Game archive processing method and device, electronic equipment and computer readable storage medium
Patent Information
- Application Number
- CN202311004660.2
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2023-08-09
- Publication Date
- 2026-10-09
- Estimated Expiration
- 2043-08-09
AI Technical Summary
[0005]本申请提供一种游戏的存档处理方法、装置、电子设备及计算机可读存储介质,以解决现有技术中游戏加载过程中游戏画面内容与进入游戏后的游戏画面内容差异较大,玩家容易因无聊等待容易引发消极情绪,降低游戏体验感的问题
[0021]The game save processing method provided in this application, in response to the target game account logging into the target game, reads the game save file corresponding to the target game account and plays the game replay screen corresponding to the game save file on the game interface. The game replay screen is associated with the game progress corresponding to the game save file. In response to the completion of reading the game save file, the playback of the game replay screen corresponding to the game save file stops. The game scene corresponding to the game progress is displayed on the game interface. In this way, during the loading of the game save file corresponding to the target game account, by playing the game replay screen indicating the loading game progress on the game interface, players can more quickly and intuitively recall the game progress, battle situation, etc. of the previous game. This helps players enter the game state more quickly after the game is loaded, avoiding negative emotions caused by players being bored while waiting due to displaying text or video content unrelated to the game progress on the game interface. The game replay screen displayed during the loading of the game scene corresponding to the game save file and the game screen after entering the game form a continuous game screen, which improves the usability and smoothness of the interaction process, brings players an immersive game interaction experience, reduces player churn rate, and improves server utilization.
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Figure CN117357890B_ABST
Abstract
Description
Technical Field
[0001] This application relates to the field of computer technology, specifically to a method, apparatus, electronic device, and computer-readable storage medium for game save processing. Background Technology
[0002] In games, a save point is a specific game node or location that saves a player's current game progress, so that players can directly enter the game from the save point and continue the game from where they left off, without having to start from the beginning.
[0003] In existing technologies, during the loading process from a save point to the game screen, a text list or image with text is typically displayed on the game interface until the game screen is entered. For example, each time the game screen loads from a save point, the same static image and text or dynamic progress bar is displayed on the game interface, after which the game screen is directly switched to. Another example is that each time the game screen loads from a save point, the same animated video is displayed in a loop on the game interface until the game is fully loaded, at which point the game screen is directly switched to.
[0004] However, because the images, texts, or animated videos displayed on the game interface during the loading process from save points differ significantly from the actual game content after entering the game, players may experience negative emotions due to boredom during the loading process, leading to a decline in the user experience, player churn, and server wastage. Summary of the Invention
[0005] This application provides a method, apparatus, electronic device, and computer-readable storage medium for processing game saves, in order to solve the problem in the prior art that the game screen content during the game loading process is significantly different from the game screen content after entering the game, which can easily lead to negative emotions for players due to boredom while waiting, thus reducing the gaming experience.
[0006] In a first aspect, embodiments of this application provide a method for saving game data, the method comprising:
[0007] In response to the target game account logging into the target game, the game save file corresponding to the target game account is read, and the game recording screen corresponding to the game save file is played on the game interface. The game recording screen is associated with the game progress corresponding to the game save file.
[0008] Upon completion of reading the game save file, playback of the game recording corresponding to the game save file stops.
[0009] The game interface displays the game scene corresponding to the game progress.
[0010] Secondly, embodiments of this application provide a game save processing apparatus, the apparatus comprising:
[0011] The control module is used to respond to the login of the target game account to the target game, read the game save file corresponding to the target game account, and play the game recording screen corresponding to the game save file on the game interface. The game recording screen is associated with the game progress corresponding to the game save file.
[0012] The processing module is used to stop playing the game recording screen corresponding to the game save file in response to the completion of reading the game save file;
[0013] The display module is used to display the game scene corresponding to the game progress on the game interface.
[0014] Thirdly, embodiments of this application provide an electronic device, the electronic device comprising:
[0015] The memory and the processor are coupled;
[0016] The memory is used to store one or more computer instructions;
[0017] The processor is used to execute one or more computer instructions to implement the game save processing method described in any of the first aspects above.
[0018] Fourthly, embodiments of this application provide a computer-readable storage medium storing one or more computer instructions, characterized in that the instructions are executed by a processor to implement the game save processing method described in any of the first aspects above.
[0019] Fifthly, embodiments of this application provide a computer program product, including a computer program that, when executed by a processor, implements the game save processing method described in any of the first aspects above.
[0020] Compared with the prior art, this application has the following advantages:
[0021] The game save processing method provided in this application, in response to the target game account logging into the target game, reads the game save file corresponding to the target game account and plays the game replay screen corresponding to the game save file on the game interface. The game replay screen is associated with the game progress corresponding to the game save file. In response to the completion of reading the game save file, the playback of the game replay screen corresponding to the game save file stops. The game scene corresponding to the game progress is displayed on the game interface. In this way, during the loading of the game save file corresponding to the target game account, by playing the game replay screen indicating the loading game progress on the game interface, players can more quickly and intuitively recall the game progress, battle situation, etc. of the previous game. This helps players enter the game state more quickly after the game is loaded, avoiding negative emotions caused by players being bored while waiting due to displaying text or video content unrelated to the game progress on the game interface. The game replay screen displayed during the loading of the game scene corresponding to the game save file and the game screen after entering the game form a continuous game screen, which improves the usability and smoothness of the interaction process, brings players an immersive game interaction experience, reduces player churn rate, and improves server utilization. Attached Figure Description
[0022] The accompanying drawings, which are included to provide a further understanding of this application and form part of this application, illustrate exemplary embodiments and are used to explain this application, but do not constitute an undue limitation of this application. In the drawings:
[0023] Figure 1 A schematic diagram illustrating an application scenario of the game save processing method provided in the first embodiment of this application;
[0024] Figure 2 A schematic flowchart illustrating the game save processing method provided in the second embodiment of this application;
[0025] Figure 3 A schematic diagram illustrating the conversion of a three-dimensional game screen into a two-dimensional game screen, provided for the second embodiment of this application;
[0026] Figure 4 A schematic diagram of the target game interface provided in the second embodiment of this application;
[0027] Figure 5 This is a schematic diagram illustrating the changes in the game interface at the save point, provided in the second embodiment of this application.
[0028] Figure 6 A schematic diagram of the structure of a game save processing device provided in the third embodiment of this application;
[0029] Figure 7This is a schematic diagram of the hardware structure of the electronic device provided in the fourth embodiment of this application.
[0030] The accompanying drawings have illustrated specific embodiments of this application, which will be described in more detail below. These drawings and descriptions are not intended to limit the scope of the concept in any way, but rather to illustrate the concept of this application to those skilled in the art through reference to specific embodiments. Detailed Implementation
[0031] To make the objectives, advantages, and features of this application clearer, the application will be described clearly and completely below in conjunction with the accompanying drawings and specific embodiments. In the following description, many specific details are set forth to provide a full understanding of this application. However, the described embodiments are only some, not all, of the embodiments of this application, and all other embodiments obtained by those skilled in the art without inventive effort are within the scope of protection of this application.
[0032] It should be noted that in the description of this application, the terms "first," "second," etc., are used for descriptive purposes only and should not be construed as indicating or implying relative importance, or a specific order or sequence. Those skilled in the art can understand the specific meaning of the above terms in this application based on the specific circumstances. Furthermore, in the description of this application, unless otherwise stated, the term "multiple" refers to two or more. The term "and / or" describes the relationship between related objects, indicating that three relationships can exist. For example, A and / or B can represent: A existing alone, A and B existing simultaneously, or B existing alone. The character " / " generally indicates that the preceding and following related objects are in an "or" relationship. The terms "comprising" and "having," and any variations thereof, are intended to cover non-exclusive inclusion. For example, a process, method, system, product, or device that includes a series of steps or units is not necessarily limited to those steps or units explicitly listed, but may include other steps or units not explicitly listed or inherent to these processes, methods, products, or devices.
[0033] To facilitate understanding of the technical solution of this application, the relevant concepts involved in this application will be introduced first.
[0034] Players save their game progress at a specific point in time (called a save point), generating a save file containing their progress information. The next time a player logs in, the game application automatically reads the save file and enters the game scene corresponding to the saved point. This allows players to continue playing from where they left off, without having to start over. For example, if a player quits the game midway or for other reasons, saving their progress allows them to reload their game at any time and from where they left off, without having to start the game anew.
[0035] In addition to preserving game progress, game saves also help maintain the game's pace, preventing players from wasting time replaying the same section. For example, if a game has a particularly difficult level, players can save when they reach that part and, if they fail, can directly reload the save file instead of starting from scratch. This improves the player experience and maintains the game's rhythm.
[0036] To address the aforementioned problems, this application provides a game save processing method, a corresponding game save processing apparatus, an electronic device capable of implementing the game save processing method, and a computer-readable storage medium. The following embodiments provide a detailed description of the method, apparatus, electronic device, and computer-readable storage medium.
[0037] To make the objectives and technical solutions of this application clearer and more intuitive, the methods provided by the embodiments of this application will be described in detail below with reference to the accompanying drawings and examples. It should be understood that the specific embodiments described herein are merely for explaining this application and are not intended to limit this application. It is understood that the following embodiments may exist independently, and the embodiments and features described below may be combined with each other where there is no conflict between the various embodiments provided in this application. For the same or similar content, it will not be repeated in different embodiments. Furthermore, the timing of the steps in the following method embodiments is merely an example and not a strict limitation. In some cases, the steps shown or described may be performed in a different order.
[0038] This application provides a method, apparatus, electronic device, and computer storage medium for game save processing. Specifically, the game save processing method of one embodiment of this application can be executed by a computer device, which can be a terminal device or a server. The terminal device can be a smartphone, tablet computer, laptop computer, touch screen, game console, etc. The terminal device can also include a client, which can be a game application client, a browser client carrying the game program, or an instant messaging client, etc. The server can be an independent physical server, a server cluster or distributed system composed of multiple physical servers, or a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communication, middleware services, domain name services, security services, and big data and artificial intelligence platforms.
[0039] The following is combined Figure 1 This paper introduces an application scenario of a game save processing method provided in the first embodiment of this application. Figure 1 This is a schematic diagram illustrating an application scenario of the game save processing method provided in the first embodiment of this application.
[0040] like Figure 1 As shown, a user's first terminal can establish a connection with a server (or server cluster) via a network. The terminal is any device with computing hardware capable of supporting and executing software applications corresponding to the game. Game software applications include, but are not limited to, any of the following: first-person game applications, third-person game applications, single-player game applications, and multiplayer online battle arena (MOBA) games. The types of games mentioned above can include, but are not limited to, at least one of the following: two-dimensional (2D) game applications, three-dimensional (3D) game applications, virtual reality (VR) game applications, augmented reality (AR) game applications, and mixed reality (MR) game applications. This is merely an example, and this embodiment does not impose any limitations. The server (or server cluster) can provide services (such as game services, application services, etc.) to the user terminal or clients installed on the user terminal.
[0041] Furthermore, a database can be set up on a server (or server cluster) or a standalone server to provide data storage services. For example, at least one game save file corresponding to each player's game account, as well as other files corresponding to each game save file, can be stored in the database in real time and continuously. The aforementioned network can be a wireless network or a wired network, such as a wireless local area network (WLAN), local area network (LAN), cellular network, 2G network, 3G network, 4G network, 5G network, etc. Different terminal devices can also connect to the server using their own Bluetooth network or hotspot network, or the terminals can communicate with each other through the server and communication network.
[0042] It should be understood that the above application scenarios are merely examples and are not intended to limit this application. Furthermore, for any content not disclosed in these application scenarios, please refer to the following embodiments.
[0043] Below, in conjunction with Figure 2 The method for processing game saves provided in the second embodiment of this application will be described. Figure 2 This is a flowchart illustrating the game save processing method provided in the second embodiment of this application.
[0044] like Figure 2 As shown, the game's save file handling methods include:
[0045] S201. In response to the target game account logging into the target game, read the game save file corresponding to the target game account, and play the game recording screen corresponding to the game save file on the game interface. The game recording screen is associated with the game progress corresponding to the game save file.
[0046] In this embodiment, the player logs into the game using their first terminal to access the target game account. The game save file is generated when the player finishes the previous game and performs a save operation to record their current game progress, reflecting the game progress at the save point. For example, a player might be playing a role-playing game, acting as a young warrior, exploring a mysterious fantasy world, completing various tasks, and fighting monsters. The game's save function can preserve the player's game progress and achievements. Whenever the player reaches an important milestone, such as completing a task, acquiring a powerful weapon, or overcoming a difficult obstacle, they can choose to save the game. For instance, if a player has just completed a challenging task, such as helping a princess escape danger, they can open the game menu, select the save option, and create a new save file. The generated save file will record the player's successful rescue of the princess and related data, such as the princess's rescue time, the player's equipped weapons and items, etc.
[0047] In this embodiment, the game recording footage corresponding to the game save file is associated with the game progress corresponding to the game save file. The game recording footage corresponding to the game save file can be a partial or complete recording of the player's previous game. For example, the game recording footage corresponding to the game save file can include a segment of game recording footage immediately preceding the moment the player performs the save operation. For instance, if the player's game screen is being recorded in real-time, and the player triggers a save operation at the 20-minute mark of the current game, then the game recording footage of the 3 minutes preceding the save time is used as the game recording footage corresponding to the game save file; that is, the recording footage from 17 minutes 0 seconds to 20 minutes 0 seconds is extracted from the real-time recording footage. This is merely an example, and this embodiment does not impose any limitations. As another example, in a role-playing game, a player plays as a young warrior. When helping a princess escape danger in the current game, the player selects the save option, generating a game save file. The game recording footage corresponding to this game save file displays the game recording footage of the warrior rescuing the princess. This is merely an example, and this embodiment does not impose any limitations.
[0048] S202. In response to the completion of reading the game save file, stop playing the game recording screen corresponding to the game save file.
[0049] S203. On the game interface, display the game scene corresponding to the game progress.
[0050] In this embodiment, the terminal device stops playing the game recording corresponding to the save file upon completion of reading the game save file. Subsequently, the game scene corresponding to the game progress recorded in the recently read save file is displayed on the game interface. For example, in a role-playing game, a player plays as a young warrior. In the previous game, while helping the princess escape danger, the player selected the save option, generating a game save file. In the next round, after the game save file is read and the corresponding game recording stops playing, the game scene of the player playing as the young warrior helping the princess escape danger is displayed, along with the player's equipment and items, etc.
[0051] The game save processing method provided in this application embodiment reads the game save file corresponding to the target game account in response to login to the target game account, and plays the game recording screen corresponding to the game save file on the game interface. The game recording screen is associated with the game progress corresponding to the game save file. In response to the completion of reading the game save file, the playback of the game recording screen corresponding to the game save file stops. The game scene corresponding to the game progress of the game save file is displayed on the game interface, so that the user can play the game at the game progress corresponding to the game save file. In this way, during the process of loading the game save file corresponding to the target game account, by watching the game recording screen associated with the game progress played on the game interface, players can more quickly and intuitively recall the game progress, battle situation, mission objectives, etc. when leaving the previous game. This helps players adapt and re-engage in the game more quickly after the game is loaded. Especially for a player who has not played a game for a period of time, playing the recent game screen can help them re-familiarize themselves with the game operation and interface, and restore their familiarity with the game mechanics. This avoids the negative emotions caused by players being bored while waiting due to displaying text or video content unrelated to the game progress on the game interface. The game replay screen displayed during the loading of the game save file and the game screen after entering the game are integrated into a continuous game screen. This can improve the ease of use, continuity and smoothness of the game interaction process, allowing players to adapt and re-engage in the game more quickly, improving the player gaming experience, reducing player churn rate and improving server utilization.
[0052] Based on the above embodiments, the game save processing method provided in this application embodiment will be further described.
[0053] Optionally, the target game account corresponds to multiple game save files. Before reading the game save files corresponding to the target game account, the following steps S301-S302 are also included:
[0054] S301. The game interface displays multiple game save icons. Each of these game save icons corresponds to a different game save file, and each game save file corresponds to a different game recording.
[0055] In this embodiment, to provide players with a better gaming experience and flexibility, a player's target game account can correspond to multiple different game save files in the target game. Specifically, there are at least the following situations where a target game account will correspond to multiple game save files to record various different game progresses of the target game account in the target game: Situation 1: Multiple characters or game progress: Some games allow each player to create multiple characters or switch between different game progresses. By having multiple game save files, players can save game data for different characters or progresses simultaneously without overwriting or confusing them. Situation 2: Multiplayer games: For multiplayer games, each player may need independent game save files to track their personal progress and achievements. In this way, each player can manage their game data according to their own preferences and playstyle without interfering with each other. Situation 3: Multiple game modes: Some games offer different game modes, such as single-player mode, cooperative mode, or competitive mode. Each mode may have different game rules, challenges, and objectives. By having multiple game save files, players can freely switch between different game modes and save the progress and achievements of each mode separately. Scenario 4: Branching Storylines or Choice-Driven Games: Some games generate different storylines or endings based on the player's choices and actions. By having multiple save points, players can make different choices in the game and save progress for each branching storyline, allowing them to rewind and explore other possibilities. The above four scenarios are merely examples of situations where the target game may have multiple different game save files, and are for illustrative purposes only. This application's embodiments do not impose any limitations on these scenarios.
[0056] Multiple game save files offer players greater freedom and flexibility, allowing them to manage and save game data for different characters, progress, game modes, or storylines. This enables players to organize and experience game content according to their preferences and gaming needs.
[0057] In this embodiment, the game save identifier is used to indicate the corresponding game save file. Multiple game save identifiers each correspond to a different game save file, and each game save file corresponds to a different game recording. The correspondence between them can be seen in Table 1.
[0058] Table 1
[0059]
[0060]
[0061] S302, Control the playback of game recordings corresponding to the game save file with the most recent generation time.
[0062] In this embodiment, the game save files are generated at different times depending on the player's save time. The game save files are then sorted according to their generation time. The game recording corresponding to the most recently generated game save file is played. Playing the game recording corresponding to the most recently generated game save file allows players to quickly recall the situation and objectives when they last left the game. Since there are often specific game objectives and tasks, playing the most recent game footage allows players to understand their current task direction and objectives, knowing what to do next and avoiding getting lost or forgetting where or what to do.
[0063] Optionally, given that the target game account corresponds to multiple game save files, the specific implementation method of "reading the game save file corresponding to the target game account and playing the game recording screen corresponding to the game save file on the game interface" in step S201 may include the following steps S2011-S2012:
[0064] S2011. In response to the target game account's selection operation for the target game save identifier, read the target game save file corresponding to the target game save identifier.
[0065] S2012. On the game interface, play the game recording corresponding to the target game save file.
[0066] In this embodiment, the player's target game account corresponds to multiple game save files. For example, different game save files are identified according to different hero characters. For instance, in the target game, the hero characters that the player can choose and control include Hero 1, Hero 2, Hero 3, and Hero 4. If the player has previously played all four heroes using the target game account, then there will be corresponding game save files for each of the four hero characters in the target game. That is to say, when the player plays any hero character, a game save file will be generated at the end of each game to record the current game progress. The game save files corresponding to different hero characters, and the game save identifiers corresponding to each game save file, can be found in Table 2.
[0067] Table 2
[0068] Hero Character 1 Game save file 1 001 Hero Character 2 Game save file 2 002 … … … Hero Character N Game save file N 00N
[0069] As shown in Table 2, players can choose any one of the multiple hero characters (e.g., hero character 1) to play. The interface will play a video recording of the player's previous game progress (including game information such as battle situation) when playing that hero character. This allows players to recall the game plot more quickly and continue the game from the previous game progress when playing that hero character, further enhancing the player's game immersion.
[0070] Optionally, after stopping the playback of the game recording corresponding to the game save file, the following steps S304-S305 are also included:
[0071] S304. If the game recording screen corresponding to the target game save file is a two-dimensional screen, and the target game is a three-dimensional game, convert the screen effect of the game recording screen corresponding to the target game save file from a two-dimensional screen to a three-dimensional screen to obtain a three-dimensional recording screen, and play the three-dimensional recording screen.
[0072] S305. In response to the completion of the 3D video recording, display the game progress corresponding to the game save file on the game interface.
[0073] In this embodiment of the application, when the target game is a three-dimensional game, the game recording screen of the two-dimensional screen is converted back to a three-dimensional screen, and then naturally enters the three-dimensional game scene.
[0074] Optionally, after S203, the following steps S401-S403 may also be included:
[0075] S401. In response to the save request instruction from the target game account for the target game, generate a game save file for the target game account at the current game progress based on the current game progress of the target game account in the target game.
[0076] S402. Based on the current game progress, obtain the first duration of game recording footage of the target game account in the target game.
[0077] S403. Perform effect transformation processing on the game recording screen to obtain the game recording screen corresponding to the game save file, so that the target game can control the playback of the game recording screen while reading the game save file.
[0078] In this embodiment of the application, the moment when the target game account issues a save request command to the target game is the save time.
[0079] Optionally, the game footage is recorded during each game and saved. When a player chooses to save their game in a 3D game environment (i.e., at the save point), a segment of the game footage of the first duration is extracted from the recorded footage and used as the game footage corresponding to the generated game save file. This allows for personalized recording of the player's dynamic performance at the current game progress.
[0080] Optionally, the first duration can be the historical average duration required for the game engine to read the game save file. This ensures that the time spent playing the game replay corresponding to the game save file is roughly the same as the time spent loading the game save file. This way, once the game replay corresponding to the game save file finishes playing, the player can directly enter the game scene corresponding to the game progress indicated by the game save file, without any extra game replay footage.
[0081] Optionally, the game recordings corresponding to the game save file are generated by recording game footage for a second duration before and after the save point. The second duration is half the duration of the first duration.
[0082] Different games have different save methods. For example, in some games, players can choose to save their game progress at any time without needing to open the game save system. In other games, players can only save their game at specific times, locations, or game progress (such as a specific level), etc., by opening the game save system. Opening the game save system will display a list of existing saves, including save name, save date, save location, and other information. Players can select a save to load or create a new save. Some games may also offer a save management function, allowing players to delete or rename saves.
[0083] It should be noted that when a player finishes a game or a level, the game save system needs to save the current game progress. Furthermore, saving can be flexible, meaning real-time saving, not limited to a single game or level.
[0084] Optionally, the game save processing method provided in this application embodiment records the game screen of the target game account in the current game of the target game to obtain a first recorded screen.
[0085] For example, recording the entire game from start to finish is called the first recorded screen. Another example is recording the game in real-time, but only retaining the most recent first or third duration of gameplay footage; this also results in the first recorded screen. The third duration is longer than the first duration. These are merely examples and do not constitute any limitation in this application.
[0086] Optionally, the specific implementation of the step "According to the current game progress, obtain the game recording of the target game account for the first duration in the target game" may include at least one of the following:
[0087] Method 1: From the first recorded video frame, extract the game video frame preceding the save point, where the save point is the moment the save request command was generated. The first duration can be the historical average duration required for the game engine to read the game save file. For example, if the first duration is 1 minute, and the player's game screen is recorded in real-time, and the player triggers a save operation at the 30-minute mark, then the game video frame preceding the save point is used as the game video frame corresponding to the game save file. That is, extract the video frame from 29 minutes 0 seconds to 30 minutes 0 seconds from the real-time recording. This is just an example and no restrictions are imposed.
[0088] Method 2: From the first recorded video frame, extract at least one game recording segment that meets preset characteristics before the save point, and assemble these segments into a game recording frame of the first duration. The preset characteristics include one or more of the following; extracting game recording segments with these preset characteristics allows players to quickly recall the previous game. These five preset characteristics are merely examples and do not constitute any limitation.
[0089] The first type is highlighting key moments: find important plot twists, crucial battles, or intense competitive duels in the game. These moments usually evoke strong emotional responses in players, so capturing such scenes can help them quickly recall the events of the previous game.
[0090] The second type is skill demonstration: If the game features special skills or maneuvers, you can choose to showcase those skills through visuals. This includes high-level combat techniques, quick puzzle-solving, or interesting game mechanics. Such visuals can leave a lasting impression on players interested in game techniques and strategies.
[0091] Thirdly, beautiful scenes: If the game features stunning or unique scenes, you can choose to capture these beautiful views as shots. This includes magnificent natural landscapes, meticulously designed architecture, or captivating art styles. Such visuals possess high aesthetic value and will leave a lasting impression on players.
[0092] Fourthly, exceptional performances: If the game features role-playing or story interactions, you can choose to capture scenes showcasing outstanding performances. This includes engaging character dialogues, heartfelt emotional exchanges, or exciting action sequences, which will leave a lasting impression on players and allow them to relive the game's story and character development.
[0093] Fifth, creative gameplay: If the game features unique and creative gameplay or unconventional game elements, you can choose to capture screenshots showcasing these gameplay elements. Examples include the mental challenges of a puzzle game, the dazzling performances in a music game, or exciting racing scenes.
[0094] In this embodiment, when the total duration of at least one extracted game recording segment is equal to a first duration, the at least one game recording segment is assembled into a game recording frame of the first duration according to its recording time. When the total duration of at least one extracted game recording segment is greater than the first duration, the at least one game recording segment is assembled into a game recording frame to be processed according to its recording time. The playback speed of the game recording frame to be processed can be accelerated, and the game recording frame with a playback duration of the first duration is obtained after the playback speed acceleration processing. This is merely an example, and this embodiment does not impose any limitations. When the total duration of at least one extracted game recording segment is less than the first duration, the playback duration is extended to the first duration by playing one or more game recording segments multiple times, and the at least one game recording segment is assembled into a game recording frame of the first duration according to its recording time. Some game recording segments may be played at least twice in the first duration game recording frame, and so on. For example, if the first duration is 4 minutes, and 3 game recording clips with a duration of 1 minute each have been extracted, consider playing any one of these game recording clips twice to create a game recording that is 4 minutes long.
[0095] In this embodiment, step S403 "performs effect transformation processing on the game recording screen to obtain the game recording screen corresponding to the game save file." The effect transformation processing on the game recording screen can be achieved in various ways, including at least one of the following: Filters: Applying different filter effects can change attributes such as color, contrast, brightness, and saturation of the image. Common filter effects include black and white, vintage effect, blur, and sharpening. Color Grading: By adjusting color curves, levels, and hues, the overall tone and atmosphere of the image can be changed. This can be used to create specific visual styles, such as cool tones, warm tones, or high-contrast effects. Lighting and Shadows: By adjusting lighting and shadow parameters, the brightness and shadow effects of the scene can be changed, thereby creating different atmospheres and visual effects. Blur: By applying effects such as Gaussian blur or motion blur, the image can be blurred, thereby producing motion or depth-of-field effects. Distortion: Applying distortion effects can create bending, stretching, or refraction in the image, used to create illusions or increase visual impact. Particle Effects: By adding particle systems, various special effects can be generated in the image, such as flames, smoke, and explosions, increasing scene detail and dynamism. Lens Effects: Including depth-of-field effects, radial blur, halos, and chromatic aberration, these are used to simulate the optical characteristics of a real camera, enhancing the realism or artistic effect of the image. Dynamic Color Correction: Automatically adjusts the color and contrast of the image according to changes in the game scene to maintain visual consistency or highlight key elements. These are some common effects processing methods for game recordings, just examples. In reality, there are many other effects processing methods available for developers to choose from and apply. Different effects processing methods can be used individually or in combination to achieve the desired visual effects and artistic style.
[0096] Optionally, the optional implementation of step 403, "perform effect transformation processing on the game recording screen to obtain the game recording screen corresponding to the game save file", may include the following steps: when the game recording screen is a three-dimensional screen, convert the screen effect of the game recording screen from a three-dimensional screen to a two-dimensional screen to obtain a two-dimensional recording screen.
[0097] In this embodiment of the application, the stylistic switching of the game recording screen is achieved through the game program, that is, the three-dimensional (3D) style game recording screen in the game save record is converted into the same (two-dimensional, 2D) style as the game's main interface, so that it presents a screen effect similar to a 2D game.
[0098] In this embodiment, based on the game recording footage corresponding to the generated game save file, the game recording footage corresponding to the game save file is stylized from 3D to 2D in real time using the real-time rendering function of the rendering engine. For example, Figure 3 As shown, the rendering style transition is 0% (3D) at the beginning of the game replay and 100% (2D) at the end, generating a dynamic game replay that evolves from a 3D to a 2D visual effect. In other words, a single game replay contains two dynamic elements: 1. In-game dynamics during player save; 2. The dynamics of the real-time rendering process during style transitions. This aligns with the game's stylized art style and worldview, enhancing player immersion. Figure 3 This is a schematic diagram illustrating the conversion of a three-dimensional game screen into a two-dimensional game screen, as provided in the second embodiment of this application.
[0099] Below, we will provide examples of other specific implementation methods for converting game recording footage from 3D style to 2D style.
[0100] Method 1: Using Render-to-Texture Technique: Render the 3D game recording onto a texture and display the texture on a 2D plane. This method can be achieved using the RenderTexture component in Unity software. By setting the position and angle of the virtual camera, the 3D scene can be rendered onto a texture, and the texture can be displayed on a 2D plane, thus obtaining a 2D style game recording.
[0101] Method 2: Using post-processing techniques: This involves processing the frames in a 3D game recording to achieve a 2D style effect. For example, you can use renderers with effects such as outline, cel shading, and blur to convert the game recording from a 3D style to a 2D style.
[0102] Method 3: Using 2D Sprites: Convert objects in 3D game footage into 2D sprites, then combine these 2D sprites to generate a 2D visual. This method requires converting 3D models into 2D textures and using the Sprite component in Unity to create the 2D sprites.
[0103] Method 4: Using animation software: Import 3D-style game footage into animation software and process it using 2D animation techniques to generate 2D-style animations or videos. This method requires professional animation software such as Adobe After Effects.
[0104] It is important to note that converting 3D game recordings to 2D style is not a simple matter of copying and pasting. It requires extensive editing and processing of the original game recordings to achieve the desired 2D effect. The four other specific implementations of converting game recordings from 3D to 2D style described above are merely examples, and this application does not limit the scope of these implementations.
[0105] Optionally, the two-dimensional video footage can be played in a preset manner.
[0106] For example, a small pop-up window can be displayed on the game interface, showing a 2D game recording. Alternatively, the 2D recording can be displayed directly on the entire game interface.
[0107] Optionally, the step "playing the two-dimensional video recording in a preset manner" can be implemented in the following ways: steps S404-S405.
[0108] S404. Scale the target video recording.
[0109] S405. Return to the target game interface and play the scaled target video in the target game interface.
[0110] In this embodiment, the target game interface can be used to indicate the main interface of the target game. The main interface is the first game interface a player encounters at the start of the game; it provides the core functions and interactive elements of the game, helping players navigate, configure settings, and track game progress. The design and content of the main interface vary from game to game, but typically include at least one of the following: game title, main menu, game mode selection, progress tracking, settings, and other important information. Figure 4 As shown in interface (a), the target video recording is scaled to obtain a scaled video recording. Then, the scaled video recording is played in the target game interface (such as the main game interface), as shown in interface (b). Figure 4 A schematic diagram of the target game interface provided in the second embodiment of this application.
[0111] In this embodiment, when the player enters the game again, the game replay corresponding to the game save file is invoked, and the fully 2D stylized game replay of the game save file is played (or looped) on the 2D game save file interface. When the player selects to enter the game from this game save file, the loading animation is the 2D game replay corresponding to that game save file.
[0112] In this embodiment, the game recording corresponding to the game save file is presented in a visually dynamic form, storing the game screen before the player last exited the game. The saving time of this game screen is controllable. The visually dynamic game screen save provides players with intuitive prompts and simplifies reading. The interaction process from "reading the game save file" to "entering the game scene" is linked into a whole, and the real-time dynamic presentation brings a personalized experience to the player, reducing negative emotions caused by waiting on the loading screen and making the interaction flow smoother. Thus, when the player enters the game again, the game screen presented to the player is a segment of the game screen before the end of the previous game progress. This helps the player quickly recall the previous game progress and reduces negative emotions caused by waiting on the loading screen, thereby making the interaction flow smoother.
[0113] Below, in conjunction with Figure 5 and one A specific example is provided to illustrate the above optional implementation methods. Figure 5 A schematic diagram illustrating the changes in the game interface during the save point, provided in the second embodiment of this application.
[0114] In this embodiment, the game recording corresponding to the game save file is generated in real time after the player saves the game save file, played directly after generation, and returns to the target game interface. For example... Figure 5 As shown, in response to a save request command from the target game account for the target game, the steps are as follows: Step 1: Record the game recording screen for the first duration adjacent to the save time, as shown in interface (a). Step 2: Apply effect transformation processing to the above game recording screen, as shown in interface (6). Step 3: Load the two-dimensional recording screen after effect transformation processing, as shown in interface (c). Step 4: The two-dimensional recording screen corresponding to the game save file changes according to the style of the target game interface (such as the main game interface), as shown in interface (d). Step 5: Loop through the two-dimensional recording screen on the target game interface, as shown in interface (e).
[0115] The game save file's corresponding 2D game footage is stored locally as offline data. This offline game recording will be displayed the next time the player successfully logs into the application. It will be displayed directly upon successful login. Figure 5 Interface (e).
[0116] In the target game, there will be at least one game save file for the player to choose from. However, in the main game interface, only the 2D game replay of the player's most recently saved game save file will be played in the center of the main screen. The 2D replay will then be converted back to 3D before the player naturally enters the 3D game. It should be noted that there are cases where multiple game save files are available for the player to choose from. When the player selects the "Select Save" function to enter the save interface, multiple game save file entries will appear, and the game replays corresponding to each different save file will be played simultaneously.
[0117] In this embodiment, after a player triggers a game save operation, the game replay corresponding to the save file is played on the main game interface, allowing the player to briefly review the current game. Furthermore, by integrating the generation of the game save file—the generation of the corresponding game replay—and the return to the main game interface into a coherent whole, and through an engaging and dynamically stylized presentation, the dynamic presentation of the game save, the stylistic transformation of the corresponding game replay, and the return to the main game interface to end the game are seamlessly connected. This provides players with a new gaming experience, significantly enhancing the user's interactive flow and visual experience.
[0118] The game save processing device provided in this application will be described below. The game save processing device described below can be referred to in correspondence with the game save processing method described above.
[0119] Figure 6 This is a schematic diagram of the game save processing device provided in the third embodiment of this application. Figure 6 As shown, the game's save processing device includes: a control module 601, a processing module 602, and a display module 603.
[0120] The control module is used to respond to the login of the target game account to the target game, read the game save file corresponding to the target game account, and play the game recording screen corresponding to the game save file on the game interface. The game recording screen is associated with the game progress corresponding to the game save file.
[0121] The processing module is used to stop playing the game recording screen corresponding to the game save file in response to the completion of reading the game save file;
[0122] The display module is used to display the game scene corresponding to the game progress on the game interface.
[0123] Optionally, the control module is further configured to:
[0124] The game interface displays multiple game save icons; each of the multiple game save icons corresponds to a different game save file, and each of the game save files corresponds to a different game recording.
[0125] Control the playback of game recordings corresponding to the game save file with the most recent generation time.
[0126] Optionally, the control module is specifically used for:
[0127] In response to the target game account's selection operation for the target game save identifier, the target game save file corresponding to the target game save identifier is read;
[0128] On the game interface, the game recording corresponding to the target game save file is played.
[0129] Optionally, the processing module is specifically used for:
[0130] If the game recording screen corresponding to the target game save file is a two-dimensional screen, and the target game is a three-dimensional game, the screen effect of the game recording screen corresponding to the target game save file is converted from a two-dimensional screen to a three-dimensional screen to obtain a three-dimensional recording screen, and the three-dimensional recording screen is played.
[0131] The display module is specifically used for:
[0132] In response to the completion of the 3D video recording, a game screen showing the game progress corresponding to the game save file is displayed on the game interface.
[0133] Optionally, the control module is specifically used for:
[0134] In response to the save request instruction from the target game account for the target game, a game save file for the target game account at the current game progress is generated based on the current game progress of the target game account in the target game;
[0135] Based on the current game progress, obtain the first duration of game recording footage of the target game account in the target game; wherein, the first duration is the historical average time required for the target game to read the game save file;
[0136] The game recording footage is processed with effects transformation to obtain the game recording footage corresponding to the game save file.
[0137] Optionally, the control module is further configured to:
[0138] Record the game screen of the target game account in the target game to obtain the first recorded screen;
[0139] The control module is specifically used for:
[0140] From the first recorded video frame, a game video frame of the first duration preceding the save time is extracted, wherein the save time is the time when the save request command is generated;
[0141] Alternatively, at least one game recording segment that meets preset characteristics before the archive time can be extracted, and the game recording segments can be combined to form a game recording screen of a first duration.
[0142] Optionally, the control module is specifically used for:
[0143] If the game recording screen is a three-dimensional screen, the screen effect of the game recording screen is converted from a three-dimensional screen to a two-dimensional screen to obtain a two-dimensional recording screen.
[0144] Optionally, the control module is further configured to:
[0145] The two-dimensional video footage is played in a preset manner.
[0146] Optionally, the control module is specifically used for:
[0147] The target video recording is scaled up or down.
[0148] Return to the target game interface of the target game, and play the scaled target video footage in the target game interface.
[0149] The game save processing device provided in this embodiment can be used to execute the technical solution of the above-described game save processing method embodiment. Its implementation principle and technical effect are similar, and will not be described again here.
[0150] Figure 7 This is a schematic diagram of the hardware structure of the electronic device provided in the fourth embodiment of this application, as shown below. Figure 7 As shown, the electronic device 700 of this embodiment includes: a processor 701 and a memory 702; wherein
[0151] Memory 702 is used to store instructions executed by the computer;
[0152] The processor 701 is configured to execute computer execution instructions stored in the memory to implement the various steps of the game save processing method in the above embodiments. For details, please refer to the relevant descriptions in the foregoing method embodiments.
[0153] Alternatively, the memory 702 can be either standalone or integrated with the processor 701.
[0154] When the memory 702 is set up independently, the electronic device also includes a bus 703 for connecting the memory 702 and the processor 701.
[0155] The fifth embodiment of this application also provides a computer-readable storage medium storing computer-executable instructions. When a processor executes the computer-executable instructions, it implements the technical solution corresponding to the game save processing method in any of the above embodiments executed by the above electronic device.
[0156] The sixth embodiment of this application also provides a computer program product, which includes: a computer program stored in a readable storage medium, at least one processor of an electronic device can read the computer program from the readable storage medium, and at least one processor executes the computer program to cause the electronic device to execute the technical solution corresponding to the game save processing method in any of the above embodiments.
[0157] It should be noted that for detailed descriptions of the apparatus, electronic devices, computer-readable storage media, and computer program products provided in the third, fourth, fifth, and sixth embodiments of this application, please refer to the relevant descriptions of the second embodiment of this application, which will not be repeated here.
[0158] Although this application discloses preferred embodiments as described above, it is not intended to limit this application. Any person skilled in the art can make possible changes and modifications without departing from the spirit and scope of this application. Therefore, the scope of protection of this application should be determined by the scope defined in the claims of this application.
[0159] In the several embodiments provided in this application, it should be understood that the disclosed devices and methods can be implemented in other ways. For example, the device embodiments described above are merely illustrative; for instance, the division of modules is only a logical functional division, and in actual implementation, there may be other division methods. For example, multiple modules may be combined or integrated into another system, or some features may be ignored or not executed. Furthermore, the coupling or direct coupling or communication connection shown or discussed may be indirect coupling or communication connection through some interfaces, devices, or modules, and may be electrical, mechanical, or other forms.
[0160] The integrated modules implemented as software functional modules described above can be stored in a computer-readable storage medium. These software functional modules, stored in a storage medium, include several instructions to cause an electronic device (which may be a personal computer, server, or network device, etc.) or a processor to execute some steps of the methods described in the various embodiments of this application.
[0161] It should be understood that the aforementioned processor can be a Central Processing Unit (CPU), or other general-purpose processors, digital signal processors (DSPs), application-specific integrated circuits (ASICs), etc. A general-purpose processor can be a microprocessor or any conventional processor. The steps of the method disclosed in this invention can be directly manifested as being executed by a hardware processor, or executed by a combination of hardware and software modules within the processor.
[0162] The memory may include high-speed RAM, and may also include non-volatile storage (NVM), such as at least one disk storage device, and may also be a USB flash drive, external hard drive, read-only memory, disk or optical disc, etc.
[0163] The bus can be an Industry Standard Architecture (ISA) bus, a Peripheral Component Interconnect (PCI) bus, or an Extended Industry Standard Architecture (EISA) bus, etc. Buses can be categorized as address buses, data buses, control buses, etc. For ease of illustration, the buses shown in the accompanying drawings are not limited to a single bus or a single type of bus.
[0164] The aforementioned storage medium can be implemented from any type of volatile or non-volatile storage device or a combination thereof, such as static random access memory (SRAM), electrically erasable programmable read-only memory (EEPROM), erasable programmable read-only memory (EPROM), programmable read-only memory (PROM), read-only memory (ROM), magnetic storage, flash memory, magnetic disk, or optical disk. The storage medium can be any available medium accessible to general-purpose or special-purpose computers.
[0165] Those skilled in the art will understand that all or part of the steps of the above-described method embodiments can be implemented by hardware related to program instructions. The aforementioned program can be stored in a computer-readable storage medium. When executed, the program performs the steps of the above-described method embodiments; and the aforementioned storage medium includes various media capable of storing program code, such as ROM, RAM, magnetic disks, or optical disks.
[0166] Finally, it should be noted that the above embodiments are only used to illustrate the technical solutions of this application, and are not intended to limit them. Although this application has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that modifications can still be made to the technical solutions described in the foregoing embodiments, or equivalent substitutions can be made to some or all of the technical features therein. Such modifications or substitutions do not cause the essence of the corresponding technical solutions to deviate from the scope of the technical solutions of the embodiments of this application.
Claims
1. A method for handling game saves, characterized in that, The method includes: In response to the target game account logging into the target game, the game save file corresponding to the target game account is read, and the game recording screen corresponding to the game save file is played on the game interface. The game recording screen is associated with the game progress corresponding to the game save file. Upon completion of reading the game save file, playback of the game recording corresponding to the game save file stops. The game scene corresponding to the game progress is displayed on the game interface; During game operation, in response to the save request command triggered by the target game account, a corresponding game save file is generated according to the account's current game progress; the entire game is recorded simultaneously to obtain the first video screen; The first duration is determined based on the historical average duration required for the target game to read the save file, and game video footage matching the first duration is extracted from the first video footage. The extraction method is at least one of the following: extracting video segments of the first duration before the save command is generated; or extracting multiple video segments with preset characteristics before the save time and splicing them together to form a complete video with a total duration equal to the first duration. The captured game recording screen is processed with effect transformation: if the original recording is a 3D screen, the 3D screen is rendered into a 2D recording screen, and a unique correspondence is established between the transformed 2D recording screen and the game save file generated this time, which serves as the exclusive recording screen played when the game save file is loaded.
2. The method according to claim 1, characterized in that, The target game account corresponds to multiple game save files; before reading the game save files corresponding to the target game account, the process includes: The game interface displays multiple game save icons; each of the multiple game save icons corresponds to a different game save file, and each of the game save files corresponds to a different game recording. Control the playback of game recordings corresponding to the game save file with the most recent generation time.
3. The method according to claim 2, characterized in that, The step of reading the game save file corresponding to the target game account and playing the game recording corresponding to the game save file on the game interface includes: In response to the target game account's selection operation for the target game save identifier, the target game save file corresponding to the target game save identifier is read; On the game interface, the game recording corresponding to the target game save file is played.
4. The method according to claim 3, characterized in that, After stopping the playback of the game recording corresponding to the game save file, the method further includes: If the game recording screen corresponding to the target game save file is a two-dimensional screen, and the target game is a three-dimensional game, the screen effect of the game recording screen corresponding to the target game save file is converted from a two-dimensional screen to a three-dimensional screen to obtain a three-dimensional recording screen, and the three-dimensional recording screen is played. The game screen that displays the game progress corresponding to the game save file on the game interface includes: In response to the completion of the 3D video recording, a game screen showing the game progress corresponding to the game save file is displayed on the game interface.
5. The method according to claim 1, characterized in that, The method further includes: The two-dimensional video footage is played in a preset manner.
6. The method according to claim 5, characterized in that, Playing the two-dimensional video footage in a preset manner includes: The two-dimensional video image is scaled up; Return to the target game interface of the target game, and play the scaled-down 2D video footage in the target game interface.
7. A game save processing device, characterized in that, The device includes: The control module is used to respond to the login of the target game account to the target game, read the game save file corresponding to the target game account, and play the game recording screen corresponding to the game save file on the game interface. The game recording screen is associated with the game progress corresponding to the game save file. The processing module is used to stop playing the game recording screen corresponding to the game save file in response to the completion of reading the game save file; The display module is used to display the game scene corresponding to the game progress on the game interface; The control module is also used to, during game operation, respond to the save request command triggered by the target game account, generate a corresponding game save file according to the account's current game progress; synchronously record the entire game to obtain a first video frame; determine a first duration based on the historical average duration required for the target game to read the save file, and extract a game video frame matching the first duration from the first video frame, the extraction method being at least one of the following: extracting a continuous video segment of the first duration before the save command generation time; extracting multiple video segments with preset characteristics before the save time, splicing them together to form a complete video with a total duration equal to the first duration; and performing effect transformation processing on the extracted game video frame: if the original video is a three-dimensional image, then the three-dimensional image is rendered into a two-dimensional video frame, and a unique correspondence is established between the transformed two-dimensional video frame and the game save file generated this time, serving as the exclusive video frame played when the game save file is loaded.
8. An electronic device, characterized in that, The electronic device includes: Processor; and A memory for storing a game save processing program, wherein the electronic device, when powered on and running the program through the processor, executes the game save processing method as described in any one of claims 1-6.
9. A computer-readable storage medium, characterized in that, The system stores a game save processing program, which is run by a processor to perform the game save processing method as described in any one of claims 1-6.
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