A game scene design method based on the interactive tendency of game audiences

By analyzing the tendencies of the game audience, the layout, style and light and shadow tendencies are formed, and the game scene is designed, which solves the problem of poor game scene design in the existing technology, improves the attractiveness and user experience of the game scene, and increases the user experience. Game sales.

CN119158269BActive Publication Date: 2025-01-24GUANGZHOU KULUO SHUJIE TECH CO LTD
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Patent Information

Application Number
CN202411668764.8
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2024-11-21
Publication Date
2025-01-24
Estimated Expiration
2044-11-21

AI Technical Summary

Technical Problem

The existing game scene design lacks control over the screen presentation effect, resulting in insufficient attractiveness of the designed game scenes, which cannot bring a better gaming experience to the game audience, and affects the sales of the game.

Method used

Based on the game script to determine the tendency of the game audience, analyze the layout, style and color matching relationship of architecture and natural landscapes, form a tendency, style tendency, and light and shadow tendency, and then perform the composition design, line design and color design of the game scene.

Benefits of technology

It enhanced the perception of the game scene, satisfied the experience of the game audience, and made the presentation of the game scene more in line with the game habits of the game audience, thereby attracting more game users and increasing game sales.

✦ Generated by Eureka AI based on patent content.

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Abstract

The present invention discloses a game scene design method oriented to the interaction tendency of game audiences, which relates to the field of game technology, including: obtaining game audiences based on game types; obtaining the preferred scenes of game audiences; determining actual buildings and actual natural landscapes in the game scenes; analyzing and obtaining the layout relationship between buildings and natural landscapes as the layout tendency; analyzing and obtaining the style conditions adopted by buildings and natural landscapes as the style tendency; analyzing and obtaining the color matching relationship as the light and shadow tendency; performing composition design on actual buildings and actual natural landscapes; performing line design on actual buildings and actual natural landscapes; and performing color design on actual buildings and actual natural landscapes. By forming layout tendencies, style tendencies, and light and shadow tendencies according to the preferred scenes of game audiences, the look and feel of the entire game scene can be improved, and the presentation effect of the game scene is more in line with the game habits of the game audiences.
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Description

Technical Field

[0001] The present invention relates to the field of game technology, and in particular to a game scene design method oriented to the interaction tendency of game audiences. Background Art

[0002] The biggest feature of electronic games is that they can bring users an unprecedented virtual reality sensory experience. It is more three-dimensional than paintings and more realistic than images. With the help of music and sound effects, people feel as if they are in a completely real world. The foundation of this world is first of all to build and construct virtual scenes. The production of game scenes plays a vital role in the entire game work.

[0003] Existing game scene designs lack control over the visual presentation effects, resulting in the designed game scenes being unattractive and unable to provide a good gaming experience to the game audience, thus affecting the sales of the game. Summary of the invention

[0004] In order to solve the above technical problems, a game scene design method based on the interactive tendency of game audiences is provided. This technical solution solves the problem that the existing game scene design proposed in the above background technology has insufficient control over the picture presentation effect, resulting in the designed game scene being not attractive enough, unable to bring a good gaming experience to the game audience, and affecting the sales of the game.

[0005] In order to achieve the above purpose, the technical solution adopted by the present invention is:

[0006] A game scene design method oriented to the interaction tendency of game audiences, comprising:

[0007] Based on the game script, determine the game type of the game script, and based on the game type, obtain the game audience;

[0008] Obtain at least one preferred scenario of the game audience;

[0009] Based on the game script, at least one game scene is obtained, and at least one actual building and at least one actual natural landscape in the game scene are determined;

[0010] Based on the tendency scenario, the layout relationship between buildings and natural landscapes is analyzed as the layout tendency;

[0011] Based on the trend scenes, the styles adopted by buildings and natural landscapes are analyzed as style trends;

[0012] Based on the preferred scene, the color matching relationship is analyzed as the light and shadow tendency;

[0013] Based on the layout tendency, design the composition of at least one actual building and at least one actual natural landscape;

[0014] Based on the style preference, design the lines of at least one actual building and at least one actual natural landscape;

[0015] Based on light and shadow tendencies, color design is performed on at least one actual building and at least one actual natural landscape.

[0016] Preferably, the step of obtaining at least one preferred scenario of the game audience comprises the following steps:

[0017] Based on the big data, obtaining at least one sample game of the same type as the game script;

[0018] Sort and number the sample games from small to large according to their market share;

[0019] Obtain at least one sample scene that appears in the sample game, and assign a number of the sample game to the sample scene;

[0020] Performing feature recognition on a sample scene appearing in the sample game to obtain at least one scene feature;

[0021] Using the coincidence formula, calculating the coincidence of the two sample scenes, and classifying the sample scenes with a coincidence greater than a preset value into the sample scene classification;

[0022] The formula for coincidence is as follows:

[0023]

[0024] Wherein, B is the overlap degree of the two sample scenes, a is the number of overlapped scene features in the two sample scenes, and A is the total number of scene features in the two sample scenes.

[0025] Preferably, obtaining at least one game scene based on the game script comprises the following steps:

[0026] Performing script segmentation on the game script to obtain at least one script plot, wherein the script plot occurs in the same scene, and different script plots occur in different scenes;

[0027] Use the scene where the script plot takes place as the game scene.

[0028] Preferably, the step of determining at least one actual building and at least one actual natural landscape in the game scene comprises the following steps:

[0029] Analyze the plot of the script to obtain the location, year and season of the plot;

[0030] Based on the location of the plot, determine the type of building; based on the year of the plot, determine the age characteristics of the building; based on the season of the plot, determine the type of building attachments;

[0031] Determine the type of natural landscape based on the season and location of the plot;

[0032] The buildings and natural landscapes whose parameters are determined in the script plot are used as at least one actual building and at least one actual natural landscape in the game scene, respectively.

[0033] Preferably, the analysis obtains the layout relationship between buildings and natural landscapes as a layout tendency, including the following steps:

[0034] Treat the buildings in the inclined scene as inclined buildings, and treat the natural landscape in the inclined scene as inclined natural landscape;

[0035] In at least one inclined scene, a distance value range between two inclined buildings is obtained as a first constraint range, a distance value range between two inclined natural landscapes is obtained as a second constraint range, and a distance value range between an inclined building and an inclined natural landscape is obtained as a third constraint range;

[0036] The first constraint range, the second constraint range, and the third constraint range are used as layout inclinations.

[0037] Preferably, the analysis of the styles of buildings and natural landscapes as style tendencies comprises the following steps:

[0038] In the inclined scene, a line between two intersection points of the inclined building and the inclined natural landscape is obtained as a style line;

[0039] Taking at least one sampling point on the style line, and fitting a line fitting function of the style line according to the coordinates of the at least one sampling point;

[0040] The comprehensive curvature formula is used to calculate the comprehensive curvature of the style lines, and the style lines whose comprehensive curvature difference is less than the preset curvature difference are aggregated to obtain a style line set;

[0041] Summarize the style lines with the same line width in the style line set to obtain the style line category;

[0042] The position, line width and comprehensive curvature of the style lines in the style line category in the architectural and natural landscapes are taken as the style tendency;

[0043] The comprehensive curvature is as follows:

[0044]

[0045] Wherein, C is the comprehensive curvature of the style line, c is the left end point of the value range of the horizontal coordinate of the point on the style line, and d is the right end point of the value range of the horizontal coordinate of the point on the style line. is the line fitting function, is the second-order derivative, is the first-order derivative.

[0046] Preferably, the analysis to obtain the color matching relationship as the light and shadow tendency includes the following steps:

[0047] In the inclined scene, obtaining the inclined building and the inclined natural landscape, obtaining at least one color-adjusting block, wherein the same color is used in the color-adjusting block;

[0048] Calculate the contrast of different color-adjusting blocks in the same inclined building as the contrast of the inclined building, where the contrast is the ratio of the brightness of the brightest part to the brightness of the darkest part of the different color-adjusting blocks;

[0049] Calculate the contrast of different color-adjusted blocks in the same natural landscape as the contrast of the natural landscape;

[0050] According to the ratio of the brightness of the brightest part to the darkest part of the building-oriented and natural landscape-oriented, the contrast between the building-oriented and natural landscape-oriented is obtained;

[0051] The contrast toward buildings, the contrast toward natural landscapes, and the contrast between buildings and natural landscapes are used as light and shadow tendencies.

[0052] Preferably, the composition design of at least one actual building and at least one actual natural landscape based on the layout tendency comprises the following steps:

[0053] Determine the position of at least one actual building to obtain a dynamic position area of ​​the actual building, satisfying that: when the actual building is within the dynamic position area, a distance between two actual buildings is within a first constraint range corresponding to the same building;

[0054] Determine the position of at least one actual natural landscape to obtain a dynamic position area of ​​the actual natural landscape, satisfying that: when the actual natural landscape is within the dynamic position area, a distance between two actual natural landscapes is within a second constraint range corresponding to the same natural landscape;

[0055] Acquire an area in the dynamic location area of ​​the actual natural landscape, the distance from the dynamic location area of ​​the actual building being within a third constraint range corresponding to the same natural landscape and building, as a natural landscape preparation area;

[0056] Taking the intersection of at least one natural landscape preparation area in the dynamic position area of ​​the actual natural landscape to obtain a natural landscape area;

[0057] Acquire an area whose distance from the dynamic location area of ​​the actual building to the dynamic location area of ​​the actual natural landscape is within a third constraint range corresponding to the same natural landscape and building as the building preparation area;

[0058] Taking the intersection of at least one building preparation area in the dynamic location area of ​​the actual building to obtain a building area;

[0059] Selecting a point in each of the natural landscape areas as an actual natural landscape composition point, and selecting a point in the building area as an actual building composition point;

[0060] When actual buildings and actual natural landscapes overlap, they are set in the order of stacking layers of inclined buildings and inclined actual natural landscapes corresponding to the same buildings and natural landscapes in the inclined scene.

[0061] Preferably, the designing of lines for at least one actual building and at least one actual natural landscape based on style tendency comprises the following steps:

[0062] Obtain the style line category of the style line that is consistent with the position of the actual line in the actual building and the actual natural landscape as the target style line category;

[0063] The actual line is set according to the line width and comprehensive curvature of the style line in the target style line category.

[0064] Preferably, the color design of at least one actual building and at least one actual natural landscape based on light and shadow tendency comprises the following steps:

[0065] The color of the actual building adopts the color used by the corresponding building in the tendency scene, and the color of the actual natural landscape adopts the color used by the corresponding natural landscape in the tendency scene;

[0066] When setting the brightness of actual buildings and actual natural landscapes, the contrast of actual buildings is smaller than the contrast of inclined buildings corresponding to the same buildings, the contrast of actual natural landscapes is smaller than the contrast of inclined natural landscapes corresponding to the same natural landscapes, and the contrast between actual buildings and actual natural landscapes is smaller than the contrast between inclined buildings and inclined natural landscapes corresponding to the same buildings and natural landscapes.

[0067] Compared with the prior art, the present invention has the following beneficial effects:

[0068] By forming layout tendencies, style tendencies and light and shadow tendencies based on at least one preferred scene of the game audience, the composition design, line design and color design of the game scene can be carried out according to the layout tendencies, style tendencies and light and shadow tendencies, thereby improving the look and feel of the entire game scene, better satisfying the user experience of the game audience, and making the presentation effect of the game scene more in line with the game habits of the game audience, thereby attracting more game users and increasing game sales. BRIEF DESCRIPTION OF THE DRAWINGS

[0069] Figure 1 A schematic diagram of the process of the game scene design method oriented to the interaction tendency of the game audience of the present invention;

[0070] Figure 2 A schematic diagram of a process of obtaining at least one preference scenario of a gaming audience according to the present invention;

[0071] Figure 3 A flowchart of obtaining at least one game scene based on a game script of the present invention;

[0072] Figure 4 A schematic diagram of a process of determining at least one actual building and at least one actual natural landscape in a game scene according to the present invention;

[0073] Figure 5 The layout relationship between buildings and natural landscapes is obtained for the analysis of the present invention as a flow chart of layout tendency;

[0074] Figure 6 The styles of buildings and natural landscapes adopted by the analysis of the present invention are obtained as a flow chart of style tendencies;

[0075] Figure 7 The color matching relationship is obtained by the analysis of the present invention as a flow chart of light and shadow tendency;

[0076] Figure 8 A schematic diagram of a process of performing composition design on at least one actual building and at least one actual natural landscape based on layout tendency of the present invention;

[0077] Fig. 9 A schematic diagram of a process of performing line design on at least one actual building and at least one actual natural landscape based on style tendency of the present invention;

[0078] Fig.10 The present invention is a schematic diagram of a process of performing color design on at least one actual building and at least one actual natural landscape based on light and shadow tendencies. DETAILED DESCRIPTION

[0079] The following description is used to disclose the present invention so that those skilled in the art can implement the present invention. The preferred embodiments described below are only examples, and those skilled in the art may think of other obvious variations.

[0080] Reference Figure 1 As shown, a game scene design method oriented to the interaction tendency of game audiences includes:

[0081] Based on the game script, determine the game type of the game script, and based on the game type, obtain the game audience;

[0082] Obtain at least one preferred scenario of the game audience;

[0083] Based on the game script, at least one game scene is obtained, and at least one actual building and at least one actual natural landscape in the game scene are determined;

[0084] Based on the tendency scenario, the layout relationship between buildings and natural landscapes is analyzed as the layout tendency;

[0085] Based on the trend scenes, the styles adopted by buildings and natural landscapes are analyzed as style trends;

[0086] Based on the preferred scene, the color matching relationship is analyzed as the light and shadow tendency;

[0087] Based on the layout tendency, design the composition of at least one actual building and at least one actual natural landscape;

[0088] Based on the style preference, design the lines of at least one actual building and at least one actual natural landscape;

[0089] Based on light and shadow tendencies, color design is performed on at least one actual building and at least one actual natural landscape.

[0090] In this scheme, it mainly estimates the game audience of the game in advance based on the game script, and obtains the preferred scenes based on the usage habits of the game audience, analyzes the preferred scenes, and then obtains the environment and building distribution when composing. At the same time, the sensory effects of the environment and buildings are also determined by the color comparison, line thickness and curvature. Therefore, the color comparison, line thickness and curvature in the preferred scenes are analyzed, thereby establishing the constraints of the game scene design. Therefore, the design based on the constraints can make the resulting game scene more in line with the usage habits of the game audience, and thus can attract the game audience to a greater extent, thereby achieving greater sales.

[0091] Reference Figure 2 As shown, obtaining at least one tendency scenario of the game audience includes the following steps:

[0092] Based on the big data, obtaining at least one sample game of the same type as the game script;

[0093] Sort and number the sample games from small to large according to their market share;

[0094] Obtain at least one sample scene that appears in the sample game, and assign a number of the sample game to the sample scene;

[0095] Performing feature recognition on a sample scene appearing in the sample game to obtain at least one scene feature;

[0096] Using the coincidence formula, calculating the coincidence of the two sample scenes, and classifying the sample scenes with a coincidence greater than a preset value into the sample scene classification;

[0097] The formula for coincidence is as follows:

[0098]

[0099] Wherein, B is the overlap degree of the two sample scenes, a is the number of overlapped scene features in the two sample scenes, and A is the total number of scene features in the two sample scenes.

[0100] The acquisition of tendency scenarios is used to characterize the usage tendency of the game audience, and then the scenarios are designed according to their usage tendency. Thus, the designed scenarios can attract the game audience of the game to the greatest extent.

[0101] Reference Figure 3 As shown, based on the game script, obtaining at least one game scene includes the following steps:

[0102] Performing script segmentation on the game script to obtain at least one script plot, wherein the script plot occurs in the same scene, and different script plots occur in different scenes;

[0103] Use the scene where the script plot takes place as the game scene.

[0104] There are multiple game scenes in the game. The game scenes are determined according to the location where the plot occurs in the game script. When the location corresponding to the plot changes, the game scene also changes accordingly. Each changed game scene needs to be redesigned because its environment and buildings will change with the change of location.

[0105] Reference Figure 4 As shown, determining at least one actual building and at least one actual natural landscape in the game scene includes the following steps:

[0106] Analyze the plot of the script to obtain the location, year and season of the plot;

[0107] Based on the location of the plot, determine the type of building; based on the year of the plot, determine the age characteristics of the building; based on the season of the plot, determine the type of building attachments;

[0108] Determine the type of natural landscape based on the season and location of the plot;

[0109] The buildings and natural landscapes whose parameters are determined in the script plot are used as at least one actual building and at least one actual natural landscape in the game scene, respectively.

[0110] In each game scene, the corresponding actual buildings and actual natural landscapes are different. The actual buildings and actual natural landscapes in the game scene need to be determined according to the script plot. The location, year and season of the script plot limit the actual buildings and actual natural landscapes that appear. Therefore, the actual buildings and actual natural landscapes can be obtained.

[0111] Reference Figure 5 As shown, the layout relationship between buildings and natural landscapes is analyzed, and the layout tendency includes the following steps:

[0112] Treat the buildings in the inclined scene as inclined buildings, and treat the natural landscape in the inclined scene as inclined natural landscape;

[0113] In at least one inclined scene, a distance value range between two inclined buildings is obtained as a first constraint range, a distance value range between two inclined natural landscapes is obtained as a second constraint range, and a distance value range between an inclined building and an inclined natural landscape is obtained as a third constraint range;

[0114] The first constraint range, the second constraint range, and the third constraint range are used as layout inclinations.

[0115] There will be corresponding distances between the inclined buildings and the inclined natural landscapes, between two of the inclined buildings, and between two of the inclined natural landscapes. Taking the two inclined buildings as an example, the distance is not a fixed value, but a range value. Therefore, when designing the scene, the distance between the same two buildings should also be within the given range value, that is, within the first constraint range. Under this constraint condition, the designed layout is more in line with the usage habits of the game audience.

[0116] Reference Figure 6 As shown, the analysis of the styles adopted by buildings and natural landscapes includes the following steps as style tendencies:

[0117] In the inclined scene, a line between two intersection points of the inclined building and the inclined natural landscape is obtained as a style line;

[0118] Taking at least one sampling point on the style line, and fitting a line fitting function of the style line according to the coordinates of the at least one sampling point;

[0119] The comprehensive curvature formula is used to calculate the comprehensive curvature of the style lines, and the style lines whose comprehensive curvature difference is less than the preset curvature difference are aggregated to obtain a style line set;

[0120] Summarize the style lines with the same line width in the style line set to obtain the style line category;

[0121] The position, line width and comprehensive curvature of the style lines in the style line category in the architectural and natural landscapes are taken as the style tendency;

[0122] The comprehensive curvature is as follows:

[0123]

[0124] Wherein, C is the comprehensive curvature of the style line, c is the left end point of the value range of the horizontal coordinate of the point on the style line, and d is the right end point of the value range of the horizontal coordinate of the point on the style line. is the line fitting function, is the second-order derivative, is the first-order derivative.

[0125] The style tendency is mainly reflected in the curvature and thickness of the lines. When the lines form a table, different combinations of curvature and thickness will lead to different presentation effects. Therefore, it is necessary to limit the curvature and thickness of the lines of the actual buildings and actual natural landscapes in the game scene. At the same time, the parameters of the restrictions come from the analysis of the tendency scene.

[0126] Reference Figure 7 As shown, the color matching relationship is analyzed and obtained as the light and shadow tendency, including the following steps:

[0127] In the inclined scene, obtaining the inclined building and the inclined natural landscape, obtaining at least one color-adjusting block, wherein the same color is used in the color-adjusting block;

[0128] Calculate the contrast of different color-adjusting blocks in the same inclined building as the contrast of the inclined building, where the contrast is the ratio of the brightness of the brightest part to the brightness of the darkest part of the different color-adjusting blocks;

[0129] Calculate the contrast of different color-adjusted blocks in the same natural landscape as the contrast of the natural landscape;

[0130] According to the ratio of the brightness of the brightest part to the darkest part of the building-oriented and natural landscape-oriented, the contrast between the building-oriented and natural landscape-oriented is obtained;

[0131] The contrast toward buildings, the contrast toward natural landscapes, and the contrast between buildings and natural landscapes are used as light and shadow tendencies.

[0132] Light and shadow tendency refers to the use of color and the contrast of brightness, which can affect the final imaging effect of the game scene. This is because when different colors and contrasts are used in the same scene, it may appear dull or lively. The choice of which form is mainly determined by the combination of color and contrast. Therefore, the color and contrast constraints of buildings and buildings, buildings and natural landscapes, and natural landscapes and natural landscapes are analyzed in the tendency scene. As a result, the designed light and shadow effects can be more in line with the usage habits of the game audience.

[0133] Reference Figure 8 As shown, based on the layout tendency, the composition design of at least one actual building and at least one actual natural landscape includes the following steps:

[0134] Determine the position of at least one actual building to obtain a dynamic position area of ​​the actual building, satisfying that: when the actual building is within the dynamic position area, a distance between two actual buildings is within a first constraint range corresponding to the same building;

[0135] Determine the position of at least one actual natural landscape to obtain a dynamic position area of ​​the actual natural landscape, satisfying that: when the actual natural landscape is within the dynamic position area, a distance between two actual natural landscapes is within a second constraint range corresponding to the same natural landscape;

[0136] Acquire an area in the dynamic location area of ​​the actual natural landscape, the distance from the dynamic location area of ​​the actual building being within a third constraint range corresponding to the same natural landscape and building, as a natural landscape preparation area;

[0137] Taking the intersection of at least one natural landscape preparation area in the dynamic position area of ​​the actual natural landscape to obtain a natural landscape area;

[0138] Acquire an area whose distance from the dynamic location area of ​​the actual building to the dynamic location area of ​​the actual natural landscape is within a third constraint range corresponding to the same natural landscape and building as the building preparation area;

[0139] Taking the intersection of at least one building preparation area in the dynamic location area of ​​the actual building to obtain a building area;

[0140] Selecting a point in each of the natural landscape areas as an actual natural landscape composition point, and selecting a point in the building area as an actual building composition point;

[0141] When actual buildings and actual natural landscapes overlap, they are set in the order of stacking layers of inclined buildings and inclined actual natural landscapes corresponding to the same buildings and natural landscapes in the inclined scene.

[0142] Reference Fig. 9 As shown, based on the style tendency, designing the lines of at least one actual building and at least one actual natural landscape includes the following steps:

[0143] Obtain the style line category of the style line that is consistent with the position of the actual line in the actual building and the actual natural landscape as the target style line category;

[0144] The actual line is set according to the line width and comprehensive curvature of the style line in the target style line category.

[0145] Reference Fig.10 As shown, based on the light and shadow tendency, color design for at least one actual building and at least one actual natural landscape includes the following steps:

[0146] The color of the actual building adopts the color used by the corresponding building in the tendency scene, and the color of the actual natural landscape adopts the color used by the corresponding natural landscape in the tendency scene;

[0147] When setting the brightness of actual buildings and actual natural landscapes, the contrast of actual buildings is smaller than the contrast of inclined buildings corresponding to the same buildings, the contrast of actual natural landscapes is smaller than the contrast of inclined natural landscapes corresponding to the same natural landscapes, and the contrast between actual buildings and actual natural landscapes is smaller than the contrast between inclined buildings and inclined natural landscapes corresponding to the same buildings and natural landscapes.

[0148] Furthermore, the present solution also proposes a storage medium on which a computer-readable program is stored. When the computer-readable program is called, the above-mentioned game scene design method oriented to the interaction tendency of the game audience is executed.

[0149] It is understandable that the storage medium may be a magnetic medium, such as a floppy disk, a hard disk, or a magnetic tape; an optical medium, such as a DVD; or a semiconductor medium, such as a solid state drive (SSD).

[0150] To sum up, the advantages of the present invention are: by forming a layout tendency, a style tendency and a light and shadow tendency according to at least one preferred scene of the game audience, the composition design, line design and color design of the game scene can be carried out according to the layout tendency, style tendency and light and shadow tendency, thereby improving the look and feel of the entire game scene, better satisfying the usage experience of the game audience, making the presentation effect of the game scene more in line with the game habits of the game audience, thereby obtaining more game users and increasing game sales.

[0151] The above shows and describes the basic principles, main features and advantages of the present invention. Those skilled in the art should understand that the present invention is not limited to the above embodiments. The above embodiments and descriptions only describe the principles of the present invention. The present invention may be subject to various changes and improvements without departing from the spirit and scope of the present invention. These changes and improvements fall within the scope of the present invention. The scope of protection claimed by the present invention is defined by the attached claims and their equivalents.

Claims

1. A game scene design method oriented to the interactive tendency of game audiences, characterized in that: include: Based on the game script, determine the game type of the game script, and based on the game type, obtain the game audience; Obtain at least one preferred scenario of the game audience; Based on the game script, at least one game scene is obtained, and at least one actual building and at least one actual natural landscape in the game scene are determined; Based on the tendency scenario, the layout relationship between buildings and natural landscapes is analyzed as the layout tendency; Based on the trend scenes, the styles adopted by buildings and natural landscapes are analyzed as style trends; Based on the preferred scene, the color matching relationship is analyzed as the light and shadow tendency; Based on the layout tendency, design the composition of at least one actual building and at least one actual natural landscape; Based on the style preference, design the lines of at least one actual building and at least one actual natural landscape; Based on the light and shadow tendency, color design is performed for at least one actual building and at least one actual natural landscape; The step of obtaining at least one game scene based on the game script comprises the following steps: Performing script segmentation on the game script to obtain at least one script plot, wherein the script plot occurs in the same scene, and different script plots occur in different scenes; Use the scene where the script plot takes place as the game scene; Determining at least one actual building and at least one actual natural landscape in the game scene comprises the following steps: Analyze the plot of the script to obtain the location, year and season of the plot; Based on the location of the plot, determine the type of building; based on the year of the plot, determine the age characteristics of the building; based on the season of the plot, determine the type of building attachments; Determine the type of natural landscape based on the season and location of the plot; The buildings and natural landscapes whose parameters are determined in the script plot are used as at least one actual building and at least one actual natural landscape in the game scene, respectively.

2. A method for designing game scenes based on the interactive tendency of game audiences according to claim 1, characterized in that: The obtaining of at least one tendency scenario of the game audience comprises the following steps: Based on the big data, obtaining at least one sample game of the same type as the game script; Sort and number the sample games from small to large according to their market share; Obtain at least one sample scene that appears in the sample game, and assign a number of the sample game to the sample scene; Performing feature recognition on a sample scene appearing in the sample game to obtain at least one scene feature; Using the coincidence formula, calculating the coincidence of the two sample scenes, and classifying the sample scenes with a coincidence greater than a preset value into the sample scene classification; The formula for coincidence is as follows: Wherein, B is the overlap degree of the two sample scenes, a is the number of overlapped scene features in the two sample scenes, and A is the total number of scene features in the two sample scenes.

3. A game scene design method oriented to the interactive tendency of game audiences according to claim 2, characterized in that: The analysis obtains the layout relationship between buildings and natural landscapes as a layout tendency, including the following steps: Treat the buildings in the inclined scene as inclined buildings, and treat the natural landscape in the inclined scene as inclined natural landscape; In at least one inclined scene, a distance value range between two inclined buildings is obtained as a first constraint range, a distance value range between two inclined natural landscapes is obtained as a second constraint range, and a distance value range between an inclined building and an inclined natural landscape is obtained as a third constraint range; The first constraint range, the second constraint range, and the third constraint range are used as layout inclinations.

4. A method for designing game scenes based on the interactive tendency of game audiences according to claim 3, characterized in that: The analysis obtains the styles adopted by the buildings and natural landscapes as the style tendency, and includes the following steps: In the inclined scene, a line between two intersection points of the inclined building and the inclined natural landscape is obtained as a style line; Taking at least one sampling point on the style line, and fitting a line fitting function of the style line according to the coordinates of the at least one sampling point; The comprehensive curvature formula is used to calculate the comprehensive curvature of the style lines, and the style lines whose comprehensive curvature difference is less than the preset curvature difference are aggregated to obtain a style line set; Summarize the style lines with the same line width in the style line set to obtain the style line category; The position, line width and comprehensive curvature of the style lines in the style line category in the architectural and natural landscapes are taken as the style tendency; The comprehensive curvature is as follows: Wherein, C is the comprehensive curvature of the style line, c is the left end point of the value range of the horizontal coordinate of the point on the style line, and d is the right end point of the value range of the horizontal coordinate of the point on the style line. is the line fitting function, is the second-order derivative, is the first-order derivative.

5. A method for designing game scenes based on the interactive tendency of game audiences according to claim 4, characterized in that: The analysis to obtain the color matching relationship as the light and shadow tendency includes the following steps: In the inclined scene, obtaining the inclined building and the inclined natural landscape, obtaining at least one color-adjusting block, wherein the same color is used in the color-adjusting block; Calculate the contrast of different color-adjusting blocks in the same inclined building as the contrast of the inclined building, where the contrast is the ratio of the brightness of the brightest part to the brightness of the darkest part of the different color-adjusting blocks; Calculate the contrast of different color-adjusted blocks in the same natural landscape as the contrast of the natural landscape; According to the ratio of the brightness of the brightest part to the darkest part of the building-oriented and natural landscape-oriented, the contrast between the building-oriented and natural landscape-oriented is obtained; The contrast toward buildings, the contrast toward natural landscapes, and the contrast between buildings and natural landscapes are used as light and shadow tendencies.

6. A method for designing game scenes based on the interactive tendency of game audiences according to claim 5, characterized in that: The composition design of at least one actual building and at least one actual natural landscape based on the layout tendency comprises the following steps: Determine the position of at least one actual building to obtain a dynamic position area of ​​the actual building, satisfying that: when the actual building is within the dynamic position area, a distance between two actual buildings is within a first constraint range corresponding to the same building; Determine the position of at least one actual natural landscape to obtain a dynamic position area of ​​the actual natural landscape, satisfying that: when the actual natural landscape is within the dynamic position area, a distance between two actual natural landscapes is within a second constraint range corresponding to the same natural landscape; Acquire an area in the dynamic location area of ​​the actual natural landscape, the distance from the dynamic location area of ​​the actual building being within a third constraint range corresponding to the same natural landscape and building, as a natural landscape preparation area; Taking the intersection of at least one natural landscape preparation area in the dynamic position area of ​​the actual natural landscape to obtain a natural landscape area; Acquire an area whose distance from the dynamic location area of ​​the actual building to the dynamic location area of ​​the actual natural landscape is within a third constraint range corresponding to the same natural landscape and building as the building preparation area; Taking the intersection of at least one building preparation area in the dynamic location area of ​​the actual building to obtain a building area; Selecting a point in each of the natural landscape areas as an actual natural landscape composition point, and selecting a point in the building area as an actual building composition point; When actual buildings and actual natural landscapes overlap, they are set in the order of stacking layers of inclined buildings and inclined actual natural landscapes corresponding to the same buildings and natural landscapes in the inclined scene.

7. A method for designing game scenes based on the interactive tendency of game audiences according to claim 6, characterized in that: The method of designing lines of at least one actual building and at least one actual natural landscape based on style tendency comprises the following steps: Obtain the style line category of the style line that is consistent with the position of the actual line in the actual building and the actual natural landscape as the target style line category; The actual line is set according to the line width and comprehensive curvature of the style line in the target style line category.

8. The method for designing game scenes based on the interactive tendency of game audiences according to claim 7, characterized in that: The color design of at least one actual building and at least one actual natural landscape based on light and shadow tendency comprises the following steps: The color of the actual building adopts the color used by the corresponding building in the tendency scene, and the color of the actual natural landscape adopts the color used by the corresponding natural landscape in the tendency scene; When setting the brightness of actual buildings and actual natural landscapes, the contrast of actual buildings is smaller than the contrast of inclined buildings corresponding to the same buildings, the contrast of actual natural landscapes is smaller than the contrast of inclined natural landscapes corresponding to the same natural landscapes, and the contrast between actual buildings and actual natural landscapes is smaller than the contrast between inclined buildings and inclined natural landscapes corresponding to the same buildings and natural landscapes.

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