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

CN117138346BActive Publication Date: 2026-10-16NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202310858637.3
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. The method constructs a game editing scene and creates a non-player character within it. It configures the non-player character's interaction attributes. During the game phase, when a specified scene event is triggered, the non-player character is controlled to perform interactive events in the game scene corresponding to the game editing scene based on the interaction attributes. The game editing scene containing the created non-player character is then saved. This method, by constructing a game editing scene, creating a non-player character within it, and configuring interaction attributes for the non-player character, allows the non-player character to perform various interactive events in the game scene corresponding to the game editing scene 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 enhances the resource utilization rate of the game system, avoiding the idle running and waste of 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. A game editing scene is constructed, and a non-player character is created in the game editing scene. An interaction attribute of the non-player character is configured. In a game stage, when a specified scene event is triggered, the non-player character performs an interaction event in a game scene corresponding to the game editing scene based on the interaction attribute. The game editing scene in which the non-player character is created is saved. In this way, the game editing scene is constructed, the non-player character is created in the game editing scene, the interaction attribute is configured for the non-player character, and in the game stage, the non-player character in the game scene corresponding to the game editing scene can perform various interaction events, 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 in creating the 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, device, 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 constructs a game editing scene, creates non-player characters within the game editing scene, and configures interactive attributes for the non-player characters so that, during the game phase, the non-player characters in the game scene corresponding to the game editing scene can perform various interactive events. 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 enhances 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 in the game editing scene; in response to an attribute configuration operation for the non-player character, determining the interaction attributes of the non-player character; wherein the interaction attributes are used to: associate with a specified scene event in the game editing scene, and when the specified scene event is triggered, determine the interaction event of the non-player character based on the interaction attributes, and control the non-player character to execute the interaction event in the game scene corresponding to the game editing scene; 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 scene 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 in the game editing scene; in response to an attribute configuration operation for the non-player character, determining the interaction 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; in response to a specified scene event being triggered, determining the interaction events of the non-player character based on the interaction attributes, and controlling the non-player character to perform the interaction events in the game scene.

[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 in the game editing scene; a configuration module, configured to determine the interaction attributes of the non-player character in response to an attribute configuration operation for the non-player character; wherein the interaction attributes are used to: associate with a specified scene event in the game editing scene, and when the specified scene event is triggered, determine the interaction event of the non-player character based on the interaction attributes, and control the non-player character to execute the interaction event in the game scene corresponding to the game editing scene; and a saving module, configured to save the game editing scene with the non-player character created in response to a save operation for the non-player character.

[0007] Fourthly, embodiments of the present invention provide a game control device, comprising: a display module for displaying a game scene on a graphical user interface; wherein the game scene 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 in the game editing scene; in response to an attribute configuration operation for the non-player character, determining the interaction 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 an execution module for, in response to a specified scene event being triggered, determining the interaction events of the non-player character based on the interaction attributes, and controlling the non-player character to perform the interaction events in the game scene.

[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 to implement 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 to implement 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. The method constructs a game editing scene and creates a non-player character within it. It configures the non-player character's interaction attributes. During the game phase, when a specified scene event is triggered, the non-player character is controlled to perform interactive events in the game scene corresponding to the game editing scene based on the interaction attributes. The game editing scene containing the created non-player character is then saved. This method, by constructing a game editing scene, creating a non-player character within it, and configuring interaction attributes for the non-player character, allows the non-player character to perform various interactive events in the game scene corresponding to the game editing scene 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 enhances the resource utilization rate of the game system, avoiding the idle running and waste of 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 an interactive content selection window provided in an embodiment of this disclosure;

[0018] Figure 4 A schematic diagram of another interactive content selection window provided in an embodiment of this disclosure;

[0019] Figure 5 A schematic diagram of an interactive content configuration window provided in an embodiment of this disclosure;

[0020] Figure 6 A schematic diagram of another interactive content configuration window provided in an embodiment of this disclosure;

[0021] Figure 7 A schematic diagram of a content creation window provided in an embodiment of this disclosure;

[0022] Figure 8 A schematic diagram of another interactive content configuration window provided in an embodiment of this disclosure;

[0023] Figure 9 A schematic diagram of an event configuration window provided in an embodiment of this disclosure;

[0024] Figure 10 A schematic diagram of another interactive content configuration window provided in an embodiment of this disclosure;

[0025] Figure 11 A flowchart of a game control method provided in this embodiment of the disclosure;

[0026] Figure 12 A schematic diagram of a game scene during the game's running phase, provided in an embodiment of this disclosure;

[0027] Figure 13 A schematic diagram of a game scene during another stage of game operation provided in this embodiment of the disclosure;

[0028] Figure 14 This is a schematic diagram of the structure of a game editing device provided in an embodiment of the present disclosure;

[0029] Figure 15 This is a schematic diagram of the structure of a game control device provided in an embodiment of the present disclosure;

[0030] Figure 16 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this disclosure. Detailed Implementation

[0031] 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.

[0032] 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 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 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, and tablets.

[0033] 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.

[0034] 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.

[0035] 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.

[0036] In one possible implementation, embodiments of the present invention provide a game editing method that provides a graphical user interface through a terminal device. The terminal device can be either the aforementioned local terminal device or a client device in the aforementioned cloud interaction system. Figure 1 As shown, the method includes the following steps:

[0037] Step S102: In response to the creation command for a non-player character, construct a game editing scene and create a non-player character in the game editing scene;

[0038] The aforementioned game editing scene refers to a game scene created by the player. This scene can be empty, include some initial scene objects, or be a pre-created and saved scene (this scene can be published or unpublished). For example, an empty game editing scene can be created where the player can edit various scene content, including creating non-player characters. Alternatively, an already constructed game editing scene can be opened, and non-player characters can be created within it. In other words, players can save previously edited game editing scenes and then 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 scene location selected by the player.

[0039] This embodiment is implemented during the game editing stage. Specifically, a scene editing control is provided in the graphical user interface (GUI). A game editing scene is constructed in response to a trigger operation on this scene editing control and then displayed in the GUI. Alternatively, multiple game scene option icons (which can be game scene thumbnails, game scene names, game scene numbers, etc.) are displayed in the GUI. A specific game scene is selected from these multiple game 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.

[0040] For example, during the game editing phase, the graphical user interface (GUI) provides a scene display area and a scene editing area. The scene display area shows the scene of the game editing scene, while the scene editing area provides creation controls for non-player characters. When a player clicks these controls, multiple preset characters are displayed, from which the player can select the non-player character they wish to create. The scene display area can occupy the entire GUI, with the scene editing area superimposed on it. Alternatively, the scene display area and the scene editing area can each occupy half of the GUI, arranged horizontally.

[0041] 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.).

[0042] Step S104: Respond to the attribute configuration operation for the non-player character and determine the interaction attribute of the non-player character; wherein, the interaction attribute is used to: associate with a specified scene event in the game editing scene; when the specified scene event is triggered, determine the interaction event of the non-player character based on the interaction attribute, and control the non-player character to execute the interaction event in the game scene corresponding to the game editing scene;

[0043] The aforementioned attribute configuration operations can be trigger operations, selection operations, and input or editing operations for various controls. These interactive attributes typically include whether non-player characters are allowed to interact with other scene objects (such as player-controlled virtual characters), and also include the specific scope of interaction, i.e., how other scene objects trigger interaction events with non-player characters.

[0044] The steps of determining the interaction events of non-player characters based on interaction attributes and controlling the non-player characters to execute interaction events in the game scene corresponding to the game editing scene are usually implemented during the game running phase. Specifically, after the game editing phase ends, 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 for the game editing scene.

[0045] 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.

[0046] 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.

[0047] The aforementioned interactive events can be one or more. The execution of an interactive event can include performing a dance move, playing audio and / or video, displaying specified scene content, entering a game match, or displaying dialogue. The specified scene event can be another virtual character entering a non-player character's specified interaction range, clicking on a non-player character, or clicking on the corresponding interactive controls of a non-player character. For example, during game execution, the graphical user interface displays a game scene corresponding to the game editing scene, which includes non-player characters. After the player controls the controlled virtual character to move into the non-player character's interaction range, the system first determines whether the non-player character is allowed to interact based on the interaction attributes. If so, it determines at least one pre-set interactive event for the non-player character, selects a specified interactive event, and controls the non-player character to execute that interactive event within the game scene corresponding to the game editing scene. Examples include displaying preset dialogue, controlling the controlled virtual character and the non-player character to perform a dance move (such as holding hands and spinning), controlling the controlled virtual character and the non-player character to enter a specified game scene, or controlling the controlled virtual character and the non-player character to engage in a game battle.

[0048] 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 interactive attributes for the non-player character. This allows the non-player character to have personalized interactive effects in the game scene corresponding to the game editing scene during the game's operation, making the game scene have richer interactive methods and highly creative gameplay.

[0049] Step S106: Respond to the save operation for non-player characters and save the game edit scene created with non-player characters.

[0050] Since the game editing scene is created by the player, after creating a non-player character and configuring its interaction attributes in the game editing scene, it is necessary to save the interaction attributes of the non-player character and save 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.

[0051] In the above method, during the game editing stage, a game editing scene is constructed, and non-player characters are created within the game editing scene. Interactive attributes are configured for the non-player characters. During the game running stage, the non-player characters in the game scene corresponding to the game editing scene can perform various interactive events. This enriches the players' interaction methods, improves the utilization rate of the game scene edited by the players, increases the players' enthusiasm for creating game scenes, and improves the resource utilization rate of the game system, thus avoiding the idle running and waste of game service resources.

[0052] In step S104 above, which is the step of determining the interaction attributes of a non-player character in response to an attribute configuration operation for the non-player character, one possible implementation is as follows: multiple configuration controls are provided in the graphical user interface; the configuration controls include: a first configuration control for interaction events; and the interaction events of the non-player character are determined in response to a first configuration operation for the first configuration control.

[0053] The aforementioned first configuration control provides configuration functionality for the number of interactive events and the interactive content of each event. The aforementioned first configuration operations include click operations, selection operations, and editing operations. In this embodiment, a player can configure at least one interactive event for a non-player character.

[0054] In one approach, in response to a trigger operation on the first configuration control, at least one preset interactive event is displayed; in response to a selection operation on multiple preset interactive events, the selected preset interactive event is identified as an interactive event for a non-player character. In another approach, in response to a trigger operation on the first configuration control, an event creation control is displayed; in response to a creation operation on the event creation control, at least one created interactive event is identified, and the at least one created interactive event is identified as an interactive event for a non-player character.

[0055] For example, players can directly click the first configuration control to display multiple pre-set interactive events, the content of which is also pre-defined. Players can select one or more of these pre-set events to designate them as interactive events for non-player characters. Alternatively, players can click the first configuration control to add one or more interactive events for non-player characters, and then configure these events (e.g., create interactive content or select from pre-set content) to designate them as interactive events for non-player characters.

[0056] The aforementioned first configuration control includes: an interactive event adding control; and a step of determining interactive events for non-player characters in response to a first configuration operation on the first configuration control, one possible implementation of which is as follows:

[0057] Step 1: Respond to the trigger operation of adding controls for the interaction event, configure the first interaction event for the non-player character, and display the event configuration control for the first interaction event;

[0058] For example, such as Figure 2 As shown, players can click "Add Interaction" (corresponding to the interaction event addition control mentioned above), which will display "Interaction 1" (corresponding to the event configuration control for the first interaction event mentioned above) above "Add Interaction". At this time, the first interaction event configured for non-player characters has no interaction content configured. That is to say, during game execution, if this first interaction event is triggered, executing it will not display any content.

[0059] It should be noted that the interaction event addition control displayed above shows the number of interaction events already configured for non-player characters, as well as the number of interaction events that non-player characters are allowed to configure. For example, as shown... Figure 2 As shown, in "Add Interaction 1 / 10", "1" represents the number of interaction events already configured by the non-player character, and "10" represents the number of interaction events that the non-player character is allowed to configure. In response to the number of interaction events already configured by the non-player character equaling the number of interaction events allowed to be configured by the non-player character, the interaction event adding control is updated from a first display mode to a second display mode. The first display mode indicates that the interaction event adding control is triggerable, while the second display mode indicates that the interaction event adding control is not triggerable.

[0060] In response to a triggering operation that adds a control to an interactive event, a first interactive event is configured for a non-player character. Another possible implementation is to display an interactive content selection window in response to a triggering operation that adds a control to an interactive event; configure the first interactive event for the non-player character through the interactive content selection window, and determine the interactive content of the first interactive event.

[0061] Step 2: Respond to the specified operation for the event configuration control and display the interactive content selection window;

[0062] The specified operation can be a click operation on the event configuration control, directly displaying the interactive content selection window, or it can be displaying the content configuration control (corresponding to...). Figure 9 Click on the "Interactive Content" option in the settings, and the interactive content selection window will appear.

[0063] Step 3: Select the interactive content for the first interactive event through the interactive content selection window.

[0064] The interactive content selection window includes several pre-set interactive content options, such as various dialogues, dance moves, or specific game scenes. It also includes a content creation control, allowing users to create new interactive content or edit existing content. Specifically, users can directly select the first interactive event's content from the pre-set options, or create new interactive content for the first event using the content creation control. A first interactive event can have multiple interactive content options; for example, if the first interactive event is a dialogue, it can have multiple lines of dialogue.

[0065] The interactive content selection window mentioned above includes a control for creating new candidate content; step 3 above, which involves determining the interactive content of the first interactive event through the interactive content selection window, can be implemented in the following possible ways:

[0066] In response to a trigger action that creates a new control for the candidate content, the interactive content configuration window is displayed;

[0067] Through the interactive content configuration window, determine the alternative interactive content for the first interactive event;

[0068] The interactive content selection window displays alternative interactive content, responds to the selection of alternative interactive content, and determines the selected alternative interactive content as the interactive content of the first interactive event.

[0069] For example, such as Figure 3 As shown, the graphical user interface displays an interactive content selection window, which includes a control for creating new candidate content. Players can click on this control to display the interactive content configuration window. For example, this window may display multiple pre-configured interactive content options. Players can select one or more specific interactive content options, edit the selected options, and finally designate the selected or edited option as a candidate for the first interactive event, displaying it in the interactive content selection window. Alternatively, the window may display a content creation control, allowing players to create new interactive content. This new content can then be designated as a candidate for the first interactive event and displayed in the interactive content selection window.

[0070] For example, such as Figure 4 As shown, the interactive content selection window displays multiple alternative interactive content options. Players can select one or more alternative interactive content options from these options, and after clicking the confirmation button, the selected alternative interactive content will be designated as the interactive content for the first interactive event.

[0071] The aforementioned interactive content configuration window includes multiple preset interactive contents; one possible implementation of the step of determining the candidate interactive contents for the first interactive event through the interactive content configuration window is as follows: in response to a selection operation for multiple preset interactive contents, the selected preset interactive content is determined as the candidate interactive content for the first interactive event.

[0072] For example, such as Figure 5 As shown, these include preset interactive content a, preset interactive content b, preset interactive content c, and preset interactive content d. Players can select one or more preset interactive contents. After clicking "Save and Exit," the selected preset interactive content will be designated as the candidate interactive content for the first interactive event, and the interactive content selection window will be displayed.

[0073] Specifically, the preset interactive content included in the aforementioned interactive content configuration window is a plot file that is pre-configured and saved to a specified storage space, and the plot file includes at least one plot dialogue; the step of responding to the selection operation of multiple preset interactive content and determining the selected preset interactive content as the candidate interactive content of the first interactive event can be implemented as follows: responding to the trigger operation of the target plot file, retrieving at least one target plot dialogue included in the target plot file from the specified storage space and displaying at least one target plot dialogue; responding to the selection operation of at least one target plot dialogue, determining the selected target plot dialogue as the candidate interactive content of the first interactive event.

[0074] The specified storage space can be the storage space on the game server or the storage space of the terminal device running the game client. The specific story files can be any pre-configured files saved by the player to the specified storage space. For example, such as... Figure 6 As shown, multiple story files (Story 1-Story 4, etc.) are displayed on the left side of the graphical user interface. When the player clicks on a target story file (Story 1), the target story dialogue included in that story file will be displayed in the graphical user interface, such as... Figure 6 As shown, Dialogue 1 and Dialogue 2. Players can select one or more target dialogues, and clicking "Save and Exit" will set the selected target dialogues as alternative interactive content for the first interactive event, and display the interactive content selection window.

[0075] After the steps of retrieving at least one target plot dialogue from the specified storage space and displaying at least one target plot dialogue in response to a trigger operation on the target plot file, the method further includes: displaying a dialogue editing control for the target plot dialogue; the dialogue editing control is used to provide editing functions for at least some of the following: the dialogue order of the target plot dialogue in the target plot file, the dialogue content of the target plot dialogue, the display mode of the target plot dialogue, the option information associated with the target plot dialogue, and the jump information of the option information; and updating the target plot dialogue in response to an editing operation on the dialogue editing control.

[0076] For example, such as Figure 6 As shown, the current display shows "Dialogue 1" and "Dialogue 2" (the aforementioned target story dialogues) from the target story file (i.e., "Drama 1"). The dialogue editing box for Dialogue 1 displays the dialogue content of Dialogue 1, specifically including the dialogue content of Dialogue 1 within Dialogue 1, the associated options, and the jump information for those options. The "Order" control sets the dialogue order of the currently selected Dialogue 1 within the target story file. If edited to "2," Dialogue 1 will be the second dialogue in the target story file. The input box below "Speech Content" initially displays the dialogue content of the currently selected Dialogue 1, which players can edit. Players can also set the display method of the target story dialogue (the currently selected Dialogue 1) using the "Display Dialogue All at Once" option.

[0077] In addition, in the initial state, the dialogue editing box of Dialogue 1 in the graphical user interface also displays the option information associated with "Dialogue 1", including "Option 1" and "Option 2", as well as jump information 1 for option 1 and jump information 2 for option 2. Players can also click the ">" control to the right of "Option 1" in the dialogue editing control display area to edit the jump information for Option 1, and click the ">" control to the right of "Option 2" to edit the jump information for Option 2. Furthermore, it is possible to add option information associated with target storyline dialogues, such as... Figure 6 As shown, "Dialogue 1" is associated with two options (Option 1 and Option 2). If the player clicks "Add Option," a new option will be displayed in the dialogue editing box of Dialogue 1, and the corresponding editing control will also be displayed in the dialogue editing control display area. The player can use the editing control corresponding to the new option to edit the information content of the new option, as well as the jump information of the new option.

[0078] Additionally, the "Add Dialogue" control, which can be clicked in the display area of ​​the dialogue editing control, will add a new dialogue to the target story file and display the new dialogue editing box in the graphical user interface.

[0079] The aforementioned interactive content configuration window includes an interactive content creation control. One possible implementation of the step of determining candidate interactive content for a first interactive event through the interactive content configuration window is as follows: in response to a trigger operation on the interactive content creation control, a content creation window is displayed; in response to a content input operation on the content creation window, the created interactive content is determined, and the created interactive content is identified as candidate interactive content for the first interactive event.

[0080] For example, such as Figure 5 As shown, the interactive content configuration window includes interactive content creation controls. Specifically, players can click the interactive content creation controls to display the content creation window; players can edit specific interactive content in the content creation window, confirm the created interactive content, and set the created interactive content as the candidate interactive content for the first interactive event.

[0081] Specifically, the aforementioned interactive content is a story file; in response to a content input operation on the content creation window, the step of determining the created interactive content and identifying the created interactive content as a candidate interactive content for the first interactive event can be implemented as follows: displaying a story creation control in the content creation window; in response to a creation operation on the story creation control, determining the newly created story file, at least one new story dialogue included in the new story file, and the dialogue information of the new story dialogue; in response to a selection operation on at least one new story dialogue, identifying the selected new story dialogue as a candidate interactive content for the first interactive event.

[0082] For example, such as Figure 7 The content creation window shown includes plot creation controls, namely... Figure 7 The "+" symbol in the diagram. The creation operations described above can include click, selection, and editing operations.

[0083] The steps described above, which involve responding to a creation operation of the story creation control and determining the newly created story file, at least one new story dialogue included in the new story file, and the dialogue information of the new story dialogue, can be implemented as follows: In response to a first creation operation of the story creation control, determine the story name and the number of dialogues in the newly created story file, and display the dialogue creation control for the new story file; In response to a second creation operation of the dialogue creation control, create a new story dialogue for the new story file, and the dialogue information of the new story dialogue; wherein the virtual character that initiates the new story dialogue is a non-player character; the dialogue information includes at least some of the following: the dialogue order of the new story dialogue in the new story file, the dialogue content of the new story dialogue, the display method of the new story dialogue, the option information associated with the new story dialogue, and the jump information of the option information.

[0084] Specifically, in response to a trigger operation on the story creation control, the system displays the initial file identifier of the new story file and the file editing control; in response to an editing operation on the file editing control, the system determines the story name and the number of dialogues in the newly created story file and displays the dialogue creation control for the new story file; in response to a trigger operation on the dialogue creation control, the system displays dialogue editing boxes, the number of which is the same as the number of dialogues mentioned above; in response to an editing operation on the dialogue editing boxes, the system creates new story dialogues for the new story file, as well as the dialogue order, content, display method, associated option information, and jump information for the option information.

[0085] For example, such as Figure 7 As shown, the player clicks the story creation control, that is... Figure 7 The "+" symbol in the menu displays the initial file icon "Drama" for the newly created story file to the right of the "+", followed by file editing controls, including "Number of Dialogues", "File Name", and "Open" (corresponding to the dialogue creation controls mentioned above). After setting the number of dialogues and the file name, players can click "Open" to display the dialogue editing box, for example, as shown below. Figure 8 As shown, this includes multiple dialogue editing boxes. Each dialogue editing box includes a dialogue content input box, dialogue content associated option information, and option information jump information input box. Players can enter the dialogue content of "Dialogue 1" in the dialogue editing box of Dialogue 1, or they can enter the dialogue content of "Dialogue 1" below the "Speaking Content" displayed in the display area of ​​the dialogue editing control.

[0086] The dialogue editing control display area also includes an "Add Option" control. Clicking this control will associate a new option with the dialogue content of "Dialogue 1," adding an option input box to the dialogue editing box of Dialogue 1. Simultaneously, an option editing control will appear in the dialogue editing control display area, specifically above the "Add Option" control. Players can enter option information in the option input box of Dialogue 1's dialogue editing box and edit the option input control in the dialogue editing control display area, modifying option information and jump information. The "Order" control can also be used to edit the dialogue order of "Dialogue 1" in a new story file. Players can also set the display method of the dialogue content in "Dialogue 1" using the "Dialogue Display All at Once" setting.

[0087] Alternatively, you can click the "Add Dialogue" control displayed in the dialogue editing control's display area. Clicking it will add a new dialogue to the new story file and display the new dialogue editing box in the graphical user interface.

[0088] The above option information is used to provide one or more of the following game events based on the jump information of the option information: end dialogue, display other plot dialogues in the current plot file, display plot dialogues in plot files other than the current plot file, play a specified video, perform a specified game task, obtain a specified game reward, or display specified scene content.

[0089] After responding to a creation operation on the plot creation control and determining the newly created plot file, at least one new plot dialogue included in the new plot file, and the dialogue information of the new plot dialogue, the method further includes: responding to a save operation on the new plot file, creating a new plot file in a specified storage space, and saving the new plot dialogue and the new plot dialogue information to the new plot file.

[0090] For example, such as Figure 8 As shown, clicking "Save and Exit" will create a new story file in the specified storage space and save the new story dialogue and information to the new story file.

[0091] One possible implementation of the above-described step of responding to a specified operation of the event configuration control and displaying an interactive content selection window is as follows: In response to a trigger operation of the event configuration control, an event editing window for a first interactive event is displayed; the event editing window includes a content addition control for the first interactive event; in response to a trigger operation of the content addition control, first interactive content is configured for the first interactive event, and a content configuration control for the first interactive content is displayed; wherein, no information is configured in the first interactive content; in response to a trigger operation of the content configuration control, an interactive content selection window is displayed.

[0092] Player clicks Figure 2 The "Interaction 1" shown refers to the triggering operation of the event configuration control described above. Then, the event editing window for the first interaction event is displayed. For example, as shown... Figure 9 As shown, this is the event editing window for "Interaction 1". The event editing window includes controls for adding content for the first interaction event ("Interaction 1"). Clicking the content addition control will display the content configuration controls for the first interaction content (corresponding to...) above the content addition control. Figure 9 (e.g., the "Interactive Content" control in the browser). Generally, the first interactive event can set multiple interactive content items. For example... Figure 9 The “Interactive Content 1 / 4” shown indicates that “1” means that one interactive content has been set for the first interactive event, and “4” means that the total number of interactive content that can be set for the first interactive event.

[0093] The aforementioned event editing window includes an event type configuration control for the first interactive event; the aforementioned method further includes: responding to a type configuration operation of the event type configuration control and determining the interaction type of the first interactive event.

[0094] For example, such as Figure 9 As shown, players can click the selection box to the right of "Interaction Type" to display multiple interaction types, such as story dialogue, game scene, scene video, game action, etc.

[0095] The aforementioned event editing window includes an interaction name configuration control for the first interactive event; the aforementioned method further includes: responding to a name configuration operation on the interaction name configuration control and determining it as the interaction name of the first interactive event.

[0096] For example, such as Figure 9 As shown, players can click the selection box to the right of "Interaction Name" to display multiple interaction names, such as chat, scene, video, action, task, etc.

[0097] The aforementioned event editing window includes an interaction identifier configuration control for the first interactive event; the aforementioned method further includes: responding to an identifier configuration operation on the interaction identifier configuration control and determining it as the interaction identifier of the first interactive event.

[0098] For example, such as Figure 9 As shown, players can click on the icon image to the right of "Interaction Icon" to display multiple interaction icons. Players can then select one of the interaction icons to designate it as the first interaction icon for the interactive event.

[0099] One possible implementation of the step of displaying alternative interactive content in the interactive content selection window is as follows: Among the alternative interactive content, determine whether a first alternative interactive content has been configured in a first interactive event; if yes, display the first alternative interactive content in the interactive content selection window in a first display mode; the first display mode is used to indicate that the first alternative interactive content is in an unselectable state; if no, display the first alternative interactive content in the interactive content selection window in a second display mode; the second display mode is used to indicate that the first alternative interactive content is in a selectable state.

[0100] For example, such as Figure 10 As shown, the alternative interactive content displayed in gray boxes has already been configured to the first interactive event and cannot be selected again. The alternative interactive content displayed normally has not been configured to the first interactive event and can be selected.

[0101] After responding to the triggering operation of adding a control for the event, configuring a first interactive event for a non-player character, and displaying the event configuration control for the first interactive event, the above method further includes: responding to the deletion operation of the event configuration control for the first interactive event, canceling the first interactive event configured for the non-player character, as well as the interactive content configured for the first interactive event, and deleting the event configuration control for the first interactive event.

[0102] For example, such as Figure 2 As shown, clicking the "-" control to the left of "Interaction 1" will cancel the first interaction event configured for non-player characters, as well as the interaction content configured for the first interaction event, and delete the event configuration control for the first interaction event.

[0103] After responding to a triggering operation that adds a control to the content, configuring the first interactive content for the first interactive event, and displaying the content configuration control of the first interactive content, the above method further includes: responding to a deletion operation that adds a control to the content of the first interactive content, canceling the first interactive content configured for the first interactive event, and deleting the content configuration control of the first interactive content.

[0104] For example, such as Figure 9 As shown, clicking the "-" control to the right of "Interactive Content" (i.e., the content configuration control for the first interactive content mentioned above) will cancel the interactive content configured for the first interactive event and delete the content configuration control for the interactive content.

[0105] The above-described response to the attribute configuration operation for a non-player character, and the step of determining the interaction attributes of the non-player character, can be implemented in one possible way: providing multiple configuration controls in a graphical user interface; the configuration controls include: a second configuration control regarding the scope of interaction; and responding to a second configuration operation for the second configuration control to determine the scope of interaction for the non-player character.

[0106] The aforementioned second configuration control includes: a distance configuration control; one possible implementation: in response to a distance configuration operation on the distance configuration control, determining the interaction distance of a non-player character; determining the interaction range of the non-player character based on the interaction distance and a preset interaction center; wherein the geometric center of the non-player character is the preset interaction center.

[0107] For example, such as Figure 2 As shown, enter the interaction distance in the input box to the right of "Interaction Radius". Then, the circular area formed by the preset interaction center as the center and the interaction distance as the radius is determined as the interaction range of the non-player character.

[0108] The second configuration control mentioned above includes a central configuration control; the method also includes adjusting a preset interactive center in response to a central configuration operation on the central configuration control.

[0109] Specifically, in the initial state, the preset interaction center 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 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 preset interaction center is adjusted based on this offset. For example, as shown... Figure 2 As shown, players can click the central configuration control to display the offset input boxes for the three-dimensional coordinate axes. By entering the desired offset value in each input box, the preset interaction center can be adjusted.

[0110] 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.

[0111] 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.

[0112] This invention provides a game control method, such as... Figure 11 As shown, the method includes the following steps:

[0113] Step S1102: 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 in the game editing scene; in response to the attribute configuration operation for the non-player character, determine the interaction 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.

[0114] 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.

[0115] Step S1104: In response to the triggering of a specified scene event, determine the interaction event of the non-player character based on the interaction attribute, and control the non-player character to perform the interaction event in the game scene.

[0116] The aforementioned interactive events can be one or more. The execution of an interactive event can include performing a dance move, playing audio and / or video, displaying specified scene content, entering a game match, or displaying dialogue. The specified scene event can be another virtual character entering a non-player character's specified interaction range, clicking on a non-player character, or clicking on the corresponding interactive controls of a non-player character. For example, during game execution, the graphical user interface displays a game scene corresponding to the game editing scene, which includes non-player characters. After the player controls the controlled virtual character to move into the non-player character's interaction range, the system first determines whether the non-player character is allowed to interact based on the interaction attributes. If so, it determines at least one pre-set interactive event for the non-player character, selects a specified interactive event, and controls the non-player character to execute that interactive event within the game scene corresponding to the game editing scene. Examples include displaying preset dialogue, controlling the controlled virtual character and the non-player character to perform a dance move (such as holding hands and spinning), controlling the controlled virtual character and the non-player character to enter a specified game scene, or controlling the controlled virtual character and the non-player character to engage in a game battle.

[0117] In the above method, during the game editing stage, a game editing scene is constructed, and non-player characters are created within the game editing scene. Interactive attributes are configured for the non-player characters. During the game running stage, the non-player characters in the game scene corresponding to the game editing scene can perform various interactive events. This enriches the players' interaction methods, improves the utilization rate of the game scene edited by the players, increases the players' enthusiasm for creating game scenes, and improves the resource utilization rate of the game system, thus avoiding the idle running and waste of game service resources.

[0118] In response to a specified scene event being triggered, based on interaction attributes, the steps for determining the interaction event of a non-player character and controlling the non-player character to execute the interaction event in the game scene are as follows: In response to the interaction operation between the target virtual character and the non-player character, at least one pre-configured interaction event of the non-player character is determined, and the trigger control corresponding to the interaction event is displayed; the trigger control includes: the interaction identifier and the interaction name of the interaction event; in response to the trigger operation for the target trigger control, the interaction event corresponding to the target trigger control is executed.

[0119] The aforementioned interactive operations can include moving the target virtual character to a designated area of ​​a non-player character, allowing the player to control the target virtual character to interact with a non-player character, or triggering operations on interactive controls. The target virtual character typically refers to a player-controlled virtual character, but can also be a non-player character.

[0120] The aforementioned interactive attributes include the interactive range; in one possible manner: in response to the target virtual character moving into the interactive range of the non-player character, based on the interactive attributes, the interactive events of the non-player character are determined, and the non-player character is controlled to perform interactive events in the game scene.

[0121] For example, such as Figure 12 As shown, the interactive events are story dialogues. When the target virtual character moves to a designated area of ​​a non-player character, at least one trigger control corresponding to an interactive event pre-configured by the non-player character is displayed. These trigger controls include four controls, each containing an interaction identifier and an interaction name (chat). Players can swipe across multiple trigger controls to view interactive events, and click on the trigger action of the target trigger control to display the corresponding story dialogue.

[0122] The interactive event corresponding to the aforementioned target trigger control is a story dialogue. One possible implementation of the steps for executing the interactive event corresponding to the target trigger control is as follows: Obtain the target story file corresponding to the interactive event from a specified storage space; wherein the target story file includes at least one story dialogue; determine the story dialogue from the target story file and obtain the dialogue information of the story dialogue; wherein the dialogue information includes at least some of the following: the dialogue order of the story dialogue in the target story file, the dialogue content of the target dialogue, the display method of the target dialogue, the option information associated with the target dialogue, and the jump information of the option information; control the display of the story dialogue according to the dialogue information until the story dialogue in the target story file is completely displayed.

[0123] Once the target story file is triggered and begins playback, the story dialogue within it will start playing. Each story dialogue has pre-set dialogue information, and the corresponding animated dialogue will be displayed in the graphical user interface according to this information. When displaying the animated dialogue, the first target dialogue (the story dialogue included in the target story file) can be associated with the non-player character. Simultaneously, the non-player character's identifiers, such as character name, character portrait, and character appearance, can also be displayed.

[0124] One possible implementation of the steps to determine dialogue from the target plot file is to determine the first dialogue based on the dialogue order in the target plot file; or, to determine the next dialogue based on the jump information corresponding to the selected option information in the current dialogue.

[0125] One possible implementation of the above steps for controlling the display of story dialogue based on dialogue information is as follows: display the character identifier and / or character name of non-player characters; display the dialogue content of the story dialogue according to the display method of the story dialogue.

[0126] After the step of displaying the dialogue content of the story dialogue according to the display method of the story dialogue, the above method further includes: determining the option information and jump information of the option information that are related to the story dialogue, displaying the option information and the jump information of the option information; responding to the trigger operation for a specified option information in the option information, and triggering the game event corresponding to the specified option information based on the jump information of the specified option information; wherein, the game event includes one or more of the following: ending the dialogue, displaying the story dialogue other than the target dialogue in the target story file, displaying the story dialogue in the story file other than the target story file, playing a specified video, performing a specified game task, obtaining a specified game reward, and displaying specified scene content.

[0127] During gameplay, when displaying the story dialogue animation corresponding to the first target dialogue, the animation includes a non-player character identifier corresponding to the non-player character information. This identifier may include, for example, the non-player character's name and portrait. If the non-player character corresponding to the non-player character information is located in the game scene, the first target dialogue can also be displayed in association with the non-player character's location within the scene.

[0128] like Figure 13 During the game's runtime phase, a story dialogue animation for the first objective dialogue is displayed in the graphical user interface. This animation includes a non-player character identifier, namely the avatar and name of character 1, as well as the dialogue content of the first objective dialogue and associated option information.

[0129] Corresponding to the above method embodiments, this invention provides a game editing device, such as... Figure 14 As shown, the device includes:

[0130] Module 141 is used to construct a game editing scene in response to a non-player character creation command, and to create a non-player character within the game editing scene;

[0131] Configuration module 142 is used to respond to attribute configuration operations for non-player characters and determine the interaction attributes of non-player characters; wherein, the interaction attributes are used to: associate with specified scene events in the game editing scene; when the specified scene event is triggered, the interaction events of non-player characters are determined based on the interaction attributes, and the non-player characters are controlled to execute the interaction events in the game scene corresponding to the game editing scene;

[0132] The save module 143 is used to respond to save operations for non-player characters and save the game edit scene created with non-player characters.

[0133] The aforementioned game editing device constructs a game editing scene and creates non-player characters within it; it configures the interactive attributes of these non-player characters; during the game phase, when a specified scene event is triggered, the device controls the non-player characters to execute interactive events within the corresponding game scene based on these interactive attributes; and it saves the game editing scene containing the created non-player characters. This method, by constructing a game editing scene, creating non-player characters within it, and configuring interactive attributes for them, allows these non-player characters to execute various interactive events during the game phase. This enriches the player's interaction methods, increases the utilization rate of the game scenes edited by the player, enhances the player's enthusiasm for creating game scenes, and improves the resource utilization rate of the game system, while avoiding the idle running and waste of game service resources.

[0134] The aforementioned configuration module is also used to: provide multiple configuration controls in a graphical user interface; the configuration controls include: a first configuration control for interactive events; and in response to a first configuration operation for the first configuration control, determine interactive events for non-player characters.

[0135] The first configuration control includes: an interactive event addition control; the configuration module is also used to: respond to the trigger operation of the interactive event addition control, configure the first interactive event for the non-player character, and display the event configuration control of the first interactive event; respond to the specified operation of the event configuration control, and display the interactive content selection window; and determine the interactive content of the first interactive event through the interactive content selection window.

[0136] The aforementioned interactive content selection window includes a new control for creating alternative content; the aforementioned configuration module is also used to: respond to a trigger operation for creating an interactive content control and display an interactive content configuration window; determine alternative interactive content for the first interactive event through the interactive content configuration window; display alternative interactive content in the interactive content selection window, respond to a selection operation for alternative interactive content, and determine the selected alternative interactive content as the interactive content for the first interactive event.

[0137] The aforementioned interactive content configuration window includes multiple preset interactive contents; the aforementioned configuration module is also used to: respond to the selection operation for multiple preset interactive contents, and determine the selected preset interactive content as the candidate interactive content for the first interactive event.

[0138] The aforementioned interactive content configuration window includes preset interactive content that is a pre-configured story file saved to a specified storage space. The story file includes at least one story dialogue. The configuration module is also used to: respond to a trigger operation on a target story file, retrieve at least one target story dialogue included in the target story file from the specified storage space, and display at least one target story dialogue; respond to a selection operation on at least one target story dialogue, and determine the selected target story dialogue as the candidate interactive content for the first interactive event.

[0139] The aforementioned device further includes a dialogue update module for: displaying a dialogue editing control for a target storyline dialogue; the dialogue editing control for providing editing functions for at least some of the following: the dialogue order of the target storyline dialogue in the target storyline file, the dialogue content of the target storyline dialogue, the display mode of the target storyline dialogue, the option information associated with the target storyline dialogue, and the jump information of the option information; and updating the target storyline dialogue in response to an editing operation on the dialogue editing control.

[0140] The aforementioned interactive content configuration window includes an interactive content creation control; the aforementioned configuration module is also used to: respond to a trigger operation on the interactive content creation control and display the content creation window; respond to a content input operation on the content creation window, determine the created interactive content, and determine the created interactive content as a candidate interactive content for the first interactive event.

[0141] The aforementioned interactive content is a story file; the aforementioned configuration module is also used to: display a story creation control in the content creation window; respond to a creation operation on the story creation control, determine the newly created story file, at least one new story dialogue included in the new story file, and the dialogue information of the new story dialogue; respond to a selection operation on at least one new story dialogue, and determine the selected new story dialogue as the candidate interactive content for the first interactive event.

[0142] The aforementioned configuration module is also used to: respond to a first creation operation on the story creation control, determine the story name and the number of dialogues in the newly created story file, and display the dialogue creation control for the new story file; respond to a second creation operation on the dialogue creation control, create new story dialogues for the new story file, and the dialogue information of the new story dialogues; wherein, the virtual character that initiates the new story dialogue is a non-player character; the dialogue information includes at least some of the following: the dialogue order of the new story dialogues in the new story file, the dialogue content of the new story dialogues, the display method of the new story dialogues, the option information associated with the new story dialogues, and the jump information of the option information.

[0143] The above option information is used to provide one or more of the following game events based on the jump information of the option information: end dialogue, display other plot dialogues in the current plot file, display plot dialogues in plot files other than the current plot file, play a specified video, perform a specified game task, obtain a specified game reward, or display specified scene content.

[0144] The aforementioned device also includes a file saving module, used to: in response to a save operation for a new story file, create a new story file in a specified storage space, and save the new story dialogue and new story dialogue information to the new story file.

[0145] The aforementioned configuration module is also used to: respond to a trigger operation on the event configuration control and display an event editing window for the first interactive event; the event editing window includes a content addition control for the first interactive event; respond to a trigger operation on the content addition control, configure first interactive content for the first interactive event and display the content configuration control for the first interactive content; wherein, no information is configured in the first interactive content; and respond to a trigger operation on the content configuration control and display an interactive content selection window.

[0146] The aforementioned event editing window includes an event type configuration control for the first interactive event; the aforementioned device further includes an interaction type determination module, used to: respond to a type configuration operation of the event type configuration control and determine the interaction type of the first interactive event.

[0147] The aforementioned event editing window includes an interaction name configuration control for the first interactive event; the aforementioned device further includes an interaction name determination module, configured to: in response to a name configuration operation on the interaction name configuration control, determine the interaction name as the first interactive event.

[0148] The event editing window includes an interaction identifier configuration control for the first interactive event; the device further includes an interaction identifier determination module, used to: respond to an identifier configuration operation of the interaction identifier configuration control and determine the interaction identifier as the first interactive event.

[0149] The configuration module is further configured to: determine whether the first alternative interactive content has been configured into the first interactive event among the alternative interactive content; if so, display the first alternative interactive content in the interactive content selection window in a first display mode; the first display mode is used to indicate that the first alternative interactive content is in an unselectable state; if not, display the first alternative interactive content in the interactive content selection window in a second display mode; the second display mode is used to indicate that the first alternative interactive content is in a selectable state.

[0150] The aforementioned device further includes an interactive event deletion module, configured to: respond to a deletion operation of the event configuration control for the first interactive event, cancel the first interactive event configured for a non-player character, and the interactive content configured for the first interactive event, and delete the event configuration control for the first interactive event.

[0151] The aforementioned apparatus further includes an interactive content deletion module, configured to: respond to a deletion operation of the content configuration control for the first interactive content, cancel the first interactive content configured for the first interactive event, and delete the content configuration control for the first interactive content.

[0152] The aforementioned configuration module is also used to: provide multiple configuration controls in a graphical user interface; the configuration controls include: a second configuration control regarding the interaction range; and in response to a second configuration operation on the second configuration control, determine the interaction range of a non-player character.

[0153] The second configuration control includes a distance configuration control; the configuration module is also used to: respond to distance configuration operations on the distance configuration control and determine the interaction distance of the non-player character; determine the interaction range of the non-player character based on the interaction distance and a preset interaction center; wherein the geometric center of the non-player character is the preset interaction center.

[0154] The second configuration control includes: a central configuration control; and a preset interactive center that adjusts in response to central configuration operations on the central configuration control.

[0155] The above configuration module is also used to: define the circular area formed by the preset interaction center as the center and the interaction distance as the radius as the interaction range of the non-player character.

[0156] The aforementioned device further includes an information sending module, 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 through the game program based on the game scene information.

[0157] 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.

[0158] Corresponding to the embodiments of the above-described game control methods, this invention provides a game control device, such as... Figure 15As shown, the device includes:

[0159] Display module 151 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 in the game editing scene; in response to an attribute configuration operation for the non-player character, the interaction 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 is saved.

[0160] Execution module 152 is used to respond to the triggering of a specified scene event, determine the interaction events of non-player characters based on interaction attributes, and control non-player characters to perform interaction events in the game scene.

[0161] The aforementioned game control device constructs a game editing scene, creates non-player characters within the scene, and configures interactive attributes for these characters. During the game phase, these non-player characters can perform various interactive events within the game scene corresponding to the game editing scene. 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, thus avoiding the idle operation and waste of game service resources.

[0162] The aforementioned execution module is also used to: in response to an interaction operation between the target virtual character and a non-player character, determine at least one pre-configured interaction event of the non-player character, and display the trigger control corresponding to the interaction event; the trigger control includes: the interaction identifier and the interaction name of the interaction event; in response to a trigger operation on the target trigger control, execute the interaction event corresponding to the target trigger control.

[0163] The interactive event corresponding to the target trigger control is a story dialogue; the above execution module is also used to: obtain the target story file corresponding to the interactive event from the specified storage space; wherein, the target story file includes at least one story dialogue; determine the story dialogue from the target story file and obtain the dialogue information of the story dialogue; wherein, the dialogue information includes at least part of the following: the dialogue order of the story dialogue in the target story file, the dialogue content of the target dialogue, the display method of the target dialogue, the option information associated with the target dialogue, and the jump information of the option information; control the display of the story dialogue according to the dialogue information until the story dialogue in the target story file is completely displayed.

[0164] The aforementioned execution module is also used to: determine the first dialogue based on the dialogue order in the target plot file; or, determine the next dialogue based on the jump information corresponding to the selected option information in the current plot dialogue.

[0165] The aforementioned execution module is also used to: display the character identifier and / or character name of non-player characters; and display the dialogue content of the story dialogue in the manner in which the story dialogue is displayed.

[0166] The aforementioned device also includes a game event triggering module, used to: determine the related option information and jump information of the option information in the plot dialogue, display the option information and jump information of the option information; respond to the triggering operation for a specified option information in the option information, and trigger the game event corresponding to the specified option information based on the jump information of the specified option information; wherein, the game event includes one or more of the following: ending the dialogue, displaying plot dialogue other than the target dialogue in the target plot file, displaying plot dialogue in a plot file other than the target plot file, playing a specified video, performing a specified game task, obtaining a specified game reward, and displaying specified scene content.

[0167] The aforementioned interactive attributes include: the interaction range; the aforementioned execution module is also used to: in response to the target virtual character moving into the interaction range of the non-player character, determine the interaction events of the non-player character based on the interactive attributes, and control the non-player character to perform the interaction events in the game scene.

[0168] 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.

[0169] 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.

[0170] See Figure 16 As 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.

[0171] Furthermore, Figure 16 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.

[0172] 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 16 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.

[0173] 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.

[0174] The processor in the aforementioned electronic device, by executing machine-executable instructions, can perform the following operations in the aforementioned game editing method:

[0175] In response to a non-player character creation command, a game editing scene is constructed, and a non-player character is created within the game editing scene; in response to an attribute configuration operation for the non-player character, the interaction attributes of the non-player character are determined; wherein, the interaction attributes are used to: associate with a specified scene event in the game editing scene, and when the specified scene event is triggered, determine the interaction event of the non-player character based on the interaction attributes, and control the non-player character to execute the interaction event in the game scene corresponding to the game editing scene; in response to a save operation for the non-player character, the game editing scene containing the non-player character is saved.

[0176] The steps of determining the interaction attributes of a non-player character in response to an attribute configuration operation for that character include: providing multiple configuration controls in a graphical user interface; the configuration controls include: a first configuration control for an interaction event; and determining the interaction event of the non-player character in response to a first configuration operation for the first configuration control.

[0177] The first configuration control includes: an interactive event addition control; the steps of responding to a first configuration operation on the first configuration control and determining an interactive event for a non-player character include: responding to a trigger operation on the interactive event addition control, configuring a first interactive event for the non-player character, and displaying an event configuration control for the first interactive event; responding to a specified operation on the event configuration control and displaying an interactive content selection window; and determining the interactive content of the first interactive event through the interactive content selection window.

[0178] The interactive content selection window includes a new control for creating alternative content. The steps for determining the interactive content of the first interactive event through the interactive content selection window include: responding to a trigger operation for creating the new control for interactive content and displaying the interactive content configuration window; determining alternative interactive content for the first interactive event through the interactive content configuration window; displaying alternative interactive content in the interactive content selection window, responding to a selection operation for the alternative interactive content, and determining the selected alternative interactive content as the interactive content of the first interactive event.

[0179] The interactive content configuration window includes multiple preset interactive contents; the steps of determining the candidate interactive content for the first interactive event through the interactive content configuration window include: responding to the selection operation for multiple preset interactive contents, and determining the selected preset interactive content as the candidate interactive content for the first interactive event.

[0180] The interactive content configuration window includes preset interactive content that is a pre-configured story file saved in a specified storage space. The story file includes at least one story dialogue. The step of responding to a selection operation for multiple preset interactive contents and determining the selected preset interactive content as the candidate interactive content for the first interactive event includes: responding to a trigger operation for a target story file, retrieving at least one target story dialogue included in the target story file from the specified storage space and displaying at least one target story dialogue; and responding to a selection operation for at least one target story dialogue and determining the selected target story dialogue as the candidate interactive content for the first interactive event.

[0181] After responding to a trigger operation on a target story file, retrieving at least one target story dialogue from a specified storage space, and displaying at least one target story dialogue, the method further includes: displaying a dialogue editing control for the target story dialogue; the dialogue editing control is used to provide editing functions for at least some of the following: the dialogue order of the target story dialogue in the target story file, the dialogue content of the target story dialogue, the display mode of the target story dialogue, the option information associated with the target story dialogue, and the jump information of the option information; and updating the target story dialogue in response to an editing operation on the dialogue editing control.

[0182] The interactive content configuration window includes an interactive content creation control. The steps for determining candidate interactive content for the first interactive event through the interactive content configuration window include: responding to a trigger operation on the interactive content creation control and displaying the content creation window; responding to a content input operation on the content creation window, determining the created interactive content, and identifying the created interactive content as candidate interactive content for the first interactive event.

[0183] The interactive content is a story file; the steps of responding to a content input operation in the content creation window, determining the created interactive content, and identifying the created interactive content as a candidate interactive content for the first interactive event include: displaying a story creation control in the content creation window; responding to a creation operation in the story creation control, determining the newly created story file, at least one new story dialogue included in the new story file, and dialogue information of the new story dialogue; and responding to a selection operation in the at least one new story dialogue, identifying the selected new story dialogue as a candidate interactive content for the first interactive event.

[0184] The steps of responding to a creation operation on the story creation control and determining the newly created story file, at least one new story dialogue included in the new story file, and the dialogue information of the new story dialogue include: responding to a first creation operation on the story creation control, determining the story name and the number of dialogues in the new story file, and displaying the dialogue creation control for the new story file; responding to a second creation operation on the dialogue creation control, creating a new story dialogue for the new story file, and the dialogue information of the new story dialogue; wherein the virtual character issuing the new story dialogue is a non-player character; the dialogue information includes at least some of the following: the dialogue order of the new story dialogue in the new story file, the dialogue content of the new story dialogue, the display method of the new story dialogue, the option information associated with the new story dialogue, and the jump information of the option information.

[0185] Option information is used to provide one or more of the following game events based on the jump information: end dialogue, display other dialogue in the current story file, display dialogue in a story file other than the current story file, play a specified video, perform a specified game task, obtain a specified game reward, or display specified scene content.

[0186] After responding to a creation operation for a story creation control and determining the newly created story file, at least one new story dialogue included in the new story file, and dialogue information of the new story dialogue, the method further includes: responding to a save operation for the new story file, creating a new story file in a specified storage space, and saving the new story dialogue and the new story dialogue information to the new story file.

[0187] The steps of displaying an interactive content selection window in response to a specified operation on an event configuration control include: displaying an event editing window for a first interactive event in response to a trigger operation on the event configuration control; the event editing window includes a content addition control for the first interactive event; configuring first interactive content for the first interactive event in response to a trigger operation on the content addition control, and displaying a content configuration control for the first interactive content; wherein, no information is configured in the first interactive content; and displaying an interactive content selection window in response to a trigger operation on the content configuration control.

[0188] The event editing window includes an event type configuration control for the first interactive event; the method also includes: responding to a type configuration operation of the event type configuration control to determine the interaction type of the first interactive event.

[0189] The event editing window includes an interaction name configuration control for the first interactive event; the method also includes: responding to a name configuration operation on the interaction name configuration control and determining the interaction name of the first interactive event.

[0190] The event editing window includes an interaction identifier configuration control for the first interactive event; the method also includes: responding to an identifier configuration operation for the interaction identifier configuration control and determining the interaction identifier for the first interactive event.

[0191] The step of displaying alternative interactive content in the interactive content selection window includes: determining whether a first alternative interactive content has been configured to a first interactive event among the alternative interactive content; if yes, displaying the first alternative interactive content in the interactive content selection window in a first display mode; the first display mode is used to indicate that the first alternative interactive content is in an unselectable state; if no, displaying the first alternative interactive content in the interactive content selection window in a second display mode; the second display mode is used to indicate that the first alternative interactive content is in a selectable state.

[0192] After responding to a triggering operation that adds a control to an event, configuring a first interactive event for a non-player character, and displaying the event configuration control for the first interactive event, the method further includes: responding to a deletion operation that adds an event configuration control to the first interactive event, canceling the first interactive event configured for the non-player character, as well as the interactive content configured for the first interactive event, and deleting the event configuration control for the first interactive event.

[0193] After responding to a triggering operation for adding a control to content, configuring first interactive content for a first interactive event, and displaying the content configuration control of the first interactive content, the method further includes: responding to a deletion operation for the content configuration control of the first interactive content, canceling the first interactive content configured for the first interactive event, and deleting the content configuration control of the first interactive content.

[0194] The steps of determining the interaction attributes of a non-player character in response to an attribute configuration operation for that character include: providing multiple configuration controls in a graphical user interface; the configuration controls including: a second configuration control regarding the scope of interaction; and determining the scope of interaction of the non-player character in response to a second configuration operation for the second configuration control.

[0195] The second configuration control includes: a distance configuration control; the step of determining the interaction range of a non-player character in response to a first configuration operation on the first configuration control includes: determining the interaction distance of the non-player character in response to a distance configuration operation on the distance configuration control; determining the interaction range of the non-player character based on the interaction distance and a preset interaction center; wherein the geometric center of the non-player character is the preset interaction center.

[0196] The second configuration control includes: a central configuration control; and a preset interactive center that adjusts in response to central configuration operations on the central configuration control.

[0197] The steps for determining the interaction range of non-player characters based on the interaction distance and the preset interaction center include: defining the circular area formed by the preset interaction center as the center and the interaction distance as the radius as the interaction range of non-player characters.

[0198] 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.

[0199] The following operations from the game control methods described above can also be achieved:

[0200] The game scene is displayed in a graphical user interface; the game scene is pre-edited in the following ways: in response to the creation command of a non-player character, the game editing scene is constructed and a non-player character is created in the game editing scene; in response to the attribute configuration operation for the non-player character, the interaction 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 is saved; in response to the triggering of a specified scene event, based on the interaction attributes, the interaction events of the non-player character are determined and the non-player character is controlled to perform interaction events in the game scene.

[0201] In response to a specified scene event being triggered, based on interaction attributes, the steps of determining the interaction event of a non-player character and controlling the non-player character to execute the interaction event in the game scene include: in response to the interaction operation between the target virtual character and the non-player character, determining at least one pre-configured interaction event of the non-player character, and displaying the trigger control corresponding to the interaction event; the trigger control includes: the interaction identifier and interaction name of the interaction event; in response to the trigger operation for the target trigger control, executing the interaction event corresponding to the target trigger control.

[0202] The interactive event corresponding to the target trigger control is a story dialogue. The steps for executing the interactive event corresponding to the target trigger control include: obtaining the target story file corresponding to the interactive event from the specified storage space; wherein the target story file includes at least one story dialogue; determining the story dialogue from the target story file and obtaining the dialogue information of the story dialogue; wherein the dialogue information includes at least some of the following: the dialogue order of the story dialogue in the target story file, the dialogue content of the target dialogue, the display method of the target dialogue, the option information associated with the target dialogue, and the jump information of the option information; controlling the display of the story dialogue according to the dialogue information until the story dialogue in the target story file is completely displayed.

[0203] The steps for determining dialogue from the target plot file include: determining the first dialogue based on the dialogue order in the target plot file; or, determining the next dialogue based on the jump information corresponding to the selected option information in the current dialogue.

[0204] The steps for controlling the display of story dialogues according to the dialogue information include: displaying the character identifier and / or character name of non-player characters; and displaying the dialogue content of the story dialogues according to the display method of the story dialogues.

[0205] Following the steps of displaying the dialogue content according to the display method of the plot dialogue, the method further includes: determining the related option information and jump information of the option information in the plot dialogue, displaying the option information and jump information of the option information; responding to the trigger operation for a specified option information in the option information, and triggering the game event corresponding to the specified option information based on the jump information of the specified option information; wherein, the game event includes one or more of the following: ending the dialogue, displaying plot dialogue other than the target dialogue in the target plot file, displaying plot dialogue in a plot file other than the target plot file, playing a specified video, performing a specified game task, obtaining a specified game reward, and displaying specified scene content.

[0206] Interaction attributes include: interaction range; in response to a specified scene event being triggered, based on the interaction attributes, determining the interaction event of a non-player character, and controlling the non-player character to perform the interaction event in the game scene, including: in response to a target virtual character moving into the interaction range of a non-player character, determining the interaction event of a non-player character based on the interaction attributes, and controlling the non-player character to perform the interaction event in the game scene.

[0207] In the above method, by constructing a game editing scene and creating non-player characters in the game editing scene, and configuring interactive attributes for the non-player characters, during the game phase, the non-player characters in the game scene corresponding to the game editing scene can perform various interactive events, which enriches the interaction methods of players, improves the utilization rate of the game scene edited by players, increases the enthusiasm of players to create game scenes, and improves the resource utilization rate of the game system, avoiding the idle running and waste of game service resources.

[0208] 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.

[0209] 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:

[0210] In response to a non-player character creation command, a game editing scene is constructed, and a non-player character is created within the game editing scene; in response to an attribute configuration operation for the non-player character, the interaction attributes of the non-player character are determined; wherein, the interaction attributes are used to: associate with a specified scene event in the game editing scene, and when the specified scene event is triggered, determine the interaction event of the non-player character based on the interaction attributes, and control the non-player character to execute the interaction event in the game scene corresponding to the game editing scene; in response to a save operation for the non-player character, the game editing scene containing the non-player character is saved.

[0211] The steps of determining the interaction attributes of a non-player character in response to an attribute configuration operation for that character include: providing multiple configuration controls in a graphical user interface; the configuration controls include: a first configuration control for an interaction event; and determining the interaction event of the non-player character in response to a first configuration operation for the first configuration control.

[0212] The first configuration control includes: an interactive event addition control; the steps of responding to a first configuration operation on the first configuration control and determining an interactive event for a non-player character include: responding to a trigger operation on the interactive event addition control, configuring a first interactive event for the non-player character, and displaying an event configuration control for the first interactive event; responding to a specified operation on the event configuration control and displaying an interactive content selection window; and determining the interactive content of the first interactive event through the interactive content selection window.

[0213] The interactive content selection window includes a new control for creating alternative content. The steps for determining the interactive content of the first interactive event through the interactive content selection window include: responding to a trigger operation for creating the new control for interactive content and displaying the interactive content configuration window; determining alternative interactive content for the first interactive event through the interactive content configuration window; displaying alternative interactive content in the interactive content selection window, responding to a selection operation for the alternative interactive content, and determining the selected alternative interactive content as the interactive content of the first interactive event.

[0214] The interactive content configuration window includes multiple preset interactive contents; the steps of determining the candidate interactive content for the first interactive event through the interactive content configuration window include: responding to the selection operation for multiple preset interactive contents, and determining the selected preset interactive content as the candidate interactive content for the first interactive event.

[0215] The interactive content configuration window includes preset interactive content that is a pre-configured story file saved in a specified storage space. The story file includes at least one story dialogue. The step of responding to a selection operation for multiple preset interactive contents and determining the selected preset interactive content as the candidate interactive content for the first interactive event includes: responding to a trigger operation for a target story file, retrieving at least one target story dialogue included in the target story file from the specified storage space and displaying at least one target story dialogue; and responding to a selection operation for at least one target story dialogue and determining the selected target story dialogue as the candidate interactive content for the first interactive event.

[0216] After responding to a trigger operation on a target story file, retrieving at least one target story dialogue from a specified storage space, and displaying at least one target story dialogue, the method further includes: displaying a dialogue editing control for the target story dialogue; the dialogue editing control is used to provide editing functions for at least some of the following: the dialogue order of the target story dialogue in the target story file, the dialogue content of the target story dialogue, the display mode of the target story dialogue, the option information associated with the target story dialogue, and the jump information of the option information; and updating the target story dialogue in response to an editing operation on the dialogue editing control.

[0217] The interactive content configuration window includes an interactive content creation control. The steps for determining candidate interactive content for the first interactive event through the interactive content configuration window include: responding to a trigger operation on the interactive content creation control and displaying the content creation window; responding to a content input operation on the content creation window, determining the created interactive content, and identifying the created interactive content as candidate interactive content for the first interactive event.

[0218] The interactive content is a story file; the steps of responding to a content input operation in the content creation window, determining the created interactive content, and identifying the created interactive content as a candidate interactive content for the first interactive event include: displaying a story creation control in the content creation window; responding to a creation operation in the story creation control, determining the newly created story file, at least one new story dialogue included in the new story file, and dialogue information of the new story dialogue; and responding to a selection operation in the at least one new story dialogue, identifying the selected new story dialogue as a candidate interactive content for the first interactive event.

[0219] The steps of responding to a creation operation on the story creation control and determining the newly created story file, at least one new story dialogue included in the new story file, and the dialogue information of the new story dialogue include: responding to a first creation operation on the story creation control, determining the story name and the number of dialogues in the new story file, and displaying the dialogue creation control for the new story file; responding to a second creation operation on the dialogue creation control, creating a new story dialogue for the new story file, and the dialogue information of the new story dialogue; wherein the virtual character issuing the new story dialogue is a non-player character; the dialogue information includes at least some of the following: the dialogue order of the new story dialogue in the new story file, the dialogue content of the new story dialogue, the display method of the new story dialogue, the option information associated with the new story dialogue, and the jump information of the option information.

[0220] Option information is used to provide one or more of the following game events based on the jump information: end dialogue, display other dialogue in the current story file, display dialogue in a story file other than the current story file, play a specified video, perform a specified game task, obtain a specified game reward, or display specified scene content.

[0221] After responding to a creation operation for a story creation control and determining the newly created story file, at least one new story dialogue included in the new story file, and dialogue information of the new story dialogue, the method further includes: responding to a save operation for the new story file, creating a new story file in a specified storage space, and saving the new story dialogue and the new story dialogue information to the new story file.

[0222] The steps of displaying an interactive content selection window in response to a specified operation on an event configuration control include: displaying an event editing window for a first interactive event in response to a trigger operation on the event configuration control; the event editing window includes a content addition control for the first interactive event; configuring first interactive content for the first interactive event in response to a trigger operation on the content addition control, and displaying a content configuration control for the first interactive content; wherein, no information is configured in the first interactive content; and displaying an interactive content selection window in response to a trigger operation on the content configuration control.

[0223] The event editing window includes an event type configuration control for the first interactive event; the method also includes: responding to a type configuration operation of the event type configuration control to determine the interaction type of the first interactive event.

[0224] The event editing window includes an interaction name configuration control for the first interactive event; the method also includes: responding to a name configuration operation on the interaction name configuration control and determining the interaction name of the first interactive event.

[0225] The event editing window includes an interaction identifier configuration control for the first interactive event; the method also includes: responding to an identifier configuration operation for the interaction identifier configuration control and determining the interaction identifier for the first interactive event.

[0226] The step of displaying alternative interactive content in the interactive content selection window includes: determining whether a first alternative interactive content has been configured to a first interactive event among the alternative interactive content; if yes, displaying the first alternative interactive content in the interactive content selection window in a first display mode; the first display mode is used to indicate that the first alternative interactive content is in an unselectable state; if no, displaying the first alternative interactive content in the interactive content selection window in a second display mode; the second display mode is used to indicate that the first alternative interactive content is in a selectable state.

[0227] After responding to a triggering operation that adds a control to an event, configuring a first interactive event for a non-player character, and displaying the event configuration control for the first interactive event, the method further includes: responding to a deletion operation that adds an event configuration control to the first interactive event, canceling the first interactive event configured for the non-player character, as well as the interactive content configured for the first interactive event, and deleting the event configuration control for the first interactive event.

[0228] After responding to a triggering operation for adding a control to content, configuring first interactive content for a first interactive event, and displaying the content configuration control of the first interactive content, the method further includes: responding to a deletion operation for the content configuration control of the first interactive content, canceling the first interactive content configured for the first interactive event, and deleting the content configuration control of the first interactive content.

[0229] The steps of determining the interaction attributes of a non-player character in response to an attribute configuration operation for that character include: providing multiple configuration controls in a graphical user interface; the configuration controls including: a second configuration control regarding the scope of interaction; and determining the scope of interaction of the non-player character in response to a second configuration operation for the second configuration control.

[0230] The second configuration control includes: a distance configuration control; the step of determining the interaction range of a non-player character in response to a first configuration operation on the first configuration control includes: determining the interaction distance of the non-player character in response to a distance configuration operation on the distance configuration control; determining the interaction range of the non-player character based on the interaction distance and a preset interaction center; wherein the geometric center of the non-player character is the preset interaction center.

[0231] The second configuration control includes: a central configuration control; and a preset interactive center that adjusts in response to central configuration operations on the central configuration control.

[0232] The steps for determining the interaction range of non-player characters based on the interaction distance and the preset interaction center include: defining the circular area formed by the preset interaction center as the center and the interaction distance as the radius as the interaction range of non-player characters.

[0233] 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.

[0234] The following operations from the game control methods described above can also be achieved:

[0235] The game scene is displayed in a graphical user interface; the game scene is pre-edited in the following ways: in response to the creation command of a non-player character, the game editing scene is constructed and a non-player character is created in the game editing scene; in response to the attribute configuration operation for the non-player character, the interaction 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 is saved; in response to the triggering of a specified scene event, based on the interaction attributes, the interaction events of the non-player character are determined and the non-player character is controlled to perform interaction events in the game scene.

[0236] In response to a specified scene event being triggered, based on interaction attributes, the steps of determining the interaction event of a non-player character and controlling the non-player character to execute the interaction event in the game scene include: in response to the interaction operation between the target virtual character and the non-player character, determining at least one pre-configured interaction event of the non-player character, and displaying the trigger control corresponding to the interaction event; the trigger control includes: the interaction identifier and interaction name of the interaction event; in response to the trigger operation for the target trigger control, executing the interaction event corresponding to the target trigger control.

[0237] The interactive event corresponding to the target trigger control is a story dialogue. The steps for executing the interactive event corresponding to the target trigger control include: obtaining the target story file corresponding to the interactive event from the specified storage space; wherein the target story file includes at least one story dialogue; determining the story dialogue from the target story file and obtaining the dialogue information of the story dialogue; wherein the dialogue information includes at least some of the following: the dialogue order of the story dialogue in the target story file, the dialogue content of the target dialogue, the display method of the target dialogue, the option information associated with the target dialogue, and the jump information of the option information; controlling the display of the story dialogue according to the dialogue information until the story dialogue in the target story file is completely displayed.

[0238] The steps for determining dialogue from the target plot file include: determining the first dialogue based on the dialogue order in the target plot file; or, determining the next dialogue based on the jump information corresponding to the selected option information in the current dialogue.

[0239] The steps for controlling the display of story dialogues according to the dialogue information include: displaying the character identifier and / or character name of non-player characters; and displaying the dialogue content of the story dialogues according to the display method of the story dialogues.

[0240] Following the steps of displaying the dialogue content according to the display method of the plot dialogue, the method further includes: determining the related option information and jump information of the option information in the plot dialogue, displaying the option information and jump information of the option information; responding to the trigger operation for a specified option information in the option information, and triggering the game event corresponding to the specified option information based on the jump information of the specified option information; wherein, the game event includes one or more of the following: ending the dialogue, displaying plot dialogue other than the target dialogue in the target plot file, displaying plot dialogue in a plot file other than the target plot file, playing a specified video, performing a specified game task, obtaining a specified game reward, and displaying specified scene content.

[0241] Interaction attributes include: interaction range; in response to a specified scene event being triggered, based on the interaction attributes, determining the interaction event of a non-player character, and controlling the non-player character to perform the interaction event in the game scene, including: in response to a target virtual character moving into the interaction range of a non-player character, determining the interaction event of a non-player character based on the interaction attributes, and controlling the non-player character to perform the interaction event in the game scene.

[0242] In the above method, by constructing a game editing scene and creating non-player characters in the game editing scene, and configuring interactive attributes for the non-player characters, during the game phase, the non-player characters in the game scene corresponding to the game editing scene can perform various interactive events, which enriches the interaction methods of players, improves the utilization rate of the game scene edited by players, increases the enthusiasm of players to create game scenes, and improves the resource utilization rate of the game system, avoiding the idle running and waste of game service resources.

[0243] The computer program products of the game editing method, game control method, device and system provided in the embodiments of 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, please refer to the method embodiments, which will not be repeated here.

[0244] 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.

[0245] 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.

[0246] 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.

[0247] 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.

[0248] 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 within the game editing scene; In response to the attribute configuration operation for the non-player character, the interaction attribute of the non-player character is determined; wherein, the interaction attribute is used to: associate with a specified scene event in the game editing scene, and when the specified scene event is triggered, determine the interaction event of the non-player character based on the interaction attribute, and control the non-player character to execute the interaction event in the game scene corresponding to the game editing scene; 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 responding to the attribute configuration operation of the non-player character and determining the interaction attributes of the non-player character includes: A graphical user interface provides multiple configuration controls; the configuration controls include: a first configuration control for the interactive event; the first configuration control includes: an interactive event adding control; In response to the triggering operation of adding controls for the interactive event, configure a first interactive event for the non-player character and display the event configuration control of the first interactive event; In response to a specified operation configured for the event control, an interactive content selection window is displayed; The interactive content of the first interactive event is determined through the interactive content selection window.

2. The game editing method according to claim 1, characterized in that, The interactive content selection window includes a new control for creating alternative content; The step of determining the interactive content of the first interactive event through the interactive content selection window includes: In response to the triggering operation of creating a new control for the candidate content, the interactive content configuration window is displayed; The candidate interactive content for the first interactive event is determined through the interactive content configuration window. The alternative interactive content is displayed in the interactive content selection window. In response to the selection operation of the alternative interactive content, the selected alternative interactive content is determined as the interactive content of the first interactive event.

3. The game editing method according to claim 2, characterized in that, The interactive content configuration window includes multiple preset interactive contents; The step of determining the candidate interactive content for the first interactive event through the interactive content configuration window includes: In response to the selection operation of the plurality of preset interactive content, the selected preset interactive content is determined as the candidate interactive content of the first interactive event.

4. The game editing method according to claim 3, characterized in that, The interactive content configuration window includes preset interactive content, which is a plot file that is pre-configured and saved to a specified storage space. The plot file includes at least one plot dialogue. The step of determining the selected preset interactive content as a candidate interactive content for the first interactive event in response to a selection operation of the plurality of preset interactive content includes: In response to a trigger operation on a target story file, retrieve at least one target story dialogue included in the target story file from the specified storage space, and display the at least one target story dialogue. In response to the selection operation for the at least one target dialogue, the selected target dialogue is determined as the alternative interactive content for the first interactive event.

5. The game editing method according to claim 4, characterized in that, After responding to a trigger operation on a target plot file, retrieving at least one target plot dialogue from the designated storage space, and displaying the at least one target plot dialogue, the method further includes: A dialogue editing control that displays the target storyline dialogue; the dialogue editing control is used to provide editing functions for at least some of the following: the dialogue order of the target storyline dialogue in the target storyline file, the dialogue content of the target storyline dialogue, the display mode of the target storyline dialogue, the option information associated with the target storyline dialogue, and the jump information of the option information; In response to an edit operation on the dialogue editing control, update the target story dialogue.

6. The game editing method according to claim 2, characterized in that, The interactive content configuration window includes interactive content creation controls; The step of determining the candidate interactive content for the first interactive event through the interactive content configuration window includes: In response to a trigger operation on the interactive content creation control, a content creation window is displayed; In response to a content input operation on the content creation window, the created interactive content is determined and identified as a candidate interactive content for the first interactive event.

7. The game editing method according to claim 6, characterized in that, The interactive content is a story file; The steps of responding to content input operations in the content creation window, determining the created interactive content, and identifying the created interactive content as candidate interactive content for the first interactive event include: Display the story creation controls in the content creation window; In response to a creation operation on the plot creation control, determine the newly created plot file, at least one new plot dialogue included in the new plot file, and the dialogue information of the new plot dialogue; In response to a selection operation for the at least one new story dialogue, the selected new story dialogue is determined as a candidate interactive content for the first interactive event.

8. The game editing method according to claim 7, characterized in that, The step of responding to a creation operation on the plot creation control and determining the newly created plot file, at least one new plot dialogue included in the new plot file, and dialogue information of the new plot dialogue includes: In response to the first creation operation for the plot creation control, determine the plot name and the number of dialogues in the new plot file to be created, and display the dialogue creation control for the new plot file; In response to a second creation operation on the dialogue creation control, a new story dialogue is created for the new story file, along with dialogue information for the new story dialogue; wherein the virtual character issuing the new story dialogue is the non-player character; the dialogue information includes at least a portion of the following: the dialogue order of the new story dialogue in the new story file, the dialogue content of the new story dialogue, the display method of the new story dialogue, the option information associated with the new story dialogue, and the jump information of the option information.

9. The game editing method according to claim 5 or 8, characterized in that, The option information is used to provide one or more of the following game events based on the jump information of the option information: end dialogue, display other plot dialogues in the current plot file, display plot dialogues in a plot file other than the current plot file, play a specified video, perform a specified game task, obtain a specified game reward, or display specified scene content.

10. The game editing method according to claim 7, characterized in that, After responding to a creation operation on the plot creation control, and determining the newly created plot file, at least one new plot dialogue included in the new plot file, and the dialogue information of the new plot dialogue, the method further includes: In response to a save operation on the new story file, the new story file is created in the specified storage space, and the new story dialogue and its dialogue information are saved to the new story file.

11. The game editing method according to claim 1, characterized in that, The step of displaying an interactive content selection window in response to a specified operation of the event configuration control includes: In response to a trigger operation on the event configuration control, an event editing window for the first interactive event is displayed; the event editing window includes controls for adding content for the first interactive event. In response to a triggering operation that adds a control to the content, the system configures the first interactive content for the first interactive event and displays the content configuration control of the first interactive content; wherein, the first interactive content does not contain any configured information. In response to a trigger operation on the content configuration control, an interactive content selection window is displayed.

12. The game editing method according to claim 11, characterized in that, The event editing window includes an event type configuration control for the first interactive event; The method further includes: In response to the type configuration operation of the control configured for the event type, the interaction type of the first interactive event is determined.

13. The game editing method according to claim 11, characterized in that, The event editing window includes an interaction name configuration control for the first interactive event; The method further includes: In response to the name configuration operation of the interaction name configuration control, the interaction name is determined to be the interaction name of the first interaction event.

14. The game editing method according to claim 11, characterized in that, The event editing window includes an interaction identifier configuration control for the first interactive event; The method further includes: In response to the identifier configuration operation of the interactive identifier configuration control, the interactive identifier is determined to be the interactive identifier of the first interactive event.

15. The game editing method according to claim 2, characterized in that, The step of displaying the alternative interactive content in the interactive content selection window includes: Among the alternative interactive content, determine whether the first alternative interactive content has been configured into the first interactive event; If so, the first alternative interactive content is displayed in the interactive content selection window in a first display mode; the first display mode is used to indicate that the first alternative interactive content is unselectable. If not, the first alternative interactive content is displayed in the interactive content selection window in a second display mode; the second display mode is used to indicate that the first alternative interactive content is selectable.

16. The game editing method according to claim 6, characterized in that, After responding to a triggering operation that adds a control to the event, configuring a first interaction event for the non-player character, and displaying the event configuration control for the first interaction event, the method further includes: In response to the deletion operation of the event configuration control for the first interactive event, the first interactive event configured for the non-player character and the interactive content configured for the first interactive event are cancelled, and the event configuration control for the first interactive event is deleted.

17. The game editing method according to claim 11, characterized in that, After responding to a trigger operation that adds a control to the content, configuring the first interactive content for the first interactive event, and displaying the content configuration control of the first interactive content, the method further includes: In response to the deletion operation of the content configuration control for the first interactive content, the first interactive content configured for the first interactive event is canceled, and the content configuration control for the first interactive content is deleted.

18. The game editing method according to claim 1, characterized in that, The step of determining the interaction attributes of the non-player character in response to an attribute configuration operation for the non-player character includes: A number of configuration controls are provided in the graphical user interface; the configuration controls include: a second configuration control regarding the scope of interaction; In response to a second configuration operation on the second configuration control, the interaction range of the non-player character is determined.

19. The game editing method according to claim 18, characterized in that, The second configuration control includes: a distance configuration control; The step of determining the interaction range of the non-player character in response to a second configuration operation on the second configuration control includes: In response to a distance configuration operation on the distance configuration control, determine the interaction distance of the non-player character; The interaction range of the non-player character is determined based on the interaction distance and the preset interaction center; wherein the geometric center of the non-player character is the preset interaction center.

20. The game editing method according to claim 19, characterized in that, The second configuration control includes: a central configuration control; the method further includes: In response to a center configuration operation on the center configuration control, the preset interactive center is adjusted.

21. The game editing method according to claim 19, characterized in that, The step of determining the interaction range of the non-player character based on the interaction distance and the preset interaction center includes: The circular area formed by the preset interaction center as the center and the interaction distance as the radius is defined as the interaction range of the non-player character.

22. 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.

23. 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 pre-edited using 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 in the game editing scene; in response to an attribute configuration operation for the non-player character, determining the interaction 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, based on the interaction attributes, the interaction event of the non-player character is determined, and the non-player character is controlled to execute the interaction event in the game scene.

24. The game control method according to claim 23, characterized in that, In response to a specified scene event being triggered, the steps of determining the interaction event of the non-player character based on the interaction attribute, and controlling the non-player character to execute the interaction event in the game scene include: In response to an interaction between the target virtual character and the non-player character, at least one pre-configured interaction event of the non-player character is determined, and a trigger control corresponding to the interaction event is displayed; the trigger control includes: an interaction identifier and an interaction name for the interaction event; In response to a trigger operation on the target trigger control, execute the interactive event corresponding to the target trigger control.

25. The game control method according to claim 24, characterized in that, The interactive event corresponding to the target trigger control is a story dialogue; The steps for executing the interactive event corresponding to the target trigger control include: Retrieve the target story file corresponding to the interactive event from the designated storage space; wherein the target story file includes at least one story dialogue. Determine the dialogue from the target story file and obtain the dialogue information of the dialogue; wherein the dialogue information includes at least part of the following: the dialogue order of the dialogue in the target story file, the dialogue content of the target dialogue, the display method of the target dialogue, the option information associated with the target dialogue, and the jump information of the option information; According to the dialogue information, control the display of the plot dialogue until the plot dialogue in the target plot file is fully displayed.

26. The game control method according to claim 25, characterized in that, The steps for determining the dialogue from the target plot file include: Based on the dialogue order in the target storyline file, determine the first storyline dialogue; Alternatively, the next dialogue can be determined based on the jump information corresponding to the selected option in the current dialogue.

27. The game control method according to claim 25, characterized in that, The steps for controlling the display of the plot dialogue according to the dialogue information include: Display the character identifier and / or character name of the non-player character; The dialogue content of the storyline is displayed according to the aforementioned dialogue display method.

28. The game control method according to claim 27, characterized in that, After the step of displaying the dialogue content according to the described dialogue display method, the method further includes: Determine if there are related option information and jump information for the dialogue, and display the option information and jump information for the dialogue. In response to a trigger operation for a specified option in the option information, a game event corresponding to the specified option information is triggered based on the jump information of the specified option information; wherein, the game event includes one or more of the following: ending a dialogue, displaying a dialogue other than the target dialogue in the target story file, displaying a dialogue in a story file other than the target story file, playing a specified video, performing a specified game task, obtaining a specified game reward, and displaying specified scene content.

29. The game control method according to claim 23, characterized in that, The interactive attributes include: the scope of interaction; In response to a specified scene event being triggered, the steps of determining the interaction event of the non-player character based on the interaction attribute, and controlling the non-player character to execute the interaction event in the game scene include: In response to the target virtual character moving into the interaction range of the non-player character, based on the interaction attributes, the non-player character's interaction event is determined, and the non-player character is controlled to execute the interaction event in the game scene.

30. A game editing device, characterized in that, The device includes: A creation module is used to construct a game editing scene in response to a non-player character creation command, and to create a non-player character within the game editing scene; A configuration module is used to respond to attribute configuration operations for the non-player character and determine the interaction attributes of the non-player character; wherein, the interaction attributes are used to: associate with a specified scene event in the game editing scene; when the specified scene event is triggered, determine the interaction event of the non-player character based on the interaction attributes, and control the non-player character to execute the interaction event in the game scene corresponding to the game editing scene; 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: provide multiple configuration controls in a graphical user interface; the configuration controls include: a first configuration control for the interactive event; the first configuration control includes: an interactive event adding control; in response to a trigger operation for the interactive event adding control, configure a first interactive event for the non-player character and display the event configuration control for the first interactive event; in response to a specified operation for the event configuration control, display an interactive content selection window; and determine the interactive content of the first interactive event through the interactive content selection window.

31. 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 in the game editing scene; in response to an attribute configuration operation for the non-player character, determining the interaction 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. An execution module is used to respond to a specified scene event being triggered, determine the interaction event of the non-player character based on the interaction attribute, and control the non-player character to execute the interaction event in the game scene.

32. 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 1-22, or to implement the game control method according to any one of claims 23-29.

33. 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 1-22, or the game control method according to any one of claims 23-29.

Citation Information

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