Game data processing method and device, program product and electronic equipment

By establishing game archive associations between different maps in the game, the problem that game archives cannot be used across maps is solved, reusing game progress and alleviating data storage pressure.

CN119327104APending Publication Date: 2025-01-21NETEASE (HANGZHOU) NETWORK CO LTD
View PDF 0 Cites 0 Cited by

Patent Information

Application Number
CN202411433126.8
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-10-14
Publication Date
2025-01-21

AI Technical Summary

Technical Problem

The game archive cannot be used across different maps, resulting in players having to repeat the game process, which increases the data storage and processing pressure of the game program.

Method used

By establishing a game archive association relationship between the first game map and the second game map, the first game map can use the archive data of the second game map during runtime, thereby realizing reuse of game progress.

Benefits of technology

It reduces the player's repeated game time between different game maps, improves the user experience, and reduces the pressure on data storage and processing by the game program.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure CN119327104A_ABST
    Figure CN119327104A_ABST
Patent Text Reader

Abstract

The invention provides a game data processing method and device, a program product and electronic equipment, and relates to the technical field of computers and games. The method comprises the following steps: in response to a first editing instruction for a first game map, determining a second game map in candidate game maps according to the first editing instruction, and establishing a game archive association relationship between the first game map and the second game map; responding to a game running instruction of playing a game by using the first game map, generating a game running scene corresponding to the first game map in a game running stage, and determining first game information in the game running scene according to the first archived data; the first archived data is second archived data in a game archive of the second game map, and / or archived data generated according to the second archived data. According to the method and the device, a scheme of using game archiving across maps is provided, and convenience is provided for a user editing process and a player game process.
Need to check novelty before this filing date? Find Prior Art

Description

Technical Field

[0001] The present disclosure relates to the field of computer and game technology, and in particular to a game data processing method, a game data processing device, a computer program product, and an electronic device. Background Art

[0002] The save function in the game allows players to save the current game progress, so that they can continue the game with the previously saved game progress the next time they play. However, if the game includes different maps, for example, in a game that provides an editor, users can edit different maps, and the game save of a certain map is only valid for that map and cannot be used for other maps. This brings inconvenience to the player's game process, and the game program needs to save game saves for different maps separately, resulting in increased data storage or processing pressure on the terminal or server. Summary of the invention

[0003] The present disclosure provides a game data processing method, a game data processing device, a computer program product and an electronic device, so as to at least to some extent solve the problem that game archives cannot be used across maps.

[0004] According to a first aspect of the present disclosure, a game data processing method is provided, the method comprising: responding to a first editing instruction for a first game map, determining a second game map in candidate game maps according to the first editing instruction, and establishing a game archive association relationship between the first game map and the second game map; the candidate game maps include one or more game maps that can form a game archive association relationship with the first game map; responding to a game running instruction for playing a game with the first game map, generating a game running scene corresponding to the first game map in a game running stage, and determining first game information in the game running scene according to first archive data; the first archive data is: second archive data in the game archive of the second game map, and / or archive data generated according to the second archive data.

[0005] According to a second aspect of the present disclosure, a game data processing device is provided, the device comprising: a game archive editing module, configured to respond to a first editing instruction for a game archive of a first game map, determine a second game map in candidate game maps according to the first editing instruction, and set a game archive association relationship between the first game map and the second game map; the candidate game maps include one or more game maps that can form a game archive association relationship with the first game map; a game operation processing module, configured to respond to a game operation instruction for playing a game with the first game map, generate a game operation scene corresponding to the first game map in a game operation stage, and determine first game information in the game operation scene according to first archive data; the first archive data is: second archive data in the game archive of the second game map, and / or archive data generated according to the second archive data.

[0006] According to a third aspect of the present disclosure, a computer program product is provided, including a computer program, wherein when the computer program is executed by a processor, the method of the first aspect and possible implementation methods thereof are implemented.

[0007] According to a fourth aspect of the present disclosure, an electronic device is provided, comprising: a processor; and a memory for storing executable instructions of the processor; wherein the processor is configured to execute the method of the above-mentioned first aspect and its possible implementation methods by executing the executable instructions.

[0008] The technical solution disclosed in this disclosure has the following beneficial effects:

[0009] A scheme for using game archives across maps is provided. By establishing a game archive association relationship between a first game map and a second game map, the first game map can directly or indirectly use the second archive data of the second game map during operation to reuse the game progress of the second game map. On the one hand, when a player uses the first game map to play, there is no need to repeat the game process in the second game map, which reduces the repeated game time between different game maps, brings convenience to the player's game process and improves the user experience. On the other hand, the game program does not need to save game archives or archive data for different game maps separately, thereby reducing the data storage or processing pressure of the terminal or server. On the other hand, the user can freely select the second game map that provides a reusable game archive for the first game map from the candidate game maps during the game editing stage, realizing flexible editing of the game archive association relationship for different game maps, without the need for the user to edit different game maps in a large game map, and improving the convenience and efficiency of user editing. BRIEF DESCRIPTION OF THE DRAWINGS

[0010] Figure 1A system architecture diagram in this exemplary embodiment is shown;

[0011] Figure 2 A flowchart showing a method for processing game data in this exemplary embodiment;

[0012] Figure 3 A flowchart of establishing a game archive association relationship in this exemplary embodiment is shown;

[0013] Figure 4 A schematic diagram showing a game editing scene and archive setting information interface in this exemplary embodiment;

[0014] Figure 5 A schematic diagram showing a map selection interface in this exemplary embodiment;

[0015] Figure 6 A schematic diagram showing another archive setting information interface in this exemplary embodiment;

[0016] Figure 7 A schematic diagram showing an archive viewing interface in this exemplary embodiment;

[0017] Figure 8 A schematic diagram showing the structure of a game data processing device in this exemplary embodiment;

[0018] Fig. 9 A schematic structural diagram of an electronic device in this exemplary embodiment is shown. DETAILED DESCRIPTION

[0019] Exemplary embodiments of the present disclosure will be described more fully hereinafter with reference to the accompanying drawings.

[0020] The accompanying drawings are schematic diagrams of the present disclosure and are not necessarily drawn to scale. Some of the block diagrams shown in the accompanying drawings may be functional entities and do not necessarily correspond to physically or logically independent entities. These functional entities can be implemented in software form, or in hardware modules or integrated circuits, or in networks, processors or microcontrollers. The embodiments can be implemented in various forms and should not be construed as being limited to the examples set forth herein. The features, structures or characteristics described in the present disclosure may be combined in one or more embodiments in any suitable manner. In the description below, many specific details are provided to provide a full description of the embodiments of the present disclosure. However, those skilled in the art should appreciate that one or more specific details may be omitted when implementing the technical solution of the present disclosure, or one or more specific details may be replaced by other methods, components, devices, steps, etc.

[0021] The editor in the game provides users with the function of custom editing game maps. In the editor, different game maps edited by users are usually independent of each other, and each game map can be used separately to build a game and realize a complete game match. As the user's editing level improves, some users edit multiple related game maps or game map collections through the editor, such as multiple game maps edited by users are multiple continuous chapters in the game plot. In this case, when players use multiple related game maps to play, they may need to share game archives between different game maps. For example, after playing in game map A and saving the game archive of game map A, when continuing to play in game map B (game maps A and B can have continuity in the game plot), the game progress in game map A needs to be inherited.

[0022] However, the save function of a certain game map is only effective for that game map and cannot be used for other game maps. This brings inconvenience to the player's game process. For example, after the player switches from the above game map A to game map B, the game progress of game map A cannot be inherited in game map B and needs to be played again.

[0023] Based on the current editor, it is necessary to edit game map A and game map B into a large game map as two areas in the large game map, and use the game archive of the large game map. This obviously brings difficulties and inconvenience to the user's editing process.

[0024] In addition, the game program needs to save game archives for different game maps separately, which causes high data storage or processing pressure on the terminal or server.

[0025] In view of one or more of the above problems, an exemplary embodiment of the present disclosure provides a method for processing game data.

[0026] Figure 1The system architecture diagram of the operating environment of this exemplary embodiment is shown. The system architecture may include a terminal device 110 and a server 120. Among them, the terminal device 110 may be a mobile phone, a tablet computer, a personal computer, an intelligent wearable device, a game console, etc., which has a display function and can display a graphical user interface. The graphical user interface may include an operating system interface or an application interface, etc. A game program is installed on the terminal device 110, such as a client program of an online game. When the terminal device 110 runs the game program, interfaces such as game editing scenes and game running scenes can be displayed in the graphical user interface. The server 120 generally refers to a background system that provides game services in this exemplary embodiment, which may be a server or a cluster of multiple servers. A game server program is deployed on the server 120 for executing game data processing on the server side. The terminal device 110 and the server 120 may be connected via a wired or wireless communication link to perform data transmission. The method in this exemplary embodiment may be executed by any one or more of the terminal device 110 and the server 120.

[0027] In one embodiment, the game data processing method can be implemented and executed based on a cloud interactive system. The cloud interactive system can be the above-mentioned system architecture. Various cloud applications can be run under the cloud interactive system, such as cloud games. Taking cloud games as an example, cloud games refer to a game method based on cloud computing. In the operation mode of cloud games, the operation subject of the game program and the game screen presentation subject are separated, and the storage and operation of the control and interaction methods in the game are completed on the cloud game server (such as the above-mentioned server 120), and the cloud game client (such as the above-mentioned terminal device 110) is used for receiving and sending data and presenting the game screen. For example, the cloud game client can be a display device with data transmission function close to the user side, such as a mobile terminal, a TV, a computer, a handheld computer, etc.; and the cloud game server in the cloud performs information processing. When playing games or editing games, the user operates the cloud game client to send operation instructions to the cloud game server. The cloud game server runs the game according to the operation instructions, encodes and compresses the game screen and other data, and returns it to the cloud game client through the network. Finally, the cloud game client decodes and outputs the game screen.

[0028] In one embodiment, the game map (or scene) edited by the terminal device 110 can be uploaded to the server 120 for storage. For example, the currently edited game map can be automatically saved at regular intervals during the editing process, or the currently edited game map can be saved according to a manual save operation performed by the user, or the currently edited game map can be automatically saved when exiting the editing. When saving the game map, the terminal device 110 can upload the game map data to the server 120, and the server 120 can save it.

[0029] In one embodiment, the server 120 may maintain a game map pool, such as deploying a database for storing game maps on the server side. In response to an instruction to publish a game map on the terminal device 110, the server 120 may add game map data to the game map pool, so that other players can download the game map data from the game map pool and use the game map to play the game. This enables a fast UGC (User Generated Content) function.

[0030] In one embodiment, the game data processing method can be implemented in a stand-alone game. It is not necessary to deploy a server, and the terminal device 110 can install all game programs and execute the game data processing method.

[0031] Figure 2 The schematic flow of the game data processing method is shown, which may include the following steps:

[0032] Step S210, responding to a first editing instruction for a first game map, determining a second game map from candidate game maps according to the first editing instruction, and establishing a game archive association relationship between the first game map and the second game map; the candidate game maps include one or more game maps that can form a game archive association relationship with the first game map;

[0033] Step S220, in response to a game running instruction for playing the game with the first game map, generates a game running scene corresponding to the first game map in the game running stage, and determines the first game information in the game running scene according to the first archive data; the first archive data is: the second archive data in the game archive of the second game map, and / or the archive data generated according to the second archive data.

[0034] based on Figure 2A method is provided to provide a solution for using game archives across maps. By establishing a game archive association relationship between a first game map and a second game map, the first game map can directly or indirectly use the second archive data of the second game map during operation to reuse the game progress of the second game map. On the one hand, when a player uses the first game map to play, there is no need to repeat the game process in the second game map, which reduces the repeated game time between different game maps, brings convenience to the player's game process, and improves the user experience. On the other hand, the game program does not need to save game archives or archive data for different game maps separately, thereby reducing the data storage or processing pressure of the terminal or server. On the other hand, the user can freely select the second game map that provides a reusable game archive for the first game map from the candidate game maps during the game editing stage, realizing flexible editing of the game archive association relationship for different game maps, without the need for the user to edit different game maps in a large game map, and improving the convenience and efficiency of user editing.

[0035] Below Figure 2 Provide detailed instructions for each step.

[0036] refer to Figure 2 In step S210, in response to a first editing instruction for the first game map, a second game map is determined in the candidate game maps according to the first editing instruction, and a game archive association relationship between the first game map and the second game map is established; the candidate game maps include one or more game maps that can form a game archive association relationship with the first game map.

[0037] The first game map is a game map that needs to use the game archives of other game maps. In this exemplary embodiment, a game archive association function is set in the game editor, and the user can use this function to enable the currently edited game map to use the game archives of other game maps. This article refers to such a cross-game map game archive usage relationship as a game archive association relationship. For example, in the process of editing the first game map, the game archive association relationship between the first game map and the second game map can be set so that the first game map can use the game archives of the second game map.

[0038] Candidate game maps are other game maps that are allowed to be used by the first game map to save the game data, and can be determined based on relevant logic or rules in the game program.

[0039] In one embodiment, the first game map is created by the target game account. The candidate game maps may include: game maps created by the target game account and having game archives. The first game map is created by the target game account, which means that the target game account edits and creates the first game map in the editor. In the case where a game map has a game archive, it is usually that a game map has been played and the corresponding game archive has been saved. If a game map has not been played, it usually does not have a game archive. In this embodiment, the first game map and the candidate game map are created by the same game account, and the candidate game map already has a game archive. In other words, game maps created by non-target game accounts, or game maps without game archives, cannot be used as candidate game maps, and the first game map cannot use the game archives of these game maps. For example, when user A edits the first game map created by him, in order to set the game archive association relationship between the first game map and other game maps, he can select from the game maps created by user A and with game archives.

[0040] In one embodiment, the first game map is created by the target game account. The candidate game maps may include: game maps created by the target game account. That is, the candidate game maps may not be required to have game archives.

[0041] In one embodiment, the target game account has participated in the editing of the first game map. The candidate game maps may include: game maps that the target game account has participated in editing and already has game archives. Among them, the game editor may support multiple game accounts to jointly edit a game map. The target game account has participated in the editing of the first game map, including two situations: the target game account has created the first game map, or the target game account has not created the first game map, but has participated in the editing of the first game map in a co-editing manner. In this embodiment, the first game map and the candidate game map have been edited by the same game account, and the candidate game map already has a game archive. In other words, game maps that the target game account has not participated in editing, or game maps that do not have game archives, cannot be used as candidate game maps, and the first game map cannot use the game archives of these game maps. For example, when user A is editing the first game map, in order to set the game archive association relationship between the first game map and other game maps, it can be selected from the game maps that user A has participated in editing and already has game archives.

[0042] In one implementation, the target game account has participated in editing the first game map. The candidate game maps may include: game maps that the target game account has participated in editing.

[0043] In one implementation, the candidate game maps may include: game maps of the same type as the first game map.

[0044] The first editing instruction is an editing instruction for establishing a game archive association relationship between the first game map and other game maps, and may be an editing operation instruction of a user in a game editing stage. The first editing instruction may include an editing instruction for determining a second game map from candidate game maps.

[0045] In one embodiment, reference Figure 3 As shown, the above-mentioned response to the first editing instruction for the first game map, determining the second game map in the candidate game maps according to the first editing instruction, and establishing a game archive association relationship between the first game map and the second game map may include the following steps S310 and S320:

[0046] Step S310, in the game editing scene corresponding to the first game map in the game editing stage, respond to the archive association trigger instruction and display the options corresponding to the candidate game map.

[0047] The game editing stage refers to the stage of editing the game map, and correspondingly, the game running stage is the stage of playing using the game map. In the game editing stage, when the user edits the first game map, the first game map can be loaded in the editing mode, thereby presenting a game editing scene.

[0048] The game editing scene supports editing the archive setting information of the game map. The archive setting information can include the game archive association relationship, and can also include other archive-related information, such as the information dimensions of the data that need to be saved (indicating which dimensions of information are saved in the game archive, such as setting these information dimensions to include the health value and level of the game character, then the health value and level of the game character are saved in the game archive), and the saving method. In addition, the game editing scene can also support editing other information of the game map, such as adding or deleting scene components, editing the properties of scene components, editing the background and weather of the scene, editing the gameplay, etc.

[0049] The archive association trigger instruction is an operation instruction that triggers the start of setting the game archive association relationship. Figure 4 A schematic diagram showing the game editing scene and the save setting information interface can be triggered by turning on the save editing function in the game editing scene. Figure 4 The archive setting information interface in the archive setting information interface provides an "associated map" control. When the user clicks or long presses the control, an archive association trigger instruction is generated, and the options corresponding to the candidate game maps are displayed.

[0050] Step S320, responding to a selection instruction in the options corresponding to the candidate game maps, determining a second game map in the candidate game maps according to the selection instruction, and establishing a game archive association relationship between the first game map and the second game map.

[0051] The options corresponding to the candidate game maps can be in any form, such as icons, text, etc. Figure 4 When the "Associated Map" control in Figure 5 The map selection interface shown in the figure includes icons corresponding to candidate game maps. The user can select and confirm in the map selection interface. Figure 5 If game map B is selected and the association is confirmed, game map B is determined as the second game map, and a game archive association relationship between the first game map and the second game map is established.

[0052] based on Figure 3 The method provides a solution for setting the game archive association relationship in the game editing scene, so that the user can flexibly select the second game map when editing the first game map, and quickly establish the game archive association relationship between the first game map and the second game map.

[0053] In one embodiment, the first editing instruction can be implemented without entering the game editing scene (i.e., without loading the first game map). For example, in the interface for selecting a game map for editing, when the option (such as an icon) corresponding to the first game map is selected, a control related to archive settings can be provided, and the user can trigger the first editing instruction through the control related to archive settings, select the second game map from the candidate game maps, and establish a game archive association relationship between the first game map and the second game map. Alternatively, in the archive display interface of the first game map, a control related to archive settings can be provided, and the user can trigger the first editing instruction through the control related to archive settings, select the second game map from the candidate game maps, and establish a game archive association relationship between the first game map and the second game map.

[0054] Continue to refer Figure 2 In step S220, in response to a game running instruction for playing a game with a first game map, a game running scene corresponding to the first game map in the game running stage is generated, and the first game information in the game running scene is determined according to the first archive data; the first archive data is: the second archive data in the game archive of the second game map, and / or the archive data generated according to the second archive data.

[0055] In this exemplary embodiment, archive data refers to data recorded in the game archive, including but not limited to any one or more of the following data: virtual object data, such as the health value, level, position, etc. of the game character, or the position, color, switch status, etc. of the virtual object; game progress data, such as the date and time in the game, the progress of the game event (such as the progress of crop maturity in the crop planting event); game environment data, such as the weather, wind speed, wind direction, etc. in the game. In addition to archive data, the game map may also include map data, which generally refers to basic information or initial information in the game map, such as which scene components are included in the game map, the properties of the scene components, the number of game characters, the rules of the game, etc.

[0056] In one embodiment, during the game running stage, a game running scene can be generated based on the map data and the archived data. If there is no archived data, the game running scene is generated based on the map data, and the state of the virtual objects in the game running scene, the game progress and other information are determined based on the initial information in the map data.

[0057] The first archive data is the archive data used when running the first game map. The second archive data is the data in the game archive of the second game map. In one embodiment, the second archive data may be data saved according to the second game information in the game running scene corresponding to the second game map. For example, when the user last used the second game map to play, the game save instruction was automatically triggered when exiting the game, or the user manually triggered the game save instruction, or the game save instruction was triggered according to a mechanism such as periodic automatic saving in the game. In response to the game save instruction, the second game information in the game running scene corresponding to the second game map (which may be the current game information in the game running scene when the game save instruction is triggered) is saved to form the second archive data (or the original second archive data is updated).

[0058] In one embodiment, the first archive data may be the second archive data, such as the second archive data may be directly obtained from the game archive of the second game map and used on the first game map. The first archive data and the second archive data are essentially the same archive data, thereby reducing the amount of archive data.

[0059] In one embodiment, the above-mentioned establishment of the game archive association relationship between the first game map and the second game map may include the following steps:

[0060] Set the first game map and the second game map to share the game archive of the second game map.

[0061] That is to say, there is no need to set up an independent game archive for the first game map, and the game archive of the second game map can be shared. When using the archive data, the second archive data can be obtained from the game archive of the second game map and used. At this time, the second archive data is equivalent to the first archive data. This is conducive to reducing the number of game archives and the amount of data, and reducing game expenses.

[0062] In one embodiment, the first archive data may be archive data generated based on the second archive data. For example, the second archive data may be copied, and the copied data may be used as the first archive data. For another example, the second archive data may be adjusted according to the first game map (the copied second archive data may be adjusted, so as not to affect the original second archive data), and the adjusted data may be used as the first archive data. For example, if the identifiers of the first virtual object in the first game map and the second virtual object in the second game map are different, the identifier of the second virtual object in the second archive data may be replaced with the identifier of the first virtual object, thereby obtaining the first archive data. The first archive data and the second archive data are two copies of archive data, which may ensure the independence of the first archive data and the second archive data to a certain extent, such as updating the first archive data without affecting the second archive data.

[0063] In one implementation, the first archived data may include two parts, one part is the second archived data, and the other part is the archived data generated according to the second archived data.

[0064] It should be understood that the first archived data may be the same as the second archived data, or may be different from the second archived data.

[0065] The game running instruction is an instruction that triggers the game to start with the first game map. For example, in the game lobby, the first game map is selected and confirmed to start the game, generating a game running instruction. The game running instruction triggers the loading of the first game map in the running mode, thereby presenting the game running scene.

[0066] When generating a game running scene, the first game information in the game running scene can be determined based on the first archive data. The first game information is the information represented by the first archive data. For example, the first archive data includes data such as the health value, level, and position of the first virtual object, and the health value, level, and position of the first virtual object in the game running scene can be determined based on the first archive data. Since the first archive data is derived from the second archive data, the first game information in the game running scene corresponding to the first game map actually inherits the second game information in the game running scene corresponding to the second game map, thereby realizing that the first game map uses the game archive of the second game map.

[0067] When the game archive association relationship between the first game map and the second game map is established, the first game map can obtain the second archive data from the second game map at any time. Several exemplary solutions are provided below.

[0068] 1) Get the second archive data when running the first game map

[0069] In one embodiment, the game data processing method may further include the following steps:

[0070] In response to the game running instruction, the second archive data is obtained from the game archive of the second game map, and the first archive data is determined according to the second archive data.

[0071] That is to say, when the first game map is running, the second archive data can be obtained from the game archive of the second game map. Before running the first game map, the archive data of the first game map itself is maintained. The archive data can be empty data, or the original archive data of the first game map (for the convenience of distinction, it is called the third archive data, which is the archive data formed after the user uses the first game map to play), or the first archive data determined according to the second archive data when the first game map was run last time.

[0072] Determining the first archived data according to the second archived data may include: using the second archived data as the first archived data, and / or generating the first archived data according to the second archived data.

[0073] 2) Obtaining the second archive data when establishing a game archive association

[0074] In one embodiment, in response to establishing a game archive association relationship between the first game map and the second game map, the second archive data is obtained from the game archive of the second game map, and the first archive data is determined based on the second archive data. That is, when the game archive association relationship is established, the second archive data can be immediately obtained from the game archive of the second game map.

[0075] 3) Obtain the second archive data when the game archive of the second game map is updated

[0076] In one embodiment, when a game archive association relationship is established between a first game map and a second game map, in response to an update of the game archive of the second game map, second archive data is obtained from the updated game archive, and the first archive data is determined based on the second archive data.

[0077] The above provides an exemplary scheme for obtaining the second archive data for the first game map at different times. The present disclosure is not limited to the above scheme. For example, the above schemes 2) and 3) can be combined. Specifically, when establishing the game archive association relationship between the first game map and the second game map, the second archive data is obtained from the game archive of the second game map, and the first archive data is determined based on the second archive data. Thereafter, in response to the game archive of the second game map being updated, the second archive data is obtained from the updated game archive, and the first archive data is updated based on the second archive data. In addition, the second archive data can also be obtained for the first game map at other appropriate times.

[0078] In one embodiment, the above-mentioned establishment of the game archive association relationship between the first game map and the second game map may include the following steps:

[0079] The archive indication information is recorded in the information of the first game map; the archive indication information is used to indicate the game archive of the second game map.

[0080] Accordingly, the above-mentioned obtaining the second archive data from the game archive of the second game map may include the following steps:

[0081] According to the archive indication information recorded in the information of the first game map, the second archive data is obtained from the game archive of the second game map.

[0082] The archive indication information may be the identifier of the second game map, or the identifier of the game archive of the second game map (such as the file name of the game archive), or the storage address of the game archive of the second game map, or a pointer to the storage address and other information. The archive indication information may be recorded in the map data, archive attributes and other information of the first game map. When the first game map needs to use the game archive, the game program may read the archive indication information from the information of the first game map, and find the game archive of the second game map according to the archive indication information. Then, the second archive data is obtained, and the first archive data is determined according to the second archive data.

[0083] In one embodiment, the first archive data includes data of a first virtual object in a first game map, such as data of a health value, level, position, etc. of the first virtual object in the first game map, and the first virtual object may include a player character in the first game map, and may also include objects such as non-player characters and virtual objects. The second archive data includes data of a second virtual object in a second game map, such as data of a health value, level, position, etc. of the second virtual object in the second game map, and the second virtual object may include a player character in the second game map, and may also include objects such as non-player characters and virtual objects.

[0084] In one embodiment, the first virtual object data may be determined based on the second virtual object data, such as determining the first virtual object data corresponding to the second virtual object in the first archived data based on the second virtual object data in the second archived data.

[0085] Among them, the first virtual object and the second virtual object can be the same virtual object, such as the first game map and the second game map are maps that only support single-player games, the first virtual object is the player character in the first game map, and the second virtual object is the player character in the second game map. Both are the only player characters in their respective game maps and can be the same character. Such a first virtual object and a second virtual object naturally have a corresponding relationship. When determining the first archive data according to the second archive data, the first virtual object can inherit the data of the second virtual object. Alternatively, the first virtual object and the second virtual object can be different virtual objects. For example, the first game map includes two player characters, whose identifiers are A-1 and A-2 (A represents the identifier of the first game map, and 1 and 2 represent the numbers of the two player characters in the first game map respectively), and the second game map also includes two player characters, whose identifiers are B-1 and B-2 (B represents the identifier of the first game map, and 1 and 2 represent the numbers of the two player characters in the second game map respectively), the first virtual object A-1 corresponds to the second virtual object B-1, and the first virtual object A-2 corresponds to the second virtual object B-2. When the first archive data is determined according to the second archive data, the first virtual object A-1 may inherit the data of the second virtual object B-1, and the first virtual object A-2 may inherit the data of the second virtual object B-2.

[0086] Through the above method, virtual object data sharing between the first game map and the second game map is achieved.

[0087] In one embodiment, the first game information includes state information of one or more first virtual objects in the first game map; determining the first game information in the game running scene according to the first archive data includes:

[0088] The state information of the first virtual object in the game running scene is determined according to the first virtual object data.

[0089] Among them, the status information of the first virtual object includes but is not limited to: health value, level, position, etc. In particular, the first virtual object may include a player character in the first game map, and the status information of the player character represents the player's game progress. By inheriting the second virtual object data from the game archive of the second game map to determine the first virtual object data, the status information of the first virtual object in the game running scene is determined according to the first virtual object data, and the game progress in the second game map is actually inherited. For example, when the player is playing in the second game map, the player character can be controlled to fight to obtain a higher level. When playing in the first game map, the player character can inherit its level in the second game map without the need for the player to repeat the leveling.

[0090] In one embodiment, the second archive data includes second archive data corresponding to a target information dimension; the target information dimension is an information dimension of data that needs to be saved determined based on archive setting information of the second game map. Figure 6 A schematic diagram of an archive setting information interface is shown, in which the user can set which dimensions of data to be saved. For example, when the user is editing the second game map, in the archive setting information interface of the second game map, if the position, archive point, health value, and life number are all set to "on", it is determined that the target information dimension includes the position, archive point, health value, and life number. In other words, when the second game map is used for playing, the data such as the position, archive point, health value, and life number are saved in the second archive data. Correspondingly, the first archive data determined according to the second archive data includes the first archive data corresponding to the target information dimension. In other words, the information dimension in the first archive data is consistent with the information dimension in the second archive data.

[0091] In one embodiment, the game data processing method may further include the following steps:

[0092] When a game archive association relationship between a first game map and a second game map is established, it is prohibited to adjust the target information dimension in the archive setting information of the first game map.

[0093] For example, if the user sets the target information dimension in the archive setting information interface of the second game map, when editing the first game map, if the game archive association relationship between the first game map and the second game map is set, the target information dimension of the first game map will be automatically synchronized with the target information dimension of the second game map, and the user is not allowed to change it. This ensures that the target information dimension of the first game map is consistent with the target information dimension of the second game map, avoiding logical errors or information missing when the first game map inherits the game archive of the second game map.

[0094] Exemplarily, when establishing a game archive association relationship between the first game map and the second game map, the operation control for adjusting the target information dimension of the first game map (such as the control for setting the location, archive point, health value, life number and other information dimensions "on" or "off" in the archive setting information interface of the first game map) can be disabled, so that the user cannot perform the adjustment operation. Alternatively, the editing instruction for adjusting the target information dimension of the first game map can be invalidated, such as when the user performs the relevant editing instruction, the corresponding instruction effect is not implemented. In addition, relevant prompt information can be displayed to prompt that the target information dimension cannot be adjusted when the game archive association relationship has been set, such as the text message "The archive of the xx map has been associated, and this option cannot be changed."

[0095] In one implementation, the first game map and the second game map may be configured to share the game archive of the second game map, thereby realizing a game archive association relationship.

[0096] In one embodiment, the game data processing method may further include the following steps:

[0097] In response to a game save instruction in the game running scene, the game archive of the second game map is updated according to the third game information in the game running scene.

[0098] Among them, in the game running scene corresponding to the first game map, the game save instruction can be triggered in the following ways: the save instruction is automatically triggered when exiting the game running scene (that is, exiting the current game), or the user manually triggers the game save instruction, such as the user clicks or long presses the save control, or the game save instruction is triggered according to periodic automatic saving and other mechanisms in the game, such as automatically triggering the game save instruction once every 5 minutes, automatically triggering the game save instruction when the player character reaches the save point, and automatically triggering the game save instruction when a specific game event (such as a plot event) occurs.

[0099] The third game information may be the current game information in the game running scene when the game save instruction is generated. For example, when the game save instruction is generated, the current state information of the first virtual object in the game running scene may be used as the third game information. The third game information may be information of the same dimension as the first game information, and may be information corresponding to the target information dimension. For example, the first game information includes the health value, level, and position of the player character, and the third game information also includes the health value, level, and position of the player character. The third game information may be saved in the game archive of the second game map, thereby updating the second archive data.

[0100] Since the first game map and the second game map share the game archive of the second game map, when saving in the game running scene corresponding to the first game map, the data to be saved can be written into the game archive of the second game map. In other words, both the first game map and the second game map can read and write the game archive of the second game map, achieving complete sharing. This ensures that the latest progress of the first game map and the second game map is always saved in the game archive of the second game map, so that the second game map can inherit the game progress of the first game map.

[0101] In one embodiment, the game data processing method may further include the following steps:

[0102] In response to a second editing instruction for the first archive object, the game archive of the second game map is edited according to the second editing instruction; the first archive object is a visualization object of the game archive of the first game map.

[0103] In the case where the first game map and the second game map share the game archive of the second game map, the first game map does not actually have an independent game archive. In order to facilitate user operation, a visualized archive object can still be displayed for the first game map in the archive viewing interface, and the archive object is referred to as the first archive object. Similarly, the visualized object of the game archive of the second game map can be referred to as the second archive object. The first archive object and the second archive object can differ in appearance or content, such as the first archive object displays the information of the first game map, and the second archive object displays the information of the second game map, but the program objects pointed to by the two are the same, both of which are the game archives of the second game map.

[0104] The second editing instruction is an editing instruction of the user for the first archive object, indicating the user's operation on the game archive, such as an instruction to delete the first archive object, an instruction to change the archive address, etc. According to the second editing instruction, the game archive of the second game map can be actually edited. For example, when the user deletes the first archive object, the game archive of the second game map can be deleted. In other words, the user's editing operation on the game archive of the first game map can also be applied to the game archive of the second game map.

[0105] In one embodiment, in response to a deletion instruction for the first archive object, a deletion prompt message may be presented to prompt that deleting the game archive of the first game map will delete the game archive of the second game map. If the user further confirms, the game archive of the second game map will be deleted.

[0106] In one embodiment, since the first game map and the second game map share the game archive of the second game map, the user's editing instructions for the game archive of the second game map (such as the second archive object) can also act on the game archive of the first game map. If the user deletes the game archive of the second game map, the game archive of the first game map is also deleted.

[0107] In one embodiment, the game data processing method may further include the following steps:

[0108] In the archive viewing interface of the first game map or the second game map, the association relationship between the first archive object and the second archive object is displayed according to the game archive association relationship between the first game map and the second game map; the first archive object is a visualization object of the game archive of the first game map, and the second archive object is a visualization object of the game archive of the second game map.

[0109] The archive viewing interface of the first game map or the second game map is used by the user to view game archive related information of the first game map or the second game map, such as whether there is a game archive, the saving time of the game archive, etc. The association relationship between the first archive object and the second archive object is a visual presentation of the association relationship between the game archives of the first game map and the second game map. Figure 7 The archive viewing interface of the first game map or the second game map is shown, where map A is archived as the first archive object and map B is archived as the second archive object. The relationship between the two can be displayed as a parent archive and a child archive, indicating that the first archive data in the child archive is derived from the second archive data in the parent archive. This makes it easier for users to intuitively see and understand the association relationship between game archives.

[0110] In addition, if the first game map or the second game map has a game archive association relationship with other game maps, such as the second game map has a game archive association relationship with the third game map, the second archive object and the third archive object (such as Figure 7 The third archive object is a visualization object of the game archive of the third game map.

[0111] In one embodiment, in the information viewing interface of the first game map or the second game map, the association relationship between the first map object and the second map object is displayed according to the game archive association relationship between the first game map and the second game map. Among them, the information viewing interface of the first game map or the second game map is used for users to view map information, such as the archive information of the game map. The first map object can refer to the first game map, such as the icon, text (such as the map name) of the first game map, and the second map object can refer to the second game map, such as the icon, text (such as the map name) of the second game map. The game archive association relationship between the first game map and the second game map can be visualized as the association relationship between the first map object and the second map object. For example, "sub-archive" can be marked on the first map object, and "parent archive" can be marked on the second map object, thereby reflecting the game archive association relationship between the two game maps. This makes it easy for users to intuitively see and understand the game archive association relationship.

[0112] In addition, if the first game map or the second game map has a game archive association relationship with other game maps, such as the second game map has a game archive association relationship with the third game map, the association relationship between the second map object and the third map object can be displayed in the information viewing interface of the first game map or the second game map, and the third map object refers to the object of the third game map.

[0113] In one embodiment, the game data processing method may further include the following steps:

[0114] In the case where the first game map has game archives, it is prohibited to establish a game archive association relationship between the first game map and other game maps.

[0115] That is to say, when the first game map does not have a game archive (i.e., the game archive is empty), it is allowed to establish a game archive association relationship with other game maps. If the first game map already has a game archive, establishing a game archive association relationship may overwrite its original game archive. This process may cause an error, or the user may establish a game archive association relationship due to a mistaken operation, resulting in the overwriting of the original game archive, causing the loss of game information.

[0116] Exemplarily, when the first game map has a game archive, the operation control corresponding to the first editing instruction can be disabled, so that the user cannot perform the first editing instruction, and the game archive association relationship cannot be established according to the first editing instruction. Alternatively, the detected first editing instruction can be treated as invalid, such as when it is detected that the user performs the first editing instruction, the corresponding instruction effect is not implemented. In addition, relevant prompt information can also be displayed to prompt that it is impossible to set the game archive association relationship with other game maps when the first game map itself has a game archive, such as a text message "The current game map already has a game archive, and the association cannot be set. Please delete the game green archive of the current game map first."

[0117] In one embodiment, when the first game map has game archives, in response to establishing a game archive association relationship between the first game map and the second game map, the original game archives of the first game map are deleted.

[0118] The exemplary embodiment of the present disclosure also provides a game data processing device. Figure 8 As shown, the game data processing device 800 includes:

[0119] The game archive editing module 810 is configured to respond to a first editing instruction for a game archive of a first game map, determine a second game map from candidate game maps according to the first editing instruction, and set a game archive association relationship between the first game map and the second game map; the candidate game maps include one or more game maps that can form a game archive association relationship with the first game map;

[0120] The game operation processing module 820 is configured to respond to a game operation instruction for playing a game with a first game map, generate a game operation scene corresponding to the first game map in the game operation stage, and determine the first game information in the game operation scene according to the first archive data; the first archive data is: the second archive data in the game archive of the second game map, and / or the archive data generated according to the second archive data.

[0121] In one embodiment, in response to a first editing instruction for a first game map, a second game map is determined in candidate game maps according to the first editing instruction, and a game archive association relationship between the first game map and the second game map is established, including: in a game editing scene corresponding to the first game map in a game editing stage, responding to an archive association trigger instruction, displaying options corresponding to the candidate game map; responding to a selection instruction in the options corresponding to the candidate game map, determining the second game map in the candidate game maps according to the selection instruction, and establishing a game archive association relationship between the first game map and the second game map.

[0122] In one embodiment, the game running processing module 820 is further configured to: respond to the game running instruction, obtain the second archive data from the game archive of the second game map, and determine the first archive data according to the second archive data.

[0123] In one embodiment, establishing a game archive association relationship between a first game map and a second game map includes: recording archive indication information in the information of the first game map; the archive indication information is used to indicate the game archive of the second game map; obtaining second archive data from the game archive of the second game map includes: obtaining the second archive data from the game archive of the second game map according to the archive indication information recorded in the information of the first game map.

[0124] In one embodiment, the first archive data includes first virtual object data in a first game map; and the second archive data includes second virtual object data in a second game map.

[0125] In one embodiment, the first game information includes status information of one or more first virtual objects in the first game map; determining the first game information in the game running scene based on the first archive data includes: determining the status information of the first virtual object in the game running scene based on the first virtual object data.

[0126] In one embodiment, the second archive data includes second archive data corresponding to the target information dimension; the target information dimension is the information dimension that needs to save data determined based on the archive setting information of the second game map; the first archive data includes first archive data corresponding to the target information dimension.

[0127] In one embodiment, the game archive editing module 810 is further configured to: when establishing a game archive association relationship between the first game map and the second game map, prohibit adjusting the target information dimension in the archive setting information of the first game map.

[0128] In one embodiment, establishing a game archive association relationship between the first game map and the second game map includes: setting the first game map and the second game map to share the game archive of the second game map.

[0129] In one embodiment, the game running processing module 820 is further configured to: respond to a game save instruction in the game running scene, and update the game archive of the second game map according to the third game data in the game running scene.

[0130] In one embodiment, the game archive editing module 810 is further configured to: respond to a second editing instruction for the first archive object, and edit the game archive of the second game map according to the second editing instruction; the first archive object is a visualization object of the game archive of the first game map.

[0131] In one embodiment, the game archive editing module 810 is further configured to: in the archive viewing interface of the first game map or the second game map, display the association relationship between the first archive object and the second archive object according to the game archive association relationship between the first game map and the second game map; the first archive object is a visualization object of the game archive of the first game map, and the second archive object is a visualization object of the game archive of the second game map.

[0132] In one embodiment, the game archive editing module 810 is further configured to prohibit the establishment of a game archive association relationship between the first game map and other game maps when the first game map has a game archive.

[0133] In one implementation, the first game map is created by a target game account; the candidate game maps include: game maps that are created by the target game account and have game archives.

[0134] The specific details of each part of the above-mentioned device have been described in detail in the implementation method of the method part. The undisclosed details can be found in the implementation method of the method part, so they will not be repeated here.

[0135] It should be noted that, although several modules or units of the device for action execution are mentioned in the above detailed description, this division is not mandatory. In fact, according to the exemplary embodiments of the present disclosure, the features and functions of two or more modules or units described above can be embodied in one module or unit. Conversely, the features and functions of one module or unit described above can be further divided into multiple modules or units to be embodied.

[0136] The exemplary embodiments of the present disclosure also provide a computer program product, which includes a computer program, and when the computer program is executed by a processor, the game data processing method is implemented.

[0137] In one embodiment, the computer program product may be a tangible product containing a computer program, such as a computer-readable storage medium storing a computer program. The readable storage medium may be a storage medium based on electrical, magnetic, optical, electromagnetic, infrared, or other signals, including but not limited to: random access memory (RAM), read-only memory (ROM), magnetic tape, floppy disk, flash memory (Flash), mechanical hard disk (HDD), solid-state drive (SSD), and the like. Exemplarily, the computer program product may be implemented as a non-volatile storage medium storing a computer program, such as a read-only memory, a NAND flash memory, and the like.

[0138] In one embodiment, the computer program product may be an intangible product including a computer program. Exemplarily, the computer program product may be implemented as a virtual digital product, such as a digital file storing an executable file, an installation package, etc. of the computer program.

[0139] The code of the computer program can be written in one or more programming languages. Programming languages ​​such as C language, Java, C++, etc. The program code can be executed entirely on the user computing device, or partially on the user computing device, or as a separate software package, or partially on the user computing device and partially on a remote computing device, or entirely on a remote computing device or server. In the case of a remote computing device, the remote computing device can be connected to the user computing device through any type of network, such as a local area network (LAN), a wide area network (WAN), etc., or can be connected to an external computing device (e.g., an Internet connection provided by an operator).

[0140] Computer programs can be carried or transmitted through electrical, magnetic, optical, electromagnetic, infrared and other signals. Electronic devices can convert signals carrying computer programs into digital signals to run computer programs. When a computer program is running on an electronic device, its code is used to enable the electronic device to execute (more specifically, the processor of the electronic device can execute) the method steps of various exemplary embodiments of the present disclosure, such as the above-mentioned game data processing method, which includes the following steps: Step S210, responding to the first editing instruction for the first game map, determining the second game map in the candidate game map according to the first editing instruction, and establishing a game archive association relationship between the first game map and the second game map; the candidate game map includes one or more game maps that can form a game archive association relationship with the first game map; Step S220, responding to the game running instruction for playing the game with the first game map, generating the game running scene corresponding to the first game map in the game running stage, and determining the first game information in the game running scene according to the first archive data; the first archive data is: the second archive data in the game archive of the second game map, and / or the archive data generated according to the second archive data.

[0141] By implementing the above method steps through a computer program, a solution for using game archives across maps is provided. By establishing a game archive association relationship between a first game map and a second game map, the first game map can directly or indirectly use the second archive data of the second game map during operation to reuse the game progress of the second game map. On the one hand, when a player uses the first game map to play, there is no need to repeat the game process in the second game map, which reduces the repeated game time between different game maps, brings convenience to the player's game process, and improves the user experience. On the other hand, the game program does not need to save game archives or archive data for different game maps separately, thereby reducing the data storage or processing pressure of the terminal or server. On the other hand, the user can freely select the second game map that provides a reusable game archive for the first game map from the candidate game maps during the game editing stage, realizing flexible editing of the game archive association relationship for different game maps, without the need for the user to edit different game maps in a large game map, and improving the convenience and efficiency of user editing.

[0142] The exemplary embodiments of the present disclosure also provide an electronic device, such as the terminal device 110 or the server 120 described above. The electronic device may include a processor and a memory. The memory stores executable instructions of the processor, such as a computer program. The processor executes the method steps of various exemplary embodiments of the present disclosure by executing the executable instructions. In addition, the electronic device may also include a display for displaying a graphical user interface.

[0143] Reference below Fig. 9, the electronic device is exemplarily described in the form of a general-purpose computing device. It should be understood that Fig. 9 The electronic device 900 shown is merely an example and should not limit the functions and scope of use of the embodiments of the present disclosure.

[0144] like Fig. 9 As shown, the electronic device 900 may include: a processor 910 , a memory 920 , a bus 930 , an I / O (input / output) interface 940 , a network adapter 950 , and a display 960 .

[0145] The memory 920 may include a volatile memory, such as a RAM 921, a cache unit 922, and may also include a non-volatile memory, such as a ROM 923. The memory 920 may also include one or more program modules 924, such program modules 924 include but are not limited to: an operating system, one or more application programs, other program modules, and program data, each of which or a combination thereof may include the implementation of a network environment. For example, the program module 924 may include each module in the above-mentioned device.

[0146] The processor 910 may include one or more processing units. For example, the processor 910 may include an AP (Application Processor), a modem processor, a GPU (Graphics Processing Unit), an ISP (Image Signal Processor), a controller, an encoder, a decoder, a DSP (Digital Signal Processor), a baseband processor and / or an NPU (Neural-Network Processing Unit), etc.

[0147] The processor 910 can be used to execute executable instructions stored in the memory 920, such as the above-mentioned game data processing method, which includes the following steps: Step S210, in response to a first editing instruction for a first game map, determining a second game map in a candidate game map according to the first editing instruction, and establishing a game archive association relationship between the first game map and the second game map; the candidate game map includes one or more game maps that can form a game archive association relationship with the first game map; Step S220, in response to a game running instruction for playing a game with the first game map, generating a game running scene corresponding to the first game map in the game running stage, and determining the first game information in the game running scene according to the first archive data; the first archive data is: the second archive data in the game archive of the second game map, and / or the archive data generated according to the second archive data.

[0148] By executing the above method steps through the processor 910, a solution for using game archives across maps is provided. By establishing a game archive association relationship between the first game map and the second game map, the first game map can directly or indirectly use the second archive data of the second game map during operation to reuse the game progress of the second game map. On the one hand, when the player uses the first game map to play, there is no need to repeat the game process in the second game map, which reduces the repeated game time between different game maps, brings convenience to the player's game process, and improves the user experience. On the other hand, the game program does not need to save game archives or archive data for different game maps respectively, thereby reducing the data storage or processing pressure of the terminal or server. On the other hand, the user can freely select the second game map that provides a reusable game archive for the first game map from the candidate game maps during the game editing stage, realizing flexible editing of the game archive association relationship for different game maps, without the user having to edit different game maps in a large game map, and improving the convenience and efficiency of user editing.

[0149] The bus 930 is used to realize the connection between different components of the electronic device 900, and may include a data bus, an address bus, and a control bus.

[0150] The electronic device 900 can communicate with one or more external devices 1000 (eg, a keyboard, a mouse, an external controller, etc.) through the I / O interface 940 .

[0151] The electronic device 900 can communicate with one or more networks through the network adapter 950. For example, the network adapter 950 can provide mobile communication solutions such as 3G / 4G / 5G, or provide wireless communication solutions such as wireless LAN, Bluetooth, near field communication, etc. The network adapter 950 can communicate with other modules of the electronic device 900 through the bus 930.

[0152] The electronic device 900 can display a graphical user interface through the display 960, such as displaying a game editing scene, a game running scene, etc.

[0153] although Fig. 9 Not shown, other hardware and / or software modules may also be provided in the electronic device 900, including but not limited to: microcode, device drivers, redundant processors, external disk drive arrays, RAID systems, tape drives, and data backup storage systems, etc.

[0154] As can be seen from the above, the technical solution of the present disclosure can be implemented as a method, an apparatus, a system, a computer program product, a storage medium, an electronic device, etc. Those skilled in the art can understand that various aspects of the present disclosure can be specifically implemented in the following forms, namely: a complete hardware implementation, a complete software implementation (including firmware, microcode, etc.), or an implementation combining hardware and software, such as being respectively referred to as a "circuit", "module" or "system".

[0155] It should be understood that the present disclosure is not limited to the specific method steps or structures described above and shown in the accompanying drawings, and various modifications and changes can be made without departing from the scope thereof. Those skilled in the art will easily think of other embodiments based on the specific embodiments provided by the present disclosure. Therefore, the specific embodiments provided by the present disclosure are only exemplary, and the scope and spirit of the present disclosure are indicated by the claims, and any variations, uses or adaptive changes of the present disclosure should be covered, which follow the general principles of the present disclosure and include common knowledge or customary technical means in the technical field that are not disclosed in the present disclosure.

Claims

1. A method for processing game data, characterized in that: The method comprises: In response to a first editing instruction for a first game map, a second game map is determined in candidate game maps according to the first editing instruction, and a game archive association relationship is established between the first game map and the second game map; the candidate game maps include one or more game maps that can form a game archive association relationship with the first game map; In response to a game running instruction for playing a game with the first game map, a game running scene corresponding to the first game map in the game running stage is generated, and the first game information in the game running scene is determined according to the first archive data; the first archive data is: the second archive data in the game archive of the second game map, and / or the archive data generated according to the second archive data.

2. The method according to claim 1, characterized in that The responding to the first editing instruction for the first game map, determining the second game map from the candidate game maps according to the first editing instruction, and establishing a game archive association relationship between the first game map and the second game map, includes: In the game editing scene corresponding to the first game map in the game editing stage, in response to the archive association trigger instruction, display the options corresponding to the candidate game map; In response to a selection instruction in the option corresponding to the candidate game map, a second game map is determined in the candidate game maps according to the selection instruction, and a game archive association relationship between the first game map and the second game map is established.

3. The method according to claim 1, characterized in that The method further comprises: In response to the game running instruction, the second archive data is obtained from the game archive of the second game map, and the first archive data is determined according to the second archive data.

4. The method according to claim 3, characterized in that The establishing of a game archive association relationship between the first game map and the second game map includes: Recording save indication information in the information of the first game map; the save indication information is used to indicate the game save of the second game map; The obtaining the second archive data from the game archive of the second game map includes: According to the archive indication information recorded in the information of the first game map, the second archive data is obtained from the game archive of the second game map.

5. The method according to claim 1, characterized in that The first archive data includes first virtual object data in the first game map; the second archive data includes second virtual object data in the second game map.

6. The method according to claim 5, characterized in that The first game information includes state information of one or more first virtual objects in the first game map; the determining the first game information in the game running scene according to the first archive data includes: The state information of the first virtual object in the game running scene is determined according to the first virtual object data.

7. The method according to claim 1, characterized in that The second archive data includes second archive data corresponding to the target information dimension; the target information dimension is an information dimension of data that needs to be saved determined based on the archive setting information of the second game map; the first archive data includes first archive data corresponding to the target information dimension.

8. The method according to claim 7, characterized in that The method further comprises: When a game archive association relationship between the first game map and the second game map is established, it is prohibited to adjust the target information dimension in the archive setting information of the first game map.

9. The method according to claim 1, characterized in that: The establishing of a game archive association relationship between the first game map and the second game map includes: The first game map and the second game map are configured to share the game archive of the second game map.

10. The method according to claim 9, characterized in that The method further comprises: In response to a game save instruction in the game running scene, the game archive of the second game map is updated according to the third game information in the game running scene.

11. The method according to claim 9, characterized in that The method further comprises: In response to a second editing instruction for a first archive object, the game archive of the second game map is edited according to the second editing instruction; the first archive object is a visualization object of the game archive of the first game map.

12. The method according to claim 1, characterized in that The method further comprises: In the archive viewing interface of the first game map or the second game map, the association relationship between the first archive object and the second archive object is displayed according to the game archive association relationship between the first game map and the second game map; the first archive object is a visualization object of the game archive of the first game map, and the second archive object is a visualization object of the game archive of the second game map.

13. The method according to claim 1, characterized in that The method further comprises: In the case where the first game map has game archives, it is prohibited to establish a game archive association relationship between the first game map and other game maps.

14. The method according to any one of claims 1 to 13, characterized in that: The first game map is created by the target game account; The candidate game maps include: game maps created by the target game account and having game archives.

15. A game data processing device, characterized in that: The device comprises: A game archive editing module is configured to respond to a first editing instruction for a game archive of a first game map, determine a second game map from candidate game maps according to the first editing instruction, and set a game archive association relationship between the first game map and the second game map; the candidate game maps include one or more game maps that can form a game archive association relationship with the first game map; The game operation processing module is configured to respond to a game operation instruction for playing the game with the first game map, generate a game operation scene corresponding to the first game map in the game operation stage, and determine the first game information in the game operation scene according to the first archive data; the first archive data is: the second archive data in the game archive of the second game map, and / or the archive data generated according to the second archive data.

16. A computer program product comprising a computer program, characterized in that When the computer program is executed by a processor, the method according to any one of claims 1 to 14 is implemented.

17. An electronic device, characterized in that: include: processor; A memory, configured to store executable instructions of the processor; The processor is configured to perform the method of any one of claims 1 to 14 by executing the executable instructions.