Game mode conversion method, game content synchronization method and corresponding devices

By using the networking function of pre-set blueprint components in the game editing interface, the conversion of stand-alone games into online games is solved, and the problems of long development cycles and high technical requirements in the existing technology are improved, and the efficiency of game mode conversion is improved.

CN119236412APending Publication Date: 2025-01-03BEIJING YOUZHUJU NETWORK TECH CO LTD +1
View PDF 0 Cites 0 Cited by

Patent Information

Application Number
CN202310809131.3
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2023-07-03
Publication Date
2025-01-03

AI Technical Summary

Technical Problem

When converting stand-alone games into online games, the prior art requires a lot of manpower and time to change and redeploy game codes, resulting in a long development cycle and high technical requirements.

Method used

By pre-setting the networking function of the Blueprint component, users can enable multiplayer game mode in the game editing interface through visual operations to synchronize game content, thereby converting stand-alone games into online games.

Benefits of technology

It improves the efficiency of game mode conversion, conveniently converts stand-alone games into online games, and reduces the technical burden and time cost of developers.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure CN119236412A_ABST
    Figure CN119236412A_ABST
Patent Text Reader

Abstract

The invention relates to a game mode conversion method, a game content synchronization method and corresponding devices.The game mode conversion method comprises the steps that a game editing interface is displayed, target game content composed of a blueprint component is displayed in the game editing interface, the blueprint component has a networking function in advance, and the target game content is stored in the target game content; the networking function is used for synchronizing target game content; in response to a trigger operation on a preset mode control in the game editing interface, a networking function of the blueprint component is started, and the preset mode control is used for converting the target game content from the console game mode setting to the multi-player game mode setting. According to the technical scheme, the console game can be conveniently converted into the online game through visual operation, and the game mode conversion efficiency is improved.
Need to check novelty before this filing date? Find Prior Art

Description

Technical Field

[0001] The present disclosure relates to the field of computer technology, and in particular, to a game mode conversion method, a game content synchronization method, and corresponding devices. Background Art

[0002] With the development of computer technology, more and more stand-alone games and online games have emerged. Among them, stand-alone games cannot be played on the Internet and lack communication and exchange with other game players. Online games can synchronize game content between game players, thus realizing Internet battles and improving the fun of the game.

[0003] In the related art, since the development method of stand-alone games is different from that of online games, if you want to convert a stand-alone game into an online game, you need to spend a lot of manpower and time to redevelop the game. Summary of the invention

[0004] This summary is provided to introduce concepts in a brief form that will be described in detail in the detailed description below. This summary is not intended to identify key features or essential features of the claimed technical solution, nor is it intended to limit the scope of the claimed technical solution.

[0005] In a first aspect, the present disclosure provides a game mode conversion method, the method comprising:

[0006] Displaying a game editing interface, wherein the game editing interface displays target game content composed of blueprint components, wherein the blueprint component is pre-set with a networking function, and the networking function is used to synchronize the target game content;

[0007] In response to a triggering operation on a preset mode control in the game editing interface, the networking function of the blueprint component is turned on, wherein the preset mode control is used to convert the target game content from a stand-alone game mode setting to a multiplayer game mode setting.

[0008] In a second aspect, the present disclosure provides a game content synchronization method, the method comprising:

[0009] Receive target game content sent by a target terminal device, wherein the target game content is sent by the target terminal device in response to a trigger operation of a preset publishing control, and the target game content is composed of a blueprint component pre-set with a networking function, the networking function is used to synchronize the target game content, and the networking function of the blueprint component is turned on when editing the target game content;

[0010] The target game content is distributed to an online game device so that the online game device switches the game mode through the networking function of the blueprint component.

[0011] In a third aspect, the present disclosure provides a game mode conversion device, comprising:

[0012] A display module, used for displaying a game editing interface, wherein the game editing interface displays target game content composed of blueprint components, wherein the blueprint component is pre-set with a networking function, and the networking function is used to synchronize the target game content;

[0013] A startup module is used to enable the networking function of the blueprint component in response to a trigger operation on a preset mode control in the game editing interface, wherein the preset mode control is used to convert the target game content from a stand-alone game mode setting to a multiplayer game mode setting.

[0014] In a fourth aspect, the present disclosure provides a game content synchronization device, comprising:

[0015] A receiving module, used for receiving target game content sent by a target terminal device, wherein the target game content is sent by the target terminal device in response to a trigger operation of a preset publishing control, and the target game content is composed of a blueprint component pre-set with a networking function, the networking function is used to synchronize the target game content, and the networking function of the blueprint component is turned on when editing the target game content;

[0016] The second sending module is used to distribute the target game content to an online game device, so that the online game device can switch the game mode through the networking function of the blueprint component.

[0017] In a fifth aspect, the present disclosure provides a computer-readable medium having a computer program stored thereon, which, when executed by a processing device, implements the steps of the method described in the first aspect or the second aspect.

[0018] In a sixth aspect, the present disclosure provides an electronic device, including:

[0019] a storage device having a computer program stored thereon;

[0020] A processing device is used to execute the computer program in the storage device to implement the steps of the method described in the first aspect or the second aspect.

[0021] Through the above technical solution, the blueprint component is pre-set with a networking function for synchronizing the target game content. When the user edits the target game content through the blueprint component, in response to the triggering operation of the preset mode control, that is, when the user turns on the multiplayer game mode setting, the networking function of the blueprint component can be turned on, so that the game content can be synchronized through the networking function of the blueprint component during the game running. Therefore, through visual operation, a stand-alone game can be easily converted to an online game, improving the efficiency of game mode conversion.

[0022] Other features and advantages of the present disclosure will be described in detail in the following detailed description. BRIEF DESCRIPTION OF THE DRAWINGS

[0023] The above and other features, advantages and aspects of the embodiments of the present disclosure will become more apparent with reference to the following detailed description in conjunction with the accompanying drawings. Throughout the drawings, the same or similar reference numerals represent the same or similar elements. It should be understood that the drawings are schematic and the originals and elements are not necessarily drawn to scale. In the drawings:

[0024] Figure 1 is a flowchart of a game mode conversion method provided according to an exemplary embodiment of the present disclosure;

[0025] Figure 2 is a schematic diagram of enabling a blueprint component networking function according to an exemplary embodiment of the present disclosure;

[0026] Figure 3 It is a schematic diagram of displaying target blueprint component property information on a game editing page according to an exemplary embodiment of the present disclosure;

[0027] Figure 4 is a schematic diagram of an operation of configuring player type information according to an exemplary embodiment of the present disclosure;

[0028] Figure 5 It is a schematic diagram of a component library page including player-related components displayed on a game editing page according to an exemplary embodiment of the present disclosure;

[0029] Figure 6 is a flowchart of a game content synchronization method provided according to an exemplary embodiment of the present disclosure;

[0030] Figure 7 is a schematic block diagram of data interaction provided according to an exemplary embodiment of the present disclosure;

[0031] Figure 8 is a block diagram of a game mode conversion device provided according to an exemplary embodiment of the present disclosure;

[0032] Fig. 9 is a block diagram of a game content synchronization device provided according to an exemplary embodiment of the present disclosure;

[0033] Fig.10 It is a structural diagram of an electronic device provided according to an exemplary embodiment of the present disclosure. DETAILED DESCRIPTION

[0034] Embodiments of the present disclosure will be described in more detail below with reference to the accompanying drawings. Although certain embodiments of the present disclosure are shown in the accompanying drawings, it should be understood that the present disclosure can be implemented in various forms and should not be construed as being limited to the embodiments described herein, which are instead provided for a more thorough and complete understanding of the present disclosure. It should be understood that the drawings and embodiments of the present disclosure are only for exemplary purposes and are not intended to limit the scope of protection of the present disclosure.

[0035] It should be understood that the various steps described in the method embodiments of the present disclosure may be performed in different orders and / or in parallel. In addition, the method embodiments may include additional steps and / or omit the steps shown. The scope of the present disclosure is not limited in this respect.

[0036] The term "including" and its variations used herein are open inclusions, i.e., "including but not limited to". The term "based on" means "based at least in part on". The term "one embodiment" means "at least one embodiment"; the term "another embodiment" means "at least one additional embodiment"; the term "some embodiments" means "at least some embodiments". The relevant definitions of other terms will be given in the following description.

[0037] It should be noted that the concepts such as "first" and "second" mentioned in the present disclosure are only used to distinguish different devices, modules or units, and are not used to limit the order or interdependence of the functions performed by these devices, modules or units.

[0038] It should be noted that the modifications of "one" and "plurality" mentioned in the present disclosure are illustrative rather than restrictive, and those skilled in the art should understand that unless otherwise clearly indicated in the context, it should be understood as "one or more".

[0039] The names of the messages or information exchanged between multiple devices in the embodiments of the present disclosure are only used for illustrative purposes and are not used to limit the scope of these messages or information.

[0040] It is understandable that before using the technical solutions disclosed in the embodiments of the present disclosure, the types, scope of use, usage scenarios, etc. of the personal information involved in the present disclosure should be informed to the user and the user's authorization should be obtained in an appropriate manner in accordance with relevant laws and regulations.

[0041] For example, in response to receiving an active request from a user, a prompt message is sent to the user to clearly prompt the user that the operation requested to be performed will require obtaining and using the user's personal information. Thus, the user can autonomously choose whether to provide personal information to software or hardware such as an electronic device, application, server, or storage medium that performs the operation of the technical solution of the present disclosure according to the prompt message.

[0042] As an optional but non-limiting implementation, in response to receiving an active request from the user, the prompt information may be sent to the user in the form of a pop-up window, in which the prompt information may be presented in text form. In addition, the pop-up window may also carry a selection control for the user to choose "agree" or "disagree" to provide personal information to the electronic device.

[0043] It is understandable that the above notification and the process of obtaining user authorization are merely illustrative and do not constitute a limitation on the implementation of the present disclosure. Other methods that meet the relevant laws and regulations may also be applied to the implementation of the present disclosure.

[0044] At the same time, it is understandable that the data involved in this technical solution (including but not limited to the data itself, the acquisition or use of the data) shall comply with the requirements of relevant laws, regulations and relevant provisions.

[0045] It should be understood that online games refer to multiplayer online games that use the Internet as a transmission medium, game operator servers and user computers as processing terminals, and game client software as an information exchange window. Therefore, when developing online games, it is generally necessary to deploy a set of codes for sending and receiving game data on the user's computer, and a set of codes for receiving, processing and sending game data on the game operator's server, so as to achieve synchronization of game content for different game players. Stand-alone games, also known as single-player games, generally refer to electronic games that can be completed with only one user computer. Since stand-alone games cannot be played over the Internet, when developing stand-alone games, it is generally only necessary to deploy a set of codes for processing game data on the user's computer.

[0046] Based on the above two different development methods, when converting a stand-alone game into an online game, the relevant technology needs to spend a lot of manpower and time to change and redeploy the game code of the stand-alone game, which has high technical requirements for developers and a long game development cycle.

[0047] In view of this, the disclosed embodiments provide a game mode conversion method, a game content synchronization method and a corresponding device, wherein a blueprint component is pre-set with a networking function for synchronizing target game content. After a user edits the target game content through the blueprint component, in response to a trigger operation on a preset mode control, that is, when the user turns on a multiplayer game mode, the networking function of the blueprint component can be turned on, so that the game content can be synchronized through the networking function of the blueprint component during the game operation. Thus, through visual operation, a stand-alone game can be easily converted to an online game, thereby improving the efficiency of game mode conversion.

[0048] The embodiments of the present disclosure are further explained below with reference to the accompanying drawings.

[0049] First of all, it should be understood that the game mode conversion method provided in the embodiment of the present disclosure can be applied to mobile terminal devices such as mobile phones. Thus, users can easily convert a stand-alone game into an online game in a multiplayer game mode through visual operations on mobile terminal devices such as mobile phones, thereby achieving game mode conversion. Alternatively, the game mode conversion method provided in the embodiment of the present disclosure can be applied to non-mobile terminal devices such as desktop computers, and the present disclosure implementation does not limit this.

[0050] Figure 1 is a flowchart of a method for switching game modes according to an exemplary embodiment of the present disclosure, referring to Figure 1 , the game mode conversion method may include the following steps:

[0051] S101: Displaying a game editing interface, wherein the game editing interface displays target game content composed of blueprint components, wherein the blueprint components are pre-set with a networking function, and the networking function is used to synchronize the target game content.

[0052] It should be understood that a blueprint is a visual script in game development, which creates complex gameplay elements by connecting nodes, events, functions, and variables using wires. In the disclosed embodiment, a blueprint component is a game component with networking functions implemented by a blueprint, which can be created by game developers according to the game content they want to achieve, such as a character blueprint component, a prop blueprint component, and a mechanism blueprint component, etc., which is not limited in the disclosed embodiment.

[0053] It should also be understood that the networking function is used to synchronize the target game content, which means that during the game, when a player triggers a game operation for a blueprint component, the game operation data can be synchronized to other online game players through the networking function of the blueprint component, thereby achieving synchronization of game content.

[0054] S102: In response to a triggering operation on a preset mode control in a game editing interface, a networking function of a blueprint component is enabled, wherein the preset mode control is used to convert a target game content from a stand-alone game mode setting to a multiplayer game mode setting.

[0055] It should be understood that the triggering operation of the preset mode control may be a click operation, a sliding operation, or a long press operation on the preset mode control, and the present disclosure does not impose any restrictions on this. In a possible implementation, the networking function of the blueprint component can be turned on by clicking the preset mode control.

[0056] In addition, it should be understood that the preset mode control can be represented by a control name or a control identifier, and the embodiments of the present disclosure do not impose any restrictions on this. In a possible implementation, the preset mode control can be represented by a control name, for example, the preset mode control can be represented by the name "multiplayer mode", and the networking function of the blueprint component can be enabled by clicking "multiplayer mode".

[0057] In addition, it should also be understood that the display position and / or display method of the preset mode control in the game editing interface can be set according to actual conditions, and the embodiments of the present disclosure do not impose any restrictions on this. In one possible implementation, the preset mode control can be intuitively displayed in a preset area of ​​the game editing interface. For example, the preset mode control can be displayed in the upper right area or lower left area of ​​the game editing interface, etc. In another possible implementation, the preset mode control can be displayed in a preset area of ​​the game editing interface in the form of a floating layer. For example, a menu bar is displayed in a preset area of ​​the game editing interface, and a plurality of controls with different functions are displayed in the menu bar. By clicking one of the controls, the display of the menu bar in the game editing interface is closed, and a floating layer is displayed in another preset area of ​​the game editing interface, and the preset mode control is displayed in the floating layer.

[0058] For example, see Figure 2 As shown, the menu bar is displayed in the left area of ​​the game editing interface. By clicking the second control in the menu bar, the display of the menu bar in the game editing interface is closed, and a floating layer is displayed in the lower area of ​​the game editing interface. By clicking the "Multiplayer Rules" control in the floating layer, the preset mode control is displayed, that is, Figure 2 , and the switch control next to "Multiplayer Mode" in the game. Click, slide, or drag the switch control to turn on or off the networking function of the blueprint component. When the circle in the switch control is on the left side of the switch control, it means that the networking function of the blueprint component is turned off; when the circle in the switch control is on the right side of the switch control, it means that the networking function of the blueprint component is turned on.

[0059] Through the above technical solution, the blueprint component is pre-set with a networking function for synchronizing the target game content. When the user edits the target game content through the blueprint component, in response to the triggering operation of the preset mode control, that is, when the user turns on the multiplayer game mode, the networking function of the blueprint component can be turned on, so that the game content can be synchronized through the networking function of the blueprint component during the game operation. Therefore, through visual operation, a stand-alone game can be easily converted to an online game, improving the efficiency of game mode conversion.

[0060] It should be understood that game content is generally composed of multiple blueprint components, and for different types of game content, the same blueprint component in the same game content may be seen by all game characters, or may only be seen by some game characters. For example, for role-playing game content, different game characters can only see the blueprint components related to their own game characters, but cannot see the blueprint components related to the remaining game characters. For competitive game content, all blueprint components in the game content can be seen by all game characters. Therefore, in order to set the visibility of blueprint components to different game characters according to different types of game content, in a possible implementation, the attribute information of the blueprint components in the game content can also be configured, that is, the visibility of the blueprint components to different game characters is configured, so as to achieve that the blueprint components are visible to all game characters in the same game content, or to some game characters in the same game content.

[0061] That is, according to an embodiment of the present disclosure, after the networking function of the blueprint component is turned on in response to the triggering operation of the preset mode control in the game editing interface, the game mode conversion method may further include:

[0062] In response to a selection operation on a target blueprint component in target game content, attribute information of the target blueprint component is displayed, wherein the attribute information may include player type information; in response to a configuration operation on the player type information, a target player type corresponding to the configuration operation is determined, so as to display the target blueprint component in game content whose player type is the target player type under a multiplayer game mode setting, and hide the target blueprint component in game content whose player type is not the target player type.

[0063] Among them, the selection operation of the target blueprint component can be a click operation or a long press operation on the target blueprint component, and the embodiments of the present disclosure do not impose any restrictions on this. In a possible implementation, the target blueprint component is selected by clicking on the target blueprint component. The display position and / or display method of the attribute information of the target blueprint component can be set according to actual conditions, and the embodiments of the present disclosure do not impose any restrictions on this. In a possible implementation, the attribute information of the target blueprint component can be displayed in the form of a floating layer in the right area of ​​the game editing interface. For example, Figure 3 As shown in the figure, the circle represents the point light blueprint component in the target game content, and the box represents the button blueprint component in the target game content. By clicking the button blueprint component, the attribute information of the target blueprint component is displayed in the form of a floating layer in the right area of ​​the game editing interface. Among them, the attribute information of the button blueprint component can include multiple different attributes, such as Figure 3 "X-axis alignment", "Y-axis alignment" and "Trigger at start" in.

[0064] The configuration operation of the player type information can be: by clicking any attribute in the attribute information, the configuration page of the corresponding attribute is displayed in the game editing interface, and multiple configuration parameters can be displayed in the configuration page, and the target player type corresponding to the configuration operation is determined by changing the configuration parameter value of the player type information in the configuration page. It can also be: by clicking any attribute in the attribute information, a player type menu bar is displayed in the lower area of ​​the corresponding attribute, and multiple player types are displayed in the player type menu bar, and the target player type corresponding to the configuration operation is determined by clicking one or more player types in the player type menu bar. For example, Figure 4 As shown, by clicking the property "Trigger when pressed" of the "Button Blueprint Component", a player type menu bar is displayed in the lower area of ​​the property "Trigger when pressed", and three player types are displayed in the player type menu bar, including "First Game Team", "Second Game Team" and "Third Game Team". By clicking "First Game Team", only the game players in the first game team can see the "Button Blueprint Component" or trigger a certain game effect by clicking the "Button Blueprint Component".

[0065] It is worth noting that the above are all illustrative descriptions and do not constitute limitations on the solutions.

[0066] It should be understood that a stand-alone game generally has only one game player, while an online game generally may have multiple game players and / or multiple game teams. In order to meet the gaming needs and gaming experience of different game players after converting a stand-alone game to an online game, in a possible implementation, the number of game players and / or the number of game teams may be set after converting a stand-alone game to an online game, so as to achieve a custom setting of the number of game players and / or the number of game teams.

[0067] That is, according to one embodiment of the present disclosure, the game mode conversion method may further include:

[0068] In response to a trigger operation on a preset mode control in a game editing interface, a number configuration control and / or a team number configuration control is displayed; in response to a first number configuration operation on the number configuration control, the number corresponding to the first number configuration operation is determined as the maximum number of online game players in a single game under the multiplayer game mode setting, and / or, in response to a second number configuration operation on the team number configuration control, the number corresponding to the second number configuration operation is determined as the number of game teams under the multiplayer game mode setting.

[0069] It should be understood that the number configuration control may include identification information and parameter value information, wherein the identification information may be used to characterize the number configuration control; the parameter value information may be used to characterize the parameters configured for the number configuration control, that is, it may characterize the maximum number of online gamers in a single game in a multiplayer game mode. Among them, the identification information may be represented by a name or an identifier, and the embodiment of the present disclosure does not impose any restrictions on this. In a possible implementation, the name "number of gamers" may be used to represent the identification information of the number configuration control. Accordingly, in response to the first number configuration operation of the number configuration control, the parameter value information of the number configuration control may be changed to obtain the maximum number of online gamers in a single game. Among them, the way to change the parameter value information of the number configuration control may be set according to actual conditions, and the embodiment of the present disclosure does not impose any restrictions on this. In a possible implementation, a parameter value configuration box may be displayed around the identification information "number of gamers", and the parameter value information of the number configuration control may be changed by entering a value in the parameter value configuration box or changing an existing value in the parameter value configuration box. Alternatively, a number configuration control may be displayed around the identification information "number of players in the game", and the parameter value information of the number configuration control may be changed by dragging the number configuration control.

[0070] In a possible implementation, the parameter value information of the number of people configuration control can be modified as follows: Figure 2 As shown, "Player Number" is used to represent the player configuration control, the box in the right area of ​​"Player Number" represents the parameter value configuration box, and the long bar in the lower area of ​​"Player Number" represents the player configuration control. By changing the value in the parameter value configuration box or dragging the circle in the player configuration control left and right, the parameter value information of the player configuration control can be changed. In a possible implementation, when changing the value in the parameter value configuration box, the circle in the player configuration control can be automatically moved to the corresponding position; when setting the number of players by moving the circle in the player configuration control, the value in the parameter value configuration box can also be automatically modified to the corresponding value.

[0071] It should be understood that the setting method of the team quantity configuration control can refer to the setting method of the number of people configuration control, and the second quantity configuration operation in response to the team quantity configuration control can refer to the first quantity configuration operation in response to the number of people configuration control, and the present disclosed embodiment will not elaborate on this.

[0072] In a possible implementation, the game mode conversion method may further include:

[0073] In response to a trigger operation on a preset mode control in a game editing interface, a team rule configuration control is displayed; in response to a configuration operation on the team rule configuration control, a target team rule corresponding to the configuration operation is determined so that all game players under a multiplayer game mode setting are divided into teams according to the target team rule.

[0074] It should be understood that the squad rule configuration control can be represented by a name or an identifier, and the embodiments of the present disclosure do not impose any restrictions on this. In a possible implementation, the squad rule configuration control can be represented by the name "Team Fill Mode". Accordingly, in response to the configuration operation of the squad rule configuration control, it can be: by clicking "Team Fill Mode", a squad rule configuration interface is displayed, and the squad rule configuration interface can display multiple preset squad rules, and by clicking one of the squad rules, the target squad rule is obtained. In a possible implementation, the squad rule configuration control can be represented by a name and a control, for example, Figure 2 As shown, the "team filling mode" and the "drop-down control" are used to represent the squad rule configuration control, wherein the "drop-down control" is set in the right area of ​​the "team filling mode". Accordingly, in response to the configuration operation of the squad rule configuration control, it can be: by clicking the "drop-down control", a drop-down menu is displayed, and a plurality of preset squad rules are displayed in the drop-down menu, and by clicking one of the squad rules, the target squad rule is obtained.

[0075] In addition, it should be understood that the preset team rules can be set according to actual conditions, and the embodiments of the present disclosure do not impose any restrictions on this. In possible implementations, the preset team rules may include random team rules, sequential team rules, and fill-up team rules. Among them, the random team rule is: after the game player enters the game or game room, the game player is randomly assigned to a game team, and the number of game players in the game team does not reach the upper limit of the number of team players. The sequential team rule is: according to the order of the game team, one game player is assigned to the game team in turn until the number of team players in each game team reaches the upper limit. For example, the number of configured game teams is 2 teams, which are recorded as Team A and Team B in turn, and the upper limit of the number of players in each team is 2. When the game player enters the game or game room, the order of the game player's allocation is: ABAB. The fill-up team rule is: according to the order of the game team, the number of team players in each game team is allowed to reach the upper limit in turn. For example, the number of configured game teams is 2, which are recorded as Team A and Team B respectively, and the upper limit of the number of gamers in each team is 2. When game players enter the game or game room, the game players are allocated in the order of: AABB.

[0076] It should be understood that an online game may generally include multiple game characters, and the game actions, game screens and / or game effects corresponding to each game character are generally different. Therefore, in order to quickly and accurately configure game actions, game screens and / or game effects for each game character, in a possible implementation, a component library may be pre-configured in the game editing interface. The component library may include player-related components related to the game characters, such as player birth point components, player extractor components, and player controller components, etc., so as to quickly configure different game characters according to the player-related components.

[0077] That is, according to an embodiment of the present disclosure, a component library control is displayed in the game editing interface, and the component library control is used to trigger and display a blueprint component for a user to edit target game content. After the networking function of the blueprint component is turned on in response to a triggering operation on a preset mode control in the game editing interface, the game mode conversion method may further include:

[0078] In response to a triggering operation on a component library control, a component library page including player-related components is displayed in the game editing interface, wherein the player-related components include at least one of a player birth point component, a player extractor component, and a player controller component.

[0079] It should be understood that the triggering operation of the component library control may be a click operation or a long press operation on the component library control, and the present disclosure does not impose any restrictions on this. In a possible implementation, the component library control may be clicked to display a component library page including player-related components in the game editing interface.

[0080] In addition, it should be understood that the component library control can be represented by a control name or a control identifier, and the embodiments of the present disclosure do not impose any restrictions on this. In a possible implementation, the component library control can be represented by a control name, for example, the component library control can be represented by the name "Logic Library", and the component library page including player-related components can be displayed in the game editing interface by clicking "Logic Library".

[0081] In addition, it should be understood that the display position and / or display mode of the component library control and the component library page in the game editing interface can be set according to actual conditions, and the embodiments of the present disclosure do not impose any restrictions on this. In a possible implementation, the component library control can be intuitively displayed in a preset area of ​​the game editing interface, and the component library page can be displayed in another preset area of ​​the game editing interface in the form of a floating layer. For example, the component library control can be displayed in the lower left area or the lower right area of ​​the game editing interface, and the component library page can be displayed in the lower area of ​​the game editing interface in the form of a floating layer.

[0082] For example, Figure 5 As shown, Figure 5 The "Logic Library" in the game editor refers to the component library control, and the "Logic Library" is displayed in the lower area of ​​the game editing interface. By clicking "Logic Library", the component library page is displayed in the lower area of ​​the game editing interface in the form of a floating layer. The component library page may include two display areas. The upper display area may be used to display player-related components, including but not limited to player birth point components, player extractor components, player controller components, player spectator control components, and player behavior monitoring components; the lower display area is used to display blueprint components, including but not limited to destroyer components, slow motion transformation components, explosive force components, instant transformation components, and generator components.

[0083] In a possible implementation, the game mode conversion method may further include:

[0084] In response to a trigger operation on a preset publishing control in a game editing interface, the target game content is sent to a platform server, so that the platform server distributes the target game content to online game devices, so that the online game devices synchronize the game content through the networking function of the blueprint component.

[0085] It should be understood that the triggering operation of the preset publishing control may be a click operation or a long press operation on the preset publishing control, and the present disclosure does not impose any restrictions on this. In a possible implementation, the target game content can be sent to the platform server by clicking the preset publishing control.

[0086] Based on the same concept, the embodiment of the present disclosure also provides a method for synchronizing game content, such as Figure 6 As shown, the game content synchronization method may include:

[0087] S601: receiving target game content sent by a target terminal device, wherein the target game content is sent by the target terminal device in response to a trigger operation of a preset publishing control, and the target game content is composed of a blueprint component with a networking function pre-set, and the networking function is used to synchronize the target game content, and the networking function of the blueprint component is turned on when editing the target game content;

[0088] S602: Distribute the target game content to the online game devices, so that the online game devices synchronize the game content through the networking function of the blueprint component.

[0089] It should be understood that the blueprint component has a networking function. Therefore, during the game, when a player triggers a game operation for a blueprint component, the game operation data can be synchronized to the processing terminal of the game operation logic through the networking function of the blueprint component. After the processing terminal processes the game operation data, it is synchronized to all online game players, thereby realizing the synchronization of game content.

[0090] In a possible implementation, the game content synchronization method may further include:

[0091] Determine the number of online players; when the number of online players is less than a preset number threshold, determine the game processing strategy as a local processing strategy, the local processing strategy is used for the target online game device to process the game operation data sent by other online game devices, obtain target game data, and distribute the target game data to other online game devices; when the number of online players is greater than or equal to the preset number threshold, adjust the game processing strategy from the local processing strategy to the cloud processing strategy, the cloud processing strategy is used for the central server to receive the game operation data sent by any online game device for processing, obtain target game data, and distribute the target game data to all online game devices.

[0092] It should be understood that the game operation data is positively correlated with the number of game players, and the device performance of the target online game device is limited. When there is too much game operation data, the target online game device cannot or will not process the game operation data in time, thereby causing the problem of game content synchronization failure or delay, affecting the user's game experience. Therefore, this embodiment monitors the number of online players, so that different game processing strategies can be selected according to the number of online players to process the game operation data, thereby improving the game experience of game users. That is, when the number of online players is less than the preset number threshold, the target online game device processes the game operation data sent by other online game devices; once it is detected that the number of online players is greater than the preset number threshold, the central server automatically takes over the target online game device's processing of the game operation data, thereby ensuring the timely synchronization of game content.

[0093] The preset number threshold and the target online game device may be set according to actual conditions, and the embodiments of the present disclosure do not impose any limitation on this.

[0094] In a possible implementation, the target online game device may be the game device corresponding to the initiator of a single game. For example, when player A initiates a 3-player game, and then players B and C join the game, since player A is the initiator of the game, the game device corresponding to player A is used as the target online game device.

[0095] In another possible implementation, in order to ensure the game experience of the player during the game, the target online game device may be the game device with the best online game device performance in a single game. The game device with the best online game device performance in a single game may refer to the game device with the best online game device performance before the game starts, or may refer to the game device with the best online game device performance during the game, and the embodiments of the present disclosure do not impose any restrictions on this.

[0096] When the target online game device is the game device with the best online game device performance before the game starts, the target online game device can be determined by comparing the game device performance of each game player after all game players have entered the game or game room, and taking the game device with the best game device performance as the target online game device. For example, in a 3-player game, after all three game players have entered the room, the game initiator clicks the performance detection control to enable the platform server to obtain the game device performance of the three game players, and determines the target online game device based on the game device performance of the three game players.

[0097] When the target online game device is the game device with the best online game device performance during the game, the target online game device can be determined by: the platform server obtains and compares the game device performance of each game player in real time to determine the target online game device. For example, in a 3-player game, if the performance of player B's game device is the best at time T, the game device corresponding to player B is used as the target online game device; if the performance of player A's game device is the best at time T+1, the game device corresponding to player A is used as the target online game device.

[0098] In a possible implementation, it may also be the game device corresponding to the first game player in the game team in a single game. For example, in a 4-player game, if there are 3 game players in the game room at time T, and the order of the 3 game players in the game team is player A, player B, and player C, then the game device corresponding to player A is used as the target online game device; if it is detected that player A has left the game room at time T+1, then the game device corresponding to player B is used as the target online game device.

[0099] For example, refer to Figure 7 , if the number of online players at time T is only 4, corresponding to Figure 7 In the example, if there are devices 1, 2, 3 and 4 in the game, and device 1 is the target online game device, before the game starts, the platform server can send the game operation logic or data processing logic of the current game to device 1, so that after the game starts, when device 1 receives the game operation data sent by device 2, 3 and / or 4, it can process the game operation data sent by device 2, 3 and / or 4 according to the game operation logic or data processing logic to obtain the target game data and send it to device 2, 3 and / or 4, so as to achieve game content synchronization. If at time T+1, the number of online players increases to 30, the platform server can retract the game operation logic or data processing logic in device 1, and send the game operation logic or data processing logic of the current game to the centralized server, so that when the centralized server receives the game operation data sent by any online game device, it can process the game operation data according to the game operation logic or data processing logic to obtain the target game data and send it to all online game devices, so as to achieve game content synchronization. In this way, the automatic deployment of game content can be achieved according to the number of online games, and the game synchronization efficiency can be improved.

[0100] Based on the same concept, the embodiment of the present disclosure also provides a game mode conversion device, such as Figure 8 As shown, the game mode conversion device may include:

[0101] A first display module 801 is used to display a game editing interface, wherein the game editing interface displays target game content composed of blueprint components, wherein the blueprint component is pre-set with a networking function, and the networking function is used to synchronize the target game content;

[0102] The startup module 802 is used to respond to the triggering operation of the preset mode control in the game editing interface to enable the networking function of the blueprint component, wherein the preset mode control is used to convert the target game content from a stand-alone game mode setting to a multiplayer game mode setting.

[0103] In a possible implementation manner, the game mode conversion device may further include:

[0104] A second display module, configured to display attribute information of the target blueprint component in response to a selection operation of the target blueprint component in the target game content, wherein the attribute information includes player type information;

[0105] The first determination module is used to determine the target player type corresponding to the configuration operation in response to the configuration operation of the player type information, so as to display the target blueprint component in the game content where the player type is the target player type under the multiplayer game mode setting, and hide the target blueprint component in the game content where the player type is not the target player type.

[0106] In a possible implementation manner, the game mode conversion device may further include:

[0107] A third display module, configured to display a number of people configuration control and / or a number of teams configuration control in response to a triggering operation on the preset mode control in the game editing interface;

[0108] The second determination module is used to determine the number corresponding to the first number configuration operation as the maximum number of online game players in a single game under the multiplayer game mode setting in response to a first number configuration operation on the number of people configuration control, and / or, in response to a second number configuration operation on the number of teams configuration control, determine the number corresponding to the second number configuration operation as the number of game teams under the multiplayer game mode setting.

[0109] In a possible implementation manner, the game mode conversion device may further include:

[0110] A fourth display module, for displaying a team rule configuration control in response to a triggering operation on the preset mode control in the game editing interface;

[0111] The third determination module is used to determine the target team division rule corresponding to the configuration operation in response to the configuration operation of the team division rule configuration control, so that all game players under the multiplayer game mode setting are divided into teams according to the target team division rule.

[0112] In a possible implementation manner, a component library control is displayed in the game editing interface, and the component library control is used to trigger the display of a blueprint component for the user to edit the target game content. Accordingly, the game mode conversion device may also include:

[0113] A fifth display module is used to display a component library page including player-related components in the game editing interface in response to a triggering operation on the component library control, wherein the player-related components include at least one of a player birth point component, a player extractor component and a player controller component.

[0114] In a possible implementation manner, the game mode conversion device may further include:

[0115] The first sending module is used to send the target game content to the platform server in response to the triggering operation of the preset publishing control in the game editing interface, so that the platform server distributes the target game content to the online game device, and the online game device synchronizes the game content through the networking function of the blueprint component.

[0116] Based on the same concept, the embodiment of the present disclosure also provides a game content synchronization device, such as Fig. 9 As shown, the game content synchronization device may include:

[0117] A receiving module 901 is used to receive target game content sent by a target terminal device, wherein the target game content is sent by the target terminal device in response to a trigger operation of a preset publishing control, and the target game content is composed of a blueprint component pre-set with a networking function, and the networking function is used to synchronize the target game content, and the networking function of the blueprint component is turned on when editing the target game content;

[0118] The second sending module 902 is used to distribute the target game content to the online game device, so that the online game device synchronizes the game content through the networking function of the blueprint component.

[0119] In a possible implementation, the game content synchronization device may include:

[0120] A fourth determination module, used to determine the number of online players;

[0121] a fifth determination module, configured to determine the game processing strategy as a local processing strategy when the number of online players is less than a preset number threshold, wherein the local processing strategy is used for the target online game device to process the game operation data sent by other online game devices to obtain target game data, and distribute the target game data to the other online game devices;

[0122] The strategy adjustment module is used to adjust the game processing strategy from the local processing strategy to the cloud processing strategy when the number of online players is greater than or equal to the preset number threshold. The cloud processing strategy is used for the central server to receive game operation data sent by any online game device for processing, obtain target game data, and distribute the target game data to all online game devices.

[0123] Based on the same concept, an embodiment of the present disclosure also provides a computer-readable medium on which a computer program is stored, and when the program is executed by a processing device, the steps of the above-mentioned game mode conversion method or game content synchronization method are implemented.

[0124] Based on the same concept, an embodiment of the present disclosure further provides an electronic device, including:

[0125] a storage device having a computer program stored thereon;

[0126] A processing device is used to execute the computer program in the storage device to implement the steps of the above-mentioned game mode conversion method or game content synchronization method.

[0127] Reference below Fig.10 , which shows a schematic diagram of the structure of an electronic device suitable for implementing the embodiments of the present disclosure. The terminal device in the embodiments of the present disclosure may include but is not limited to mobile terminals such as mobile phones, laptop computers, digital broadcast receivers, PDAs (personal digital assistants), PADs (tablet computers), PMPs (portable multimedia players), vehicle-mounted terminals (such as vehicle-mounted navigation terminals), etc., and fixed terminals such as digital TVs, desktop computers, etc. Fig.10 The electronic device shown is only an example and should not bring any limitation to the functions and scope of use of the embodiments of the present disclosure.

[0128] like Fig.10As shown, the electronic device 1000 may include a processing device (e.g., a central processing unit, a graphics processing unit, etc.) 1001, which can perform various appropriate actions and processes according to a program stored in a read-only memory (ROM) 1002 or a program loaded from a storage device 1008 into a random access memory (RAM) 1003. In the RAM 1003, various programs and data required for the operation of the electronic device 1000 are also stored. The processing device 1001, the ROM 1002, and the RAM 1003 are connected to each other via a bus 1004. An input / output (I / O) interface 1005 is also connected to the bus 1004.

[0129] Typically, the following devices may be connected to the I / O interface 1005: an input device 1006 including, for example, a touch screen, a touch pad, a keyboard, a mouse, a camera, a microphone, an accelerometer, a gyroscope, etc.; an output device 1007 including, for example, a liquid crystal display (LCD), a speaker, a vibrator, etc.; a storage device 1008 including, for example, a magnetic tape, a hard disk, etc.; and a communication device 1009. The communication device 1009 may allow the electronic device 1000 to communicate with other devices wirelessly or by wire to exchange data. Although Fig.10 The electronic device 1000 is shown with various devices, but it should be understood that it is not required to implement or possess all the devices shown. More or fewer devices may be implemented or possessed instead.

[0130] In particular, according to an embodiment of the present disclosure, the process described above with reference to the flowchart can be implemented as a computer software program. For example, an embodiment of the present disclosure includes a computer program product, which includes a computer program carried on a non-transitory computer-readable medium, and the computer program contains program code for executing the method shown in the flowchart. In such an embodiment, the computer program can be downloaded and installed from a network through a communication device 1009, or installed from a storage device 1008, or installed from a ROM 1002. When the computer program is executed by the processing device 1001, the above-mentioned functions defined in the method of the embodiment of the present disclosure are executed.

[0131] It should be noted that the computer-readable medium disclosed above may be a computer-readable signal medium or a computer-readable storage medium or any combination of the above two. The computer-readable storage medium may be, for example, but not limited to, an electrical, magnetic, optical, electromagnetic, infrared, or semiconductor system, device or device, or any combination of the above. More specific examples of computer-readable storage media may include, but are not limited to: an electrical connection with one or more wires, a portable computer disk, a hard disk, a random access memory (RAM), a read-only memory (ROM), an erasable programmable read-only memory (EPROM or flash memory), an optical fiber, a portable compact disk read-only memory (CD-ROM), an optical storage device, a magnetic storage device, or any suitable combination of the above. In the present disclosure, a computer-readable storage medium may be any tangible medium containing or storing a program that may be used by or in combination with an instruction execution system, device or device. In the present disclosure, a computer-readable signal medium may include a data signal propagated in a baseband or as part of a carrier wave, in which a computer-readable program code is carried. This propagated data signal may take a variety of forms, including but not limited to an electromagnetic signal, an optical signal, or any suitable combination of the above. The computer readable signal medium may also be any computer readable medium other than a computer readable storage medium, which may send, propagate or transmit a program for use by or in conjunction with an instruction execution system, apparatus or device. The program code contained on the computer readable medium may be transmitted using any suitable medium, including but not limited to: wires, optical cables, RF (radio frequency), etc., or any suitable combination of the above.

[0132] In some embodiments, any currently known or future developed network protocol such as HTTP (HyperText Transfer Protocol) can be used for communication, and can be interconnected with any form or medium of digital data communication (e.g., communication network). Examples of communication networks include local area networks ("LAN"), wide area networks ("WAN"), internets (e.g., the Internet), and peer-to-peer networks (e.g., ad hoc peer-to-peer networks), as well as any currently known or future developed networks.

[0133] The computer-readable medium may be included in the electronic device, or may exist independently without being incorporated into the electronic device.

[0134] The computer-readable medium carries one or more programs. When the one or more programs are executed by the electronic device, the electronic device: displays a game editing interface, in which target game content composed of blueprint components is displayed, wherein the blueprint component is pre-set with a networking function, and the networking function is used to synchronize the target game content; in response to a triggering operation of a preset mode control in the game editing interface, the networking function of the blueprint component is turned on, wherein the preset mode control is used to convert the target game content from a stand-alone game mode setting to a multiplayer game mode setting.

[0135] Alternatively, the computer-readable medium carries one or more programs, and when the one or more programs are executed by the electronic device, the electronic device: receives target game content sent by a target terminal device, wherein the target game content is sent by the target terminal device in response to a trigger operation of a preset publishing control, and the target game content is composed of a blueprint component pre-set with a networking function, the networking function is used to synchronize the target game content, and the networking function of the blueprint component is turned on when editing the target game content; distributes the target game content to online game devices, so that the online game devices synchronize game content through the networking function of the blueprint component.

[0136] Computer program code for performing the operations of the present disclosure may be written in one or more programming languages ​​or a combination thereof, including, but not limited to, object-oriented programming languages, such as Java, Smalltalk, C++, and conventional procedural programming languages, such as "C" or similar programming languages. The program code may be executed entirely on the user's computer, partially on the user's computer, as a separate software package, partially on the user's computer and partially on a remote computer, or entirely on a remote computer or server. In cases involving a remote computer, the remote computer may be connected to the user's computer through any type of network, including a local area network (LAN) or a wide area network (WAN), or may be connected to an external computer (e.g., via the Internet using an Internet service provider).

[0137] The flow chart and block diagram in the accompanying drawings illustrate the possible architecture, function and operation of the system, method and computer program product according to various embodiments of the present disclosure. In this regard, each square box in the flow chart or block diagram can represent a module, a program segment or a part of a code, and the module, the program segment or a part of the code contains one or more executable instructions for realizing the specified logical function. It should also be noted that in some implementations as replacements, the functions marked in the square box can also occur in a sequence different from that marked in the accompanying drawings. For example, two square boxes represented in succession can actually be executed substantially in parallel, and they can sometimes be executed in the opposite order, depending on the functions involved. It should also be noted that each square box in the block diagram and / or flow chart, and the combination of the square boxes in the block diagram and / or flow chart can be implemented with a dedicated hardware-based system that performs a specified function or operation, or can be implemented with a combination of dedicated hardware and computer instructions.

[0138] The modules involved in the embodiments described in the present disclosure may be implemented by software or hardware, wherein the name of a module does not, in some cases, constitute a limitation on the module itself.

[0139] The functions described above herein may be performed at least in part by one or more hardware logic components. For example, without limitation, exemplary types of hardware logic components that may be used include: field programmable gate arrays (FPGAs), application specific integrated circuits (ASICs), application specific standard products (ASSPs), systems on chips (SOCs), complex programmable logic devices (CPLDs), and the like.

[0140] In the context of the present disclosure, a machine-readable medium may be a tangible medium that may contain or store a program for use by or in conjunction with an instruction execution system, device, or equipment. A machine-readable medium may be a machine-readable signal medium or a machine-readable storage medium. A machine-readable medium may include, but is not limited to, an electronic, magnetic, optical, electromagnetic, infrared, or semiconductor system, device, or equipment, or any suitable combination of the foregoing. A more specific example of a machine-readable storage medium may include an electrical connection based on one or more lines, a portable computer disk, a hard disk, a random access memory (RAM), a read-only memory (ROM), an erasable programmable read-only memory (EPROM or flash memory), an optical fiber, a portable compact disk read-only memory (CD-ROM), an optical storage device, a magnetic storage device, or any suitable combination of the foregoing.

[0141] The above description is only a preferred embodiment of the present disclosure and an explanation of the technical principles used. Those skilled in the art should understand that the scope of disclosure involved in the present disclosure is not limited to the technical solutions formed by a specific combination of the above technical features, but should also cover other technical solutions formed by any combination of the above technical features or their equivalent features without departing from the above disclosed concept. For example, the above features are replaced with the technical features with similar functions disclosed in the present disclosure (but not limited to) by each other to form a technical solution.

[0142] In addition, although each operation is described in a specific order, this should not be understood as requiring these operations to be performed in the specific order shown or in a sequential order. Under certain circumstances, multitasking and parallel processing may be advantageous. Similarly, although some specific implementation details are included in the above discussion, these should not be interpreted as limiting the scope of the present disclosure. Some features described in the context of a separate embodiment can also be implemented in a single embodiment in combination. On the contrary, the various features described in the context of a single embodiment can also be implemented in multiple embodiments individually or in any suitable sub-combination mode.

[0143] Although the subject matter has been described in language specific to structural features and / or method logic actions, it should be understood that the subject matter defined in the appended claims is not necessarily limited to the specific features or actions described above. On the contrary, the specific features and actions described above are merely example forms of implementing the claims. Regarding the device in the above embodiment, the specific manner in which each module performs the operation has been described in detail in the embodiment related to the method, and will not be elaborated here.

Claims

1. A game mode conversion method, characterized in that: The method comprises: Displaying a game editing interface, wherein the game editing interface displays target game content composed of blueprint components, wherein the blueprint component is pre-set with a networking function, and the networking function is used to synchronize the target game content; In response to a triggering operation on a preset mode control in the game editing interface, the networking function of the blueprint component is turned on, wherein the preset mode control is used to convert the target game content from a stand-alone game mode setting to a multiplayer game mode setting.

2. The method according to claim 1, characterized in that After enabling the networking function of the blueprint component in response to a triggering operation on a preset mode control in the game editing interface, the method further includes: In response to a selection operation of a target blueprint component in the target game content, displaying attribute information of the target blueprint component, wherein the attribute information includes player type information; In response to a configuration operation on the player type information, a target player type corresponding to the configuration operation is determined, so as to display the target blueprint component in the game content where the player type is the target player type under the multiplayer game mode setting, and hide the target blueprint component in the game content where the player type is not the target player type.

3. The method according to claim 1, characterized in that The method further comprises: In response to a triggering operation on the preset mode control in the game editing interface, displaying a number configuration control and / or a team number configuration control; In response to a first quantity configuration operation on the number of people configuration control, the quantity corresponding to the first quantity configuration operation is determined as the maximum number of online game players in a single game under the multiplayer game mode setting, and / or, in response to a second quantity configuration operation on the team number configuration control, the quantity corresponding to the second quantity configuration operation is determined as the number of game teams under the multiplayer game mode setting.

4. The method according to any one of claims 1 to 3, characterized in that: The method further comprises: In response to a triggering operation on the preset mode control in the game editing interface, displaying a team rule configuration control; In response to a configuration operation on the team rule configuration control, a target team rule corresponding to the configuration operation is determined so that all game players in the multiplayer game mode setting are divided into teams according to the target team rule.

5. The method according to any one of claims 1 to 3, characterized in that: The game editing interface displays a component library control, and the component library control is used to trigger and display a blueprint component for a user to edit the target game content. After the networking function of the blueprint component is turned on in response to a triggering operation on a preset mode control in the game editing interface, the method further includes: In response to a triggering operation on the component library control, a component library page including player-related components is displayed in the game editing interface, wherein the player-related components include at least one of a player birth point component, a player extractor component, and a player controller component.

6. The method according to any one of claims 1 to 3, characterized in that: The method further comprises: In response to a triggering operation on a preset publishing control in the game editing interface, the target game content is sent to a platform server, so that the platform server distributes the target game content to an online game device, and the online game device synchronizes the game content through the networking function of the blueprint component.

7. A method for synchronizing game content, characterized in that: The method comprises: Receive target game content sent by a target terminal device, wherein the target game content is sent by the target terminal device in response to a trigger operation of a preset publishing control, and the target game content is composed of a blueprint component pre-set with a networking function, the networking function is used to synchronize the target game content, and the networking function of the blueprint component is turned on when editing the target game content; The target game content is distributed to online game devices so that the online game devices synchronize the game content through the networking function of the blueprint component.

8. The method according to claim 7, characterized in that The method further comprises: Determine the number of online players; When the number of online players is less than a preset number threshold, the game processing strategy is determined as a local processing strategy, wherein the local processing strategy is used for the target online game device to process the game operation data sent by other online game devices to obtain target game data, and distribute the target game data to the other online game devices; When the number of online players is greater than or equal to the preset number threshold, the game processing strategy is adjusted from the local processing strategy to the cloud processing strategy. The cloud processing strategy is used for the central server to receive game operation data sent by any online game device for processing, obtain target game data, and distribute the target game data to all online game devices.

9. A game mode conversion device, characterized in that: include: A display module, used for displaying a game editing interface, wherein the game editing interface displays target game content composed of blueprint components, wherein the blueprint component is pre-set with a networking function, and the networking function is used to synchronize the target game content; A startup module is used to enable the networking function of the blueprint component in response to a trigger operation on a preset mode control in the game editing interface, wherein the preset mode control is used to convert the target game content from a stand-alone game mode setting to a multiplayer game mode setting.

10. A game content synchronization device, characterized in that: include: A receiving module, used for receiving target game content sent by a target terminal device, wherein the target game content is sent by the target terminal device in response to a trigger operation of a preset publishing control, and the target game content is composed of a blueprint component with a networking function pre-set, and the networking function is used to synchronize the target game content, and the networking function of the blueprint component is turned on when editing the target game content; The second sending module is used to distribute the target game content to the online game device, so that the online game device synchronizes the game content through the networking function of the blueprint component.

11. A computer readable medium having a computer program stored thereon, characterized in that: When the program is executed by a processing device, the steps of the method described in any one of claims 1 to 8 are implemented.

12. An electronic device, characterized in that: include: a storage device having a computer program stored thereon; A processing device, configured to execute the computer program in the storage device to implement the steps of the method according to any one of claims 1 to 8.