraction, and elasticity.

11. The game editing method according to claim 2, characterized in that, The game attribute configuration control includes: a capture configuration control; The step of determining the game attributes of the non-player character in response to a second configuration operation of the game attribute configuration control includes: In response to the activation operation of the capture configuration control, it is determined whether the non-player character is allowed to be captured.

12. The game editing method according to claim 2, characterized in that, The game attribute configuration control includes: a collision configuration control; The step of determining the game attributes of the non-player character in response to a second configuration operation of the game attribute configuration control includes: In response to the activation operation of the collision configuration control, determine whether the non-player character is allowed to be collided with.

13. The game editing method according to claim 1, characterized in that, The method further includes: The first interactive controls are provided through a graphical user interface; In response to a trigger operation on the first interactive control, control the generation of game scene information corresponding to the game editing scene; wherein, the game scene information includes component information of the edited components in the game editing scene, and the edited components are the edited components that respond to the editing operation among multiple editable components included in the editing window; The control transmits 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 based on the game scene information through the game program.

14. A game control method, characterized in that, The method includes: A game scene is displayed in a graphical user interface; wherein the game scene is edited by the game editing method of claim 1, comprising: in response to a non-player character creation instruction, constructing a game editing scene and creating a non-player character at a target scene location in the game editing scene; in response to an attribute configuration operation for the non-player character, determining the character attributes of the non-player character; and in response to a save operation for the non-player character, saving the game editing scene with the non-player character created. In response to a specified scene event being triggered, the behavior of the non-player character in the game scene is controlled based on the character attributes.

15. The game control method according to claim 14, characterized in that, The character attributes include game attributes; The steps of controlling the behavior of the non-player character in the game scene in response to a specified scene event being triggered, based on the character attributes, include: In response to the second scene event being triggered, the behavior of the non-player character in the game scene is controlled based on the game attributes.

16. The game control method according to claim 15, characterized in that, The game attributes include physical attributes; In response to the triggering of a second scene event, the steps of controlling the behavior of the non-player character in the game scene based on the game attributes include: In response to the non-player character being subjected to a specified force, the non-player character is controlled to perform interactive behaviors in the game scene based on the non-player character's center of gravity position and the specified force, according to the physical properties; wherein the specified force includes at least one or more of the following: interaction force, gravity, friction, attraction, and elasticity.

17. The game control method according to claim 16, characterized in that, In response to the non-player character being subjected to a specified force, and based on the physical properties, the steps of controlling the non-player character to perform interactive behaviors in the game scene based on the non-player character's center of gravity position and the specified force include: In response to an interaction operation by a controlled virtual character with respect to a non-player character, the controlled virtual character is controlled to perform an interaction behavior corresponding to the interaction operation with respect to the non-player character based on the physical properties; wherein, the interaction operation includes: a grabbing operation and a collision operation based on the specified force.

18. The game control method according to claim 15, characterized in that, The game attributes include the rebirth attribute; In response to the triggering of a second scene event, the steps of controlling the behavior of the non-player character in the game scene based on the game attributes include: In response to the destruction of the non-player character, the non-player character is recreated based on the character attributes at the target scene location in the game scene.

19. The game control method according to claim 16, characterized in that, The physical properties include at least: whether it is affected by interaction forces, whether it is affected by gravity, whether it is affected by friction, whether it is affected by elasticity, whether it is affected by gravitational force, whether it is allowed to be grabbed, whether it is allowed to collide, and the center of gravity position of the non-player character.

20. The game control method according to claim 14, characterized in that, The character attributes include basic attributes; The steps of controlling the behavior of the non-player character in the game scene in response to a specified scene event being triggered, based on the character attributes, include: In response to the first scene event being triggered, the display method of the non-player character in the game scene is controlled based on the aforementioned basic attributes.

21. The game control method according to claim 20, characterized in that, The basic attributes include appearance attributes; In response to the triggering of a first scene event, the step of controlling the display method of the non-player character in the game scene based on the aforementioned basic attributes includes: In response to the graphical user interface displaying the non-player character, based on the appearance attributes, the appearance information of the non-player character is determined, and the non-player character in the game scene is controlled to be displayed according to the appearance information; wherein, the appearance information includes at least one or more of the following: object name, target clothing, first color of the target clothing, target facial expression, second color of the skin, size information, and display status of the object name.

22. The game control method according to claim 21, characterized in that, The steps of controlling the non-player character in the game scene to display according to the appearance information include one or more of the following steps: Control the clothing of the non-player character in the game scene to be the target clothing; Control the color of the non-player character's clothing to the first color; Control the facial expressions of the non-player character to match the target facial expression; Control the skin of the non-player character to be the second color; The object name is displayed at the target location of the non-player character.

23. The game control method according to claim 21, characterized in that, The basic attributes include the target's standby action; In response to the triggering of a first scene event, the step of controlling the display method of the non-player character in the game scene based on the aforementioned basic attributes includes: In response to the graphical user interface displaying the non-player character, the non-player character is controlled to perform the target idle action in the game scene.

24. A game editing device, characterized in that, The device includes: A creation module is used to respond to a non-player character creation command, construct a game editing scene, and create a non-player character at the target scene location in the game editing scene; A configuration module is used to respond to attribute configuration operations for the non-player character and determine the character attributes of the non-player character; wherein, the character attributes are used to: associate with a specified scene event in the game editing scene, and when the specified scene event is triggered, control the behavior of the non-player character in the game editing scene based on the character attributes; A save module is used to respond to a save operation for the non-player character and save the game edit scene in which the non-player character was created; The configuration module is further configured to: display multiple basic attribute configuration controls for the non-player character; wherein the basic attribute configuration controls are configured to provide configuration functions for at least some of the following: the appearance of the non-player character in the game editing scene and the standby actions of the non-player character; respond to a first configuration operation for the basic attribute configuration controls to determine the basic attributes of the non-player character; wherein the basic attributes are configured to: be associated with a first scene event in the game editing scene, and when the first scene event is triggered, control the display mode of the non-player character in the game editing scene; The configuration module is further configured to: respond to appearance configuration operations for the basic attribute configuration control and determine the appearance information of the non-player character; wherein the appearance information includes at least: object name, target clothing, first color of the target clothing, target facial expression, second color of the skin, size information, and display status of the object name.

25. A game control device, characterized in that, The device includes: A display module is used to display a game scene in a graphical user interface; wherein the game scene is pre-edited using the game editing method of claim 1, including: in response to a non-player character creation instruction, constructing a game editing scene and creating a non-player character at a target scene location in the game editing scene; in response to an attribute configuration operation for the non-player character, determining the character attributes of the non-player character; and in response to a save operation for the non-player character, saving the game editing scene with the non-player character created. The control module is used to control the behavior of the non-player character in the game scene in response to the triggering of a specified scene event, based on the character attributes.

26. An electronic device, characterized in that, The device includes a processor and a memory, the memory storing computer-executable instructions that can be executed by the processor, the processor executing the computer-executable instructions to implement the game editing method according to any one of claims 1-13, or the game control method according to any one of claims 14-23.

27. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores computer-executable instructions, which, when invoked and executed by a processor, cause the processor to implement the game editing method according to any one of claims 1-13, or the game control method according to any one of claims 14-23.

Citation Information

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