Universal game skill integrated generation method and device, equipment and storage medium
Through the integrated game skill generation method, the problem of inconsistent development systems of the server and client is solved, synchronous editing of game skills is realized, and development efficiency and speed are improved.
Patent Information
- Application Number
- CN202411305860.6
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2024-09-19
- Publication Date
- 2025-01-07
AI Technical Summary
In the existing game skills development technology, the server and client development systems are not unified, resulting in the unification of game skills release logic that cannot be synchronized for editing on the server and client, increasing the development difficulty and time consumption.
Provide a general integrated game skills generation method, determine the skill node to be edited through the preset interface, obtain and adjust parameter editing instructions, connect the edited skill nodes, generate the skill node connection diagram, and realize synchronous editing of game skills.
It realizes synchronous editing of game skills on the server and client logic, lowers the development threshold, improves the game development rate, and reduces the need for debugging and hot updates.
Smart Images

Figure CN119258535A_ABST
Abstract
Description
Technical Field
[0001] Embodiments of the present invention relate to the field of game development technology, and in particular to a general game skill integrated generation method, device, equipment and storage medium. Background Art
[0002] In most game development, due to the different engines, development languages, game frameworks and tools used by the server and client, there is a lack of a unified development system, and there is a high threshold in the field of skill production. Generally, skill production is divided into the following steps: 1. Game planners provide skill production requirements, and the program analyzes the skill requirements and clarifies the server and client development content. 2. The server program implements the skill settlement logic, and the client program implements the skill performance logic. 3. The two-end program docks the performance protocol, so that when the server runs to a certain section of the skill logic, the client displays the corresponding skill performance. 4. The skill logic and data configuration are abstracted into a tabular form and provided to planners for debugging. When planners need to modify the skill logic or data, they need to make adjustments in the table, and then submit the table content. Through hot updates, the newly modified data can be reflected in the game.
[0003] As the logic and performance complexity of game skills increase, the original skill development method is difficult to meet the needs. Specifically, the server and client logics are separated, and skill data modifications need to be synchronized to the server for hot updates. This requires programmers on both ends to spend a lot of time on skill special effect protocol docking, and the debugging and coordination workload is huge. Summary of the invention
[0004] The embodiments of the present invention provide a general integrated game skill generation method, device, equipment and storage medium, which can enable developers on multiple terminals to edit game skills in an integrated device based on multiple skill nodes to be edited, thereby improving the game development rate.
[0005] In a first aspect, an embodiment of the present invention provides a general method for generating integrated game skills, the method comprising:
[0006] In response to a node setting instruction for a skill node in a preset interface, determining a skill node to be edited; wherein the skill node to be edited includes at least two of an event node, a behavior node, a control node, an interaction node, and a data node;
[0007] For each skill node to be edited, obtaining a parameter editing instruction corresponding to the skill node to be edited, and adjusting the parameters in the skill node to be edited according to the parameter editing instruction to obtain an edited skill node;
[0008] In response to a node connection instruction for the edited skill node, all the edited skill nodes are connected to obtain a skill node connection graph, and the skill node connection graph is used as a game skill generation result.
[0009] In a second aspect, an embodiment of the present invention provides a general game skill integrated generation device, the device comprising:
[0010] A skill node to be edited determining module, used to determine a skill node to be edited in response to a node setting instruction for a skill node in a preset interface; wherein the skill node to be edited includes at least two of an event node, a behavior node, a control node, an interaction node, and a data node;
[0011] A skill node editing module, for obtaining, for each skill node to be edited, a parameter editing instruction corresponding to the skill node to be edited, and adjusting the parameters in the skill node to be edited according to the parameter editing instruction to obtain an edited skill node;
[0012] The skill node connection diagram generation module is used to connect all the edited skill nodes to obtain a skill node connection diagram in response to the node connection instruction for the edited skill node, and use the skill node connection diagram as the game skill generation result.
[0013] In a third aspect, an embodiment of the present invention provides a computer device, the computer device comprising:
[0014] one or more processors;
[0015] A memory for storing one or more programs;
[0016] When the one or more programs are executed by the one or more processors, the one or more processors implement the general integrated gaming skill generation method described in any embodiment.
[0017] In a fourth aspect, an embodiment of the present invention provides a computer-readable storage medium having a computer program stored thereon, which, when executed by a processor, implements the general method for generating integrated game skills described in any one of the embodiments.
[0018] The technical solution provided by the embodiment of the present invention determines the skill node to be edited by responding to the node setting instruction for the skill node in the preset interface; wherein the skill node to be edited includes at least two of the event node, behavior node, control node, interaction node and data node; for each skill node to be edited, the parameter editing instruction corresponding to the skill node to be edited is obtained, and the parameters in the skill node to be edited are adjusted according to the parameter editing instruction to obtain the edited skill node; in response to the node connection instruction for the edited skill node, all the edited skill nodes are connected to obtain the skill node connection diagram, and the skill node connection diagram is used as the game skill generation result. The technical solution of the embodiment of the present invention solves the problem that the server and client development systems are not unified in the existing game skill development technology, and the release logic of the game skill cannot be synchronized on the server and client. Based on a variety of skill nodes to be edited, the release logic of the game skill on the server and client can be edited synchronously, so that developers on multiple terminals can edit game skills in an integrated device, thereby improving the game development rate. BRIEF DESCRIPTION OF THE DRAWINGS
[0019] Figure 1 This is a flow chart of a general method for generating integrated game skills provided by an embodiment of the present invention;
[0020] Figure 2 This is another general flow chart of a method for generating integrated game skills provided by an embodiment of the present invention;
[0021] Figure 3 is a schematic diagram of a skill node to be edited provided by an embodiment of the present invention;
[0022] Figure 4 is a schematic diagram of a skill node connection diagram provided by an embodiment of the present invention;
[0023] Figure 5 It is a schematic diagram of a logical relationship between skill nodes provided by an embodiment of the present invention;
[0024] Figure 6 is a flowchart of game editing data provided by an embodiment of the present invention;
[0025] Figure 7 It is a structural schematic diagram of a general game skill integrated generation device provided by an embodiment of the present invention;
[0026] Figure 8 It is a structural schematic diagram of a computer device provided by an embodiment of the present invention. DETAILED DESCRIPTION
[0027] In order to make the purpose, technical solution and advantages of the embodiments of the present invention clearer, the technical solution in the embodiments of the present invention will be clearly and completely described below in conjunction with the drawings in the embodiments of the present invention. Obviously, the described embodiments are part of the embodiments of the present invention, not all of the embodiments. Based on the embodiments of the present invention, all other embodiments obtained by ordinary technicians in this field without creative work are within the scope of protection of the present invention.
[0028] Figure 1 It is a flow chart of a general integrated game skill generation method provided by an embodiment of the present invention. The embodiment of the present invention can be applied to the scenario of editing the release logic and related parameters of game skills. The method can be executed by a game skill generation device, which can be implemented by software and / or hardware.
[0029] like Figure 1 As shown, the general method for generating integrated game skills includes the following steps:
[0030] S110. In response to a node setting instruction for a skill node in a preset interface, determine a skill node to be edited.
[0031] Among them, the node setting instruction can be a trigger instruction for selecting a skill node. Exemplarily, the user can select or search for a skill node in the skill node list in the preset interface, so that the corresponding device receives the node setting instruction. Further, the skill node to be edited can be a skill node selected by the user that needs to be subsequently edited. Specifically, the corresponding skill node can be determined from the skill node list according to the node setting instruction, and the skill setting specifies the corresponding skill node as the skill node to be edited. Among them, the skill node to be edited includes at least two of an event node, a behavior node, a control node, an interaction node, and a data node.
[0032] S120. For each skill node to be edited, obtain a parameter editing instruction corresponding to the skill node to be edited, and adjust the parameters in the skill node to be edited according to the parameter editing instruction to obtain an edited skill node.
[0033] The parameter editing instruction may be an instruction for editing the parameters in the game node to be edited. Specifically, after selecting the skill node to be edited, the user may manually input or select the type of the parameter in the node, so that the corresponding device receives the parameter editing instruction. Furthermore, the edited skill node may be the skill node to be edited after the parameter adjustment. Specifically, based on the parameter editing instruction, the corresponding parameters in the skill node to be edited may be adjusted to obtain the edited skill node.
[0034] S130. In response to a node connection instruction for the edited skill node, all the edited skill nodes are connected to obtain a skill node connection graph, and the skill node connection graph is used as a game skill generation result.
[0035] Among them, the node connection instruction may be an instruction for connecting the edited skill nodes. The skill node connection diagram may be an association diagram between skill nodes. Specifically, the connection relationship and connection order between the edited skill nodes may be determined according to the node connection instruction, and then all the edited skill nodes may be connected based on the connection relationship and connection order to obtain a skill node connection diagram. The skill node connection diagram may reflect the logical relationship between the edited skill nodes. Furthermore, the game skill generation result may be an editing result for the game skill. Since the skill node connection diagram already includes the logical settlement relationship between the game nodes, the skill node connection diagram may be directly used as the game skill generation result.
[0036] The technical solution provided by the embodiment of the present invention determines the skill node to be edited by responding to the node setting instruction for the skill node in the preset interface; wherein the skill node to be edited includes at least two of the event node, behavior node, control node, interaction node and data node; for each skill node to be edited, the parameter editing instruction corresponding to the skill node to be edited is obtained, and the parameters in the skill node to be edited are adjusted according to the parameter editing instruction to obtain the edited skill node; in response to the node connection instruction for the edited skill node, all the edited skill nodes are connected to obtain the skill node connection diagram, and the skill node connection diagram is used as the game skill generation result. The technical solution of the embodiment of the present invention solves the problem that the server and client development systems are not unified in the existing game skill development technology, and the release logic of the game skill cannot be synchronized on the server and client. Based on a variety of skill nodes to be edited, the release logic of the game skill on the server and client can be edited synchronously, so that developers on multiple terminals can edit game skills in an integrated device, thereby improving the game development rate.
[0037] Figure 2It is another general flow chart of the integrated generation method of game skills provided by an embodiment of the present invention. The embodiment of the present invention can be applied to the scenario of editing the release logic and related parameters of game skills. Based on the above embodiment, this embodiment further explains how to respond to the node setting instruction for the skill node in the preset interface to determine the skill node to be edited; how to adjust the parameters in the skill node to be edited according to the parameter editing instruction to obtain the edited skill node; and how to respond to the node connection instruction for the edited skill node to connect all the edited skill nodes to obtain the skill node connection diagram. The device can be implemented by software and / or hardware and integrated in a computer device with application development function.
[0038] In the design of game skills, we can split skills into events and behaviors. Events are the triggering time of skills, and behaviors are the content to be executed when the skills meet the triggering time. A game skill can include several stages, each of which is composed of events and behaviors. In layman's terms, it means "what to do at what time". In the game, there are many skills, but their core difference lies in the behavior. By combining behaviors, a variety of skills can be achieved. In the old scheme, the tabular skill behavior configuration has many limitations, and only tree-like logical relationships can be configured, and skill behavior development can only be carried out by programmers. Planning and art cannot participate in it. Development, debugging, etc. all need to rely heavily on programmers, and the efficiency is low. Therefore, the core idea of the present invention is to use a visual graphical interface according to the skill triggering time to conveniently edit the relationship between skill behaviors and break through the tabular configuration barriers. Secondly, an integrated development method is provided to solve the problem of multi-terminal cooperative development and improve the efficiency of skill development.
[0039] like Figure 2 As shown, the general game skill integrated generation method includes the following steps:
[0040] S210. When a skill editing instruction is received, a skill node list is displayed in a preset interface.
[0041] Among them, the skill editing instruction may be a trigger instruction for editing a game skill. Specifically, a corresponding control for triggering skill editing may be set in a preset interface, and when a user clicks the trigger control, a corresponding device may receive the skill editing instruction. Furthermore, when a skill editing instruction is received, a skill node list may be displayed in a preset interface. The skill node list may be a list containing multiple skill nodes. By displaying the skill node list in a preset interface, a user may select a required skill node from the skill node list for subsequent editing operations.
[0042] S220: When a node setting instruction is received, determine a skill node to be edited from the skill node list according to the node setting instruction.
[0043] The node setting instruction may be a trigger instruction for selecting a skill node. Exemplarily, a user may select or search for a skill node in a skill node list in a preset interface, so that a corresponding device receives the node setting instruction. The node setting instruction may include a node editing instruction and a node search instruction. The skill editing instruction may be a selection instruction for a skill node in a skill node list. For example, a user may click to select or click and drag a skill node in a skill node list, so that a corresponding device receives the node editing instruction.
[0044] Further, the node search instruction may be an instruction to select a game node based on a search method. For example, a user may enter information such as the name or number of a skill node to be selected in a corresponding search box, so that a corresponding device receives the node search instruction.
[0045] Furthermore, the skill node to be edited may be a skill node selected by the user and needs to be subsequently edited. Specifically, the corresponding skill node may be determined from the skill node list according to the node setting instruction, and the skill setting specifies the corresponding skill node as the skill node to be edited. The skill node to be edited includes at least two of an event node, a behavior node, a control node, an interaction node, and a data node.
[0046] Among them, the event node, as the starting node of the skill effect, each skill contains at least one event node. A skill has as many event nodes as the number of stage effects. The behavior node, as the implementation carrier of the skill effect, provides a variety of effect implementations, such as creating bullet behaviors, receiving damage behaviors, etc. The control node provides skill logic control functions. In order to adapt to the complex logic of the skills, it provides but is not limited to sequential logic control, branch logic control, and loop logic control. The interaction node provides a way for the server to notify the client, which is mainly used for the server to notify the client to execute the corresponding logical performance of the skill node. The data node, as the data source of the skill node, provides the data required for each node to execute. Different nodes are connected by lines to form a complete skill process.
[0047] S230. For each skill node to be edited, obtain a parameter editing instruction corresponding to the skill node to be edited, and adjust the parameters in the skill node to be edited according to the parameter editing instruction to obtain an edited skill node.
[0048] The parameter editing instruction may be an instruction for editing the parameters in the game node to be edited. Specifically, after selecting the skill node to be edited, the user may manually input or select the type of the parameter in the node, so that the corresponding device receives the parameter editing instruction. Furthermore, the edited skill node may be the skill node to be edited after the parameter adjustment. Specifically, based on the parameter editing instruction, the corresponding parameters in the skill node to be edited may be adjusted to obtain the edited skill node.
[0049] Optionally, obtain parameter editing instructions corresponding to the skill node to be edited, and adjust the parameters in the skill node to be edited according to the parameter editing instructions, including: when the skill node to be edited is a data node or a behavior node, display at least one parameter item to be edited in a preset interface, wherein the parameter item to be edited includes a parameter type selection item and a parameter filling item; when the parameter type selection instruction corresponding to the parameter item to be edited is obtained, determine the skill association type of the parameter item to be edited; when the parameter filling instruction corresponding to the parameter item to be edited is obtained, determine the target filling parameter of the parameter item to be edited.
[0050] Among them, since there are often many parameters that need to be adjusted in data nodes and behavior nodes, the corresponding parameter adjustments can be mainly made for data nodes and behavior nodes. The parameter item to be edited may be a parameter item that needs to be edited. Among them, the parameter item to be edited includes a parameter type selection item and a parameter filling item. Among them, the parameter type selection item may be an optional item that needs to be selected for the parameter type selection item in the game node. Exemplarily, the parameter type selection item may be an option for the effect type of the skill. For example, the damage type of the skill may include parameter types such as physical damage, magic damage or true damage. Or the parameter type selection item may be an optional item such as the skill acting on the right character, the enemy character or the specified area. Further, the parameter filling item may be an item column that needs to be filled with specific parameter values. For example, the specific value of the skill damage or the specific value of the skill gain can be filled in the parameter filling item.
[0051] Further, the parameter type selection instruction may be an instruction for selecting a skill parameter type in the parameter item to be edited. The skill association type may be a target game parameter type of the parameter item to be edited. Specifically, the association type selected by the parameter type selection instruction may be used as the skill association type. Further, the parameter filling instruction may be an instruction for numerically filling a parameter filling item. The target filling parameter may be a target parameter in the parameter filling item. Specifically, the corresponding parameter value may be determined based on the parameter filling instruction, and the parameter value corresponding to the parameter filling instruction may be used as the parameter value of the target filling parameter in the parameter item to be edited.
[0052] S240: Determine at least one pair to be connected according to the node connection instruction.
[0053] Among them, the node connection instruction can be an instruction for connecting edited skill nodes. Among them, the edited skill node includes at least one connectable item. Specifically, the user can connect the connectable item of an edited skill node with the connectable item of another edited skill node, so that the corresponding device obtains the node connection instruction corresponding to the connection operation. Furthermore, the pair to be connected includes a first item to be connected and a second item to be connected, and the first item to be connected and the second item to be connected are respectively connectable items of different edited skill nodes. Specifically, the connectable item of an edited skill node selected by the node connection instruction can be combined with the connectable item of another edited skill node to obtain a pair to be connected.
[0054] Figure 3 is a schematic diagram of a skill node to be edited provided by an embodiment of the present invention. Figure 3 As shown, there is an editable parameter column in the skill node to be edited. In addition, the "Input Execution", "Output Execution", "Input Data" and "Output Data" in the figure are all connectable items of the skill node to be edited.
[0055] S250: For each pair to be connected, determine a connection direction corresponding to the pair to be connected, and connect the first item to be connected and the second item to be connected based on the connection direction to obtain a skill node connection graph.
[0056] Among them, the connection direction may be the connection direction between the first connection item and the second connection item. The connection direction may be used to reflect the logical interaction order between two skill nodes. Specifically, the selection order of the connectable items in the node may be determined according to the node connection instruction, and then the connection direction may be determined based on the selection order of the nodes. For example, if the first connection item is selected first and then the second connection item is selected, the connection direction may be determined to be the direction from the first connection item to the second connection item. Furthermore, the skill node connection diagram may be an association diagram between skill nodes. Specifically, all edited skill nodes may be connected according to the node connection instruction to obtain a skill node connection diagram. The skill node connection diagram may reflect the logical relationship between the edited skill nodes.
[0057] Optionally, after connecting the first item to be connected and the second item to be connected, the method further includes: upon receiving a connection marking instruction, bolding a connection line between the first item to be connected and the second item to be connected.
[0058] The connection annotation instruction may be an instruction that requires special annotation of the connection line. Specifically, after selecting the connection line, the user may select the corresponding connection annotation control so that the corresponding device receives the connection annotation instruction. Further, after receiving the connection annotation instruction, the connection line corresponding to the connection annotation instruction may be bolded.
[0059] Optionally, after obtaining the skill node connection diagram, it also includes: obtaining the skill release special effects file corresponding to the skill node connection diagram; determining the skill release logic based on the skill node connection diagram when receiving a skill animation preview instruction; generating a skill release special effects animation based on the skill release special effects file and the skill release logic, and displaying the skill release special effects animation in a preset interface.
[0060] Among them, the skill release special effect file can be a special effect animation file about the skill node connection diagram in the process of releasing the skill. The skill animation preview instruction can be a trigger instruction that needs to preview the special effect animation in the skill release process. The skill release logic can be the settlement logic in the process of releasing the skill. Specifically, based on the connection relationship and connection direction between the skill nodes in the skill node connection diagram, the settlement logic between the skill nodes can be determined to obtain the skill release logic. The skill release special effect animation can be a special effect animation based on the process of releasing the skill. Specifically, the special effect animation of the fragments in the skill release special effect file can be arranged and combined based on the skill release logic to obtain the skill release special effect animation. Since the interactive node can realize the logical performance interaction corresponding to the execution of the skill node between the server and the client, the special effect animation of the skill release process corresponding to the client can be displayed in the preset interface. The special effect animation is what you see is what you get, and it no longer needs to be synchronized to the server for hot update, which greatly improves the debugging efficiency.
[0061] In order to enable those skilled in the art to better understand the embodiments of the present invention, the fireball skill in a card game is used as an example for explanation. Figure 4 Schematic diagram of a skill node connection diagram provided by an embodiment of the present invention. Figure 4 As shown in the game skill flow chart, the bold solid line represents the logical direction of the game skill release, and the ordinary solid line represents the data flow during the skill release process. There is a search button on the left side of the diagram, and the user can click this button to search for the corresponding game skill name. There is also a search button in the upper left corner of the diagram, and the user can click this button to edit the selected game skill. For example, after clicking the skill node of "Skill Data", the editable items of the node can be displayed on the right, such as skill type, skill target camp, skill CD, skill description, fireball damage and other editable items.
[0062] For example, Figure 5Schematic diagram of the logical relationship between skill nodes provided by an embodiment of the present invention. Figure 5 As shown, node 1 and its associated nodes are in the card skill release phase, and node 4 and its associated nodes are in the bullet destruction phase. When the user releases the spell card Fireball at a certain coordinate point in the game, the card skill release event of the skill is triggered. When the skill monitors the event, node 1 card skill release is executed; the output of node 1 is connected to the input of node 2, and when node 1 is executed, node 2 is executed to create bullets; the input parameters of node 2 are derived from node 1 and node 3 respectively according to the connection line; the input parameters of node 3 for obtaining the spell exit point are derived from node 1; after node 2 is executed, a bullet flying to the target coordinate will be created. When the bullet hits the target coordinates, the bullet destruction event is triggered. When the skill monitors the event, node 4 (bullet destruction) is executed. After node 4 is executed, nodes 5 and 8 are executed. After node 5 obtains the unit list through node 7, it determines whether the unit is a building. If it is not a building, node 6 connected to the (non-building) output execution is executed. Node 6 is executed to cause damage to the non-building unit. The damage value parameter in this node refers to the parameter in the skill data module. The input box identification panel is used to distinguish between custom input parameters and parameters in the referenced data module. Node 8 sends the corresponding parameters to the client. After the client receives the information from node 8, node 9 is executed. Node 9 is a client node. When executed, the client will play the special effects in the game scene. Artists can fill in different special effects file paths in node 9, and then click the preview tab. At this time, the editing module interface will switch to the game scene. The preview interface will play the running effect of the current skill, and you can easily view the various special effects during the skill operation. Personnel at each end can preview the actual performance of the skill in the game to ensure that the skill editing is consistent with the actual effect and improve the efficiency of skill debugging. In this skill, the event nodes are: Node 1, Node 4; the behavior nodes are: Node 2, Node 6, Node 9; the control node is: Node 5; the interaction node is: Node 8; and the data nodes are: Node 3, Node 7.
[0063] In addition, the preset interface also includes a preview button and a save button. Among them, the preview button is used to display the current skill logic effect in real time. When the button is clicked, the implementation effect of the skill will be displayed in the built-in game interface. During the editing process, you can preview the actual performance of the skill in the game to ensure that the skill editing is consistent with the actual effect and improve the efficiency of skill debugging; the save button is used to convert the data and relationship information of the skill node into a skill file, and it can also trigger the export function of converting the skill file into a dual-end executable file. Furthermore, you can also add, delete and modify the skill data. The skill data includes but is not limited to the skill type, skill target camp, skill CD, etc. Generally, a skill will have basic data and custom data. The basic data is preset data, and each skill can customize the name and type of data according to specific needs. The export function is used to convert the skill file into a game server and client executable file. The executable file mainly contains the logical relationship between skill nodes, skill node data, and skill data. The export function can generate corresponding executable scripts according to the language used by the server and the client through the corresponding export logic.
[0064] Optionally, after obtaining the skill node connection diagram, the method further includes: generating a target skill editing file according to the skill node connection diagram, and testing the target skill editing file at a preset port to obtain a target skill test result.
[0065] The target skill editing file may be a package file corresponding to the skill node connection diagram. The target skill test result may be a test result of the settlement logic in the skill node connection diagram. The target skill test result may reflect whether there is an abnormality in the settlement logic in the skill node connection diagram. Specifically, the target skill editing file may be sent to a preset port for testing, and the test data of the preset port may be analyzed to obtain the target skill test result.
[0066] For example, Figure 6 This is a flowchart of a game editing data operation provided by an embodiment of the present invention. Figure 6 As shown, the editing module in the device performs skill logic editing, skill value editing and skill performance editing, and then saves the skill node data, node logic information and skill data as a skill file through the data module, and then converts them into program codes that can be run on both ends through the export module in the device. The generated program code files are finally run on the server and client respectively. The export module has the function of exporting multiple development languages, which can universally solve development problems under different language frameworks, thereby opening up the development process of multi-end personnel under the integrated device.
[0067] The technical solution provided by the embodiment of the present invention has the following technical effects: it can make the skill production, data editing, testing and other steps in the game production process all be carried out under an integrated device, the data is not hierarchically nested, and the display is intuitive, reducing the possibility of wrong correction or omission; developers can edit skills directly in the device, and the debugging results are WYSIWYG, and there is no need to synchronize to the server for hot update, which greatly improves the debugging efficiency; after the double-end programmer develops the node, the double-end node is directly connected through the protocol node, and there is no need to dock the protocol, reducing the workload of coordination; artists can also debug special effects in the device and directly participate in the development of skill special effects. In addition, the technical solution provided by the embodiment of the present invention can be applied to the generation process of various game skills and has high versatility.
[0068] The technical solution provided by the embodiment of the present invention determines the skill node to be edited by responding to the node setting instruction for the skill node in the preset interface; wherein the skill node to be edited includes at least two of the event node, behavior node, control node, interaction node and data node; for each skill node to be edited, the parameter editing instruction corresponding to the skill node to be edited is obtained, and the parameters in the skill node to be edited are adjusted according to the parameter editing instruction to obtain the edited skill node; in response to the node connection instruction for the edited skill node, all the edited skill nodes are connected to obtain the skill node connection diagram, and the skill node connection diagram is used as the game skill generation result. The technical solution of the embodiment of the present invention solves the problem that the server and client development systems are not unified in the existing game skill development technology, and the release logic of the game skill cannot be synchronized on the server and client. Based on a variety of skill nodes to be edited, the release logic of the game skill on the server and client can be edited synchronously, so that developers on multiple terminals can edit game skills in an integrated device, thereby improving the game development rate.
[0069] Figure 7 It is a structural schematic diagram of a general game skill integrated generation device provided by an embodiment of the present invention. The embodiment of the present invention can be applied to the scenario of editing the release logic and related parameters of game skills. The device can be implemented by software and / or hardware and integrated into a computer device with application development function.
[0070] like Figure 7 As shown, the game skill generation device includes: a skill node to be edited determination module 310, a skill node editing module 320 and a skill node connection diagram generation module 330.
[0071] Among them, the skill node to be edited determination module 310 is used to determine the skill node to be edited in response to the node setting instruction for the skill node in the preset interface; wherein the skill node to be edited includes at least two of the event node, behavior node, control node, interaction node and data node; the skill node editing module 320 is used to obtain the parameter editing instruction corresponding to each skill node to be edited, and adjust the parameters in the skill node to be edited according to the parameter editing instruction to obtain the edited skill node; the skill node connection diagram generation module 330 is used to connect all the edited skill nodes to obtain a skill node connection diagram in response to the node connection instruction for the edited skill node, and use the skill node connection diagram as the game skill generation result.
[0072] The technical solution provided by the embodiment of the present invention determines the skill node to be edited by responding to the node setting instruction for the skill node in the preset interface; wherein the skill node to be edited includes at least two of the event node, behavior node, control node, interaction node and data node; for each skill node to be edited, the parameter editing instruction corresponding to the skill node to be edited is obtained, and the parameters in the skill node to be edited are adjusted according to the parameter editing instruction to obtain the edited skill node; in response to the node connection instruction for the edited skill node, all the edited skill nodes are connected to obtain the skill node connection diagram, and the skill node connection diagram is used as the game skill generation result. The technical solution of the embodiment of the present invention solves the problem that the server and client development systems are not unified in the existing game skill development technology, and the release logic of the game skill cannot be synchronized on the server and client. Based on a variety of skill nodes to be edited, the release logic of the game skill on the server and client can be edited synchronously, so that developers on multiple terminals can edit game skills in an integrated device, thereby improving the game development rate.
[0073] In an optional embodiment, the skill node editing module 320 is specifically used for: when the skill node to be edited is a data node or a behavior node, displaying at least one parameter item to be edited in the preset interface, wherein the parameter item to be edited includes a parameter type selection item and / or a parameter filling item; when a parameter type selection instruction corresponding to the parameter item to be edited is obtained, determining the skill association type of the parameter item to be edited; when a parameter filling instruction corresponding to the parameter item to be edited is obtained, determining the target filling parameter of the parameter item to be edited.
[0074] In an optional embodiment, the edited skill node includes at least one connectable item, and the skill node connection diagram generation module 330 is specifically used to: determine at least one pair to be connected according to the node connection instruction; wherein the pair to be connected includes a first item to be connected and a second item to be connected, and the first item to be connected and the second item to be connected are respectively connectable items of different edited skill nodes; for each pair to be connected, determine the connection direction corresponding to the pair to be connected, and connect the first item to be connected and the second item to be connected based on the connection direction to obtain the skill node connection diagram.
[0075] In an optional embodiment, the skill node to be edited determination module 310 is specifically used to: display a skill node list in the preset interface when a skill editing instruction is received; and determine the skill node to be edited from the skill node list according to the node setting instruction when the node setting instruction is received, wherein the node setting instruction includes a node editing instruction and / or a node search instruction.
[0076] In an optional embodiment, the game skill generation device also includes: a skill special effect preview module, which is used to: obtain the skill release special effect file corresponding to the skill node connection diagram; when receiving a skill animation preview instruction, determine the skill release logic based on the skill node connection diagram; generate a skill release special effect animation based on the skill release special effect file and the skill release logic, and display the skill release special effect animation in the preset interface.
[0077] In an optional implementation, the skill node connection diagram generation module 330 further includes: a connection marking unit, configured to: upon receiving a connection marking instruction, bold the connection line between the first item to be connected and the second item to be connected.
[0078] In an optional embodiment, the game skill generation device also includes: a game skill testing module, which is used to: generate a target skill editing file according to the skill node connection diagram, and test the target skill editing file at a preset port to obtain a target skill test result.
[0079] The game skill generation device provided in the embodiment of the present invention can execute the general game skill integrated generation method provided in any embodiment of the present invention, and has the corresponding functional modules and beneficial effects of the execution method.
[0080] Figure 8 A schematic diagram of the structure of a computer device provided in an embodiment of the present invention. Figure 8 A block diagram of an exemplary computer device 12 suitable for use in implementing embodiments of the present invention is shown. Figure 8The computer device 12 shown is only an example and should not bring any limitation to the functions and scope of use of the embodiments of the present invention. The computer device 12 can be any terminal device with computing capability and can be configured in the game skill generation device.
[0081] like Figure 8 As shown, the computer device 12 is in the form of a general-purpose computing device. The components of the computer device 12 may include, but are not limited to: one or more processors or processing units 16, a system memory 28, and a bus 18 that connects various system components (including the system memory 28 and the processing unit 16).
[0082] The bus 18 may be one or more of several types of bus structures, including a memory bus or memory controller, a peripheral bus, an accelerated graphics port, a processor or a local bus using any of a variety of bus architectures. For example, these architectures include, but are not limited to, an Industry Standard Architecture (ISA) bus, a Micro Channel Architecture (MAC) bus, an Enhanced ISA bus, a Video Electronics Standards Association (VESA) local bus, and a Peripheral Component Interconnect (PCI) bus.
[0083] The computer device 12 typically includes a variety of computer system readable media. These media can be any available media that can be accessed by the computer device 12, including volatile and non-volatile media, removable and non-removable media.
[0084] The system memory 28 may include computer system readable media in the form of volatile memory, such as random access memory (RAM) 30 and / or cache 32. The computer device 12 may further include other removable / non-removable, volatile / non-volatile computer system storage media. By way of example only, the storage system 34 may be used to read and write non-removable, non-volatile magnetic media ( Figure 8 not shown, usually called a "hard drive"). Although Figure 8 Not shown in the figure, a disk drive for reading and writing to a removable non-volatile disk (e.g., a "floppy disk"), and an optical disk drive for reading and writing to a removable non-volatile optical disk (e.g., a CD-ROM, a DVD-ROM, or other optical media) may be provided. In these cases, each drive may be connected to the bus 18 via one or more data medium interfaces. The system memory 28 may include at least one program product having a set (e.g., at least one) of program modules that are configured to perform the functions of the various embodiments of the present invention.
[0085] A program / utility 40 having a set (at least one) of program modules 42 may be stored, for example, in system memory 28, such program modules 42 including, but not limited to, an operating system, one or more application programs, other program modules, and program data, each of which or some combination may include an implementation of a network environment. Program modules 42 generally perform the functions and / or methods of the embodiments described herein.
[0086] The computer device 12 may also communicate with one or more external devices 14 (e.g., keyboards, pointing devices, displays 24, etc.), one or more devices that enable a user to interact with the computer device 12, and / or any device that enables the computer device 12 to communicate with one or more other computing devices (e.g., network cards, modems, etc.). Such communication may be performed through an input / output (I / O) interface 22. Furthermore, the computer device 12 may also communicate with one or more networks (e.g., local area networks (LANs), wide area networks (WANs), and / or public networks, such as the Internet) through a network adapter 20. Figure 8 As shown, the network adapter 20 communicates with other modules of the computer device 12 via the bus 18. It should be understood that although Figure 8 Not shown, other hardware and / or software modules may be used in conjunction with computer device 12, including but not limited to microcode, device drivers, redundant processing units, external disk drive arrays, RAID systems, tape drives, and data backup storage systems.
[0087] The processing unit 16 executes various functional applications and data processing by running the program stored in the system memory 28, for example, implementing the general game skill integrated generation method provided by the embodiment of the present invention, which includes:
[0088] In response to a node setting instruction for a skill node in a preset interface, determining a skill node to be edited; wherein the skill node to be edited includes at least two of an event node, a behavior node, a control node, an interaction node, and a data node;
[0089] For each skill node to be edited, obtaining a parameter editing instruction corresponding to the skill node to be edited, and adjusting the parameters in the skill node to be edited according to the parameter editing instruction to obtain an edited skill node;
[0090] In response to a node connection instruction for the edited skill node, all the edited skill nodes are connected to obtain a skill node connection graph, and the skill node connection graph is used as a game skill generation result.
[0091] This embodiment provides a computer-readable storage medium, on which a computer program is stored. When the program is executed by a processor, the general game skill integrated generation method provided by any embodiment of the present invention is implemented, including:
[0092] In response to a node setting instruction for a skill node in a preset interface, determining a skill node to be edited; wherein the skill node to be edited includes at least two of an event node, a behavior node, a control node, an interaction node, and a data node;
[0093] For each skill node to be edited, obtaining a parameter editing instruction corresponding to the skill node to be edited, and adjusting the parameters in the skill node to be edited according to the parameter editing instruction to obtain an edited skill node;
[0094] In response to a node connection instruction for the edited skill node, all the edited skill nodes are connected to obtain a skill node connection graph, and the skill node connection graph is used as a game skill generation result.
[0095] The computer storage medium of the embodiment of the present invention can adopt any combination of one or more computer-readable media. The computer-readable medium can be a computer-readable signal medium or a computer-readable storage medium. The computer-readable storage medium can 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 (non-exhaustive list) of computer-readable storage media include: 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 this document, a computer-readable storage medium can be any tangible medium containing or storing a program, which can be used by an instruction execution system, device or device or used in combination with it.
[0096] Computer-readable signal media may include data signals propagated in baseband or as part of a carrier wave, which carry computer-readable program code. Such propagated data signals may take a variety of forms, including but not limited to electromagnetic signals, optical signals, or any suitable combination of the above. Computer-readable signal media 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.
[0097] The program code embodied on the computer readable medium may be transmitted using any appropriate medium, including but not limited to wireless, wireline, optical fiber cable, RF, etc., or any suitable combination of the foregoing.
[0098] Computer program code for performing the operations of the present invention may be written in one or more programming languages or combinations thereof, including 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).
[0099] It should be understood by those skilled in the art that the modules or steps of the present invention described above can be implemented by a general-purpose computing device, they can be concentrated on a single computing device, or distributed on a network composed of multiple computing devices, optionally, they can be implemented by a program code executable by a computer device, so that they can be stored in a storage device and executed by the computing device, or they can be made into individual integrated circuit modules, or multiple modules or steps therein can be made into a single integrated circuit module for implementation. Thus, the present invention is not limited to any specific combination of hardware and software.
[0100] Note that the above are only preferred embodiments of the present invention and the technical principles used. Those skilled in the art will understand that the present invention is not limited to the specific embodiments herein, and that various obvious changes, readjustments and substitutions can be made by those skilled in the art without departing from the scope of protection of the present invention. Therefore, although the present invention has been described in more detail through the above embodiments, the present invention is not limited to the above embodiments, and may include more other equivalent embodiments without departing from the concept of the present invention, and the scope of the present invention is determined by the scope of the appended claims.
Claims
1. A general method for generating integrated game skills, characterized in that: include: In response to a node setting instruction for a skill node in a preset interface, determining a skill node to be edited; wherein the skill node to be edited includes at least two of an event node, a behavior node, a control node, an interaction node, and a data node; For each skill node to be edited, obtaining a parameter editing instruction corresponding to the skill node to be edited, and adjusting the parameters in the skill node to be edited according to the parameter editing instruction to obtain an edited skill node; In response to a node connection instruction for the edited skill node, all the edited skill nodes are connected to obtain a skill node connection graph, and the skill node connection graph is used as a game skill generation result.
2. The method according to claim 1, characterized in that The obtaining the parameter editing instruction corresponding to the skill node to be edited, and adjusting the parameters in the skill node to be edited according to the parameter editing instruction, includes: In the case where the skill node to be edited is a data node or a behavior node, at least one parameter item to be edited is displayed in the preset interface, wherein the parameter item to be edited includes a parameter type selection item and / or a parameter filling item; In case of obtaining a parameter type selection instruction corresponding to the parameter item to be edited, determining a skill association type of the parameter item to be edited; When the parameter filling instruction corresponding to the parameter item to be edited is obtained, a target filling parameter of the parameter item to be edited is determined.
3. The method according to claim 2, characterized in that The edited skill node includes at least one connectable item, and connecting all the edited skill nodes to obtain a skill node connection graph includes: Determine at least one pair to be connected according to the node connection instruction; wherein the pair to be connected includes a first item to be connected and a second item to be connected, and the first item to be connected and the second item to be connected are respectively connectable items of different edited skill nodes; For each of the pairs to be connected, a connection direction corresponding to the pair to be connected is determined, and the first item to be connected and the second item to be connected are connected based on the connection direction to obtain the skill node connection graph.
4. The method according to claim 2, characterized in that: The step of determining the skill node to be edited in response to the node setting instruction for the skill node in the preset interface includes: When receiving a skill editing instruction, displaying a skill node list in the preset interface; When the node setting instruction is received, the skill node to be edited is determined from the skill node list according to the node setting instruction, wherein the node setting instruction includes a node editing instruction and / or a node search instruction.
5. The method according to claim 2, characterized in that: After obtaining the skill node connection graph, the method further includes: Obtain the skill release special effect file corresponding to the skill node connection diagram; When receiving a skill animation preview instruction, determining a skill release logic based on the skill node connection diagram; A skill release special effects animation is generated based on the skill release special effects file and the skill release logic, and the skill release special effects animation is displayed in the preset interface.
6. The method according to claim 3, characterized in that After the first to-be-connected item and the second to-be-connected item are connected, the method further includes: When a connection marking instruction is received, a connection line between the first item to be connected and the second item to be connected is bolded.
7. The method according to claim 1, characterized in that After obtaining the skill node connection graph, the method further includes: A target skill editing file is generated according to the skill node connection diagram, and the target skill editing file is tested at a preset port to obtain a target skill test result.
8. A universal game skill integrated generation device, characterized in that: The device comprises: A skill node to be edited determining module, used to determine a skill node to be edited in response to a node setting instruction for a skill node in a preset interface; wherein the skill node to be edited includes at least two of an event node, a behavior node, a control node, an interaction node, and a data node; A skill node editing module, for obtaining, for each skill node to be edited, a parameter editing instruction corresponding to the skill node to be edited, and adjusting the parameters in the skill node to be edited according to the parameter editing instruction to obtain an edited skill node; The skill node connection diagram generation module is used to connect all the edited skill nodes to obtain a skill node connection diagram in response to the node connection instruction for the edited skill node, and use the skill node connection diagram as the game skill generation result.
9. A computer device, characterized in that: The computer device comprises: one or more processors; A memory for storing one or more programs; When the one or more programs are executed by the one or more processors, the one or more processors implement the general game skill integration generation method as described in any one of claims 1-7.
10. A computer-readable storage medium having a computer program stored thereon, characterized in that: When the program is executed by a processor, it implements the general game skill integration generation method as described in any one of claims 1-7.