Responsive game skill editing method and system
Through the responsive game skill editing method, the precise analysis, real-time feedback and optimization of skills are achieved, and the existing skill editor lacks flexibility and incident response mechanism is solved, the development efficiency and player experience is improved, and the interactiveness and diversity of skills are enhanced.
Patent Information
- Application Number
- CN202510143700.4
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2025-02-10
- Publication Date
- 2025-04-18
- Estimated Expiration
- 2045-02-10
AI Technical Summary
The existing skill editor lacks incident response mechanism and flexibility, and it is difficult to meet the complex skill logic design needs in modern RPG games. It has a high technical threshold and is difficult to use by non-professional developers.
Design a responsive game skill editing method, and realize real-time response and feedback mechanism through steps such as skill analysis, user trial, feedback collection, skill comparison and optimization, support multi-character skill interaction, and optimize skill parameters through matrix calculation.
It realizes accurate analysis and description of skills, provides real-time feedback and optimization mechanisms, supports multi-dimensional skill performance analysis and improvement, improves development efficiency and player experience, and enhances the interactivity and diversity of skills.
Smart Images

Figure CN119565160B_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to the technical field of video game editing methods and systems (A63F), and in particular to responsive game skill editing methods and systems. Background Art
[0002] With the rapid development of the gaming industry, players are increasingly demanding gaming experience, especially in terms of the expressiveness, interactivity, and response speed of skill effects. As an important part of the gameplay, skill design, and its flexibility and accuracy have a significant impact on the overall quality of the game.
[0003] At present, the skill system of RPG games is complex and diverse, requiring the ability to trigger corresponding skill effects based on player operations or specific events in the game, covering animation skills, aura skills, BUFF skills, etc.
[0004] Existing skill editors usually only support static skill definitions, lack event response mechanisms and flexibility, and are difficult to meet the complex skill logic design requirements in modern RPG games. Existing game skill editing tools and methods still have many limitations, mainly as follows:
[0005] 1. Single function and lack of flexibility: Traditional skill editors usually only support the design of static skill effects, which cannot meet the needs of dynamic changes and real-time interactions in modern games. For example, in multiplayer online games, skills need to be adjusted according to real-time changes in battle scenes, but existing tools often cannot effectively support this.
[0006] 2. Lack of real-time response and feedback mechanism: In existing skill editing tools, developers need to complete skill configuration in the editor and then import it into the game engine for testing. This process is time-consuming and inefficient. When the skill effect does not meet expectations, developers need to repeatedly modify parameters and retest, which greatly increases development costs.
[0007] 3. Insufficient support for multi-role skill interaction: In multiplayer online or collaborative games, skills often involve chain reactions between multiple characters. However, most current skill editing tools can only design the skill logic of a single character, which is difficult to meet the interaction needs in complex scenarios, resulting in limited coordination and expressiveness in the game design process.
[0008] 4. High technical threshold: Existing skill design tools are not very friendly to non-professional developers and usually require certain programming skills, which hinders designers or planners from directly participating in the skill design process.
[0009] There are "trigger-type game skill editing methods" in the prior art, such as CN110882534A, or "editable window-type game skill editing methods", such as CN118543112A. However, no specific quantitative response algorithm is given for "trigger conditions" and "skill effects", and the realization and evaluation of skill effects lack real-time and accuracy.
[0010] In order to solve the above problems, it is particularly important to develop an editing system that supports real-time response, intuitive operation and multi-role skill interaction. The present invention aims to design a responsive game skill editing method and system, which improves the efficiency and accuracy of skill design by introducing functions such as real-time rendering, dynamic event binding and multi-role interaction design, and provides game developers with more flexible and efficient development tools. Summary of the invention
[0011] In view of the above problems, the present invention aims to provide a responsive game skill editing method, which at least comprises the following steps:
[0012] S1. Skill analysis: The basic information, trigger information and target information of the skill are obtained by analysis. The basic information is used to describe the basic characteristics of the skill, the trigger information is used to describe the triggering conditions of the skill, and the target information is used to describe the target of the skill.
[0013] S2, user trial: game users conduct game tests on the analyzed skills;
[0014] S3, feedback collection; the game user performs the interactive operation of the skill with the target object and collects the interactive parameters, the interactive parameters at least including: trigger parameters and target parameters; the trigger parameters are used to represent the parameters of the numerical value after the skill is triggered, and the target parameters are used to represent the parameters of the numerical value fed back after the skill acts on the target object;
[0015] S4, skill comparison: construct a skill parameter matrix, and compare the skills of the game user with the skills of the target object in the form of a matrix;
[0016] S5, skill optimization: based on the skill parameter matrix, the skill is optimized by matrix calculation. Further, the step S1 specifically includes:
[0017] S11, acquiring skills; acquiring a preset basic skill set in the target game, the basic skill set is recorded as ;in, , is the cardinality of the basic skill set;
[0018] S12, parsing the basic skill set to obtain a basic skill list; the basic skill list at least includes: skill name, skill attribute, skill cooldown time and skill consumption;
[0019] S13. Based on the basic skill list, the skill triggering conditions and action objects are analyzed to obtain trigger information and target information.
[0020] Furthermore, step S13 satisfies the following relationship:
[0021]
[0022] in, Represents the skill set Any basic skill A collection of trigger conditions when triggered. Represents the skill set Hit any basic skill The set of target objects; and Respectively represent the trigger condition set and the target object set The mapping function of , , and are respectively the trigger condition sets and the target object set The cardinality of .
[0023] Further, step S4 is specifically as follows: based on the trigger parameter and the target parameter, the performance of the skill is indexed to obtain an indexed skill; based on the indexed skill and the basic skill, a skill parameter matrix is constructed, and the skill parameter matrix is used to characterize the numerical relationship between the skill and the basic skill based on the trigger parameter and the target parameter;
[0024] The skill parameter matrix is constructed to satisfy the following relationship:
[0025]
[0026] in, It represents the ratio of any indexed skill of any game user to any indexed skill of any target object; and Represent the skills of the game user and the skills of the target object respectively; , , and They represent the cardinality of the game user's indexed skills and the target object's indexed skills respectively.
[0027] Furthermore, step S5 satisfies:
[0028] when , it indicates that the target object's skill is in positive suppression when the trigger parameter and the target parameter use the skill under the trigger condition, and the trigger condition of the target skill in the next game operation is lowered;
[0029] when , it indicates that the target object's skill is in a negative suppression state when the trigger parameter and the target parameter are used by the target object under the trigger condition, and the trigger condition of the target skill in the next game operation is increased;
[0030] when , the triggering condition of the indexing skill during the next game operation remains unchanged.
[0031] Furthermore, the triggering condition at least includes:
[0032] Positive trigger conditions, the positive trigger conditions including: at least one of the number of uses reaching a preset number, the skill cooldown time reaching a preset value, and the skill consumption reaching a preset value;
[0033] Negative trigger conditions, the negative trigger conditions include: skill cooling time is less than a preset value, skill consumption is less than a preset value, at least one of the following.
[0034] Furthermore, the method of reducing the triggering condition of the indexing skill is: reducing the positive triggering condition and the negative triggering condition when the indexing skill is triggered by a preset amplitude.
[0035] Furthermore, the method of improving the triggering condition of the indexing skill is: increasing the positive triggering condition when the indexing skill is triggered by a preset amplitude, and reducing the negative triggering condition by a preset amplitude.
[0036] Furthermore, step S4 satisfies the following relationship:
[0037]
[0038] in, Indicates the indexing skill of the skill, Represents the indexing process, Indicates the trigger parameters of the skill. Represents the target parameter of the skill.
[0039] The present invention also provides a responsive game skill editing system, which is used to implement the responsive game skill editing method. The responsive game skill editing system at least includes:
[0040] Skill design module: supports users to create different skill types, including at least animated skills, aura skills, and BUFF skills.
[0041] Skill parsing module, used to parse and process user-designed skills;
[0042] Configuration file generation module: Generates a configuration file in XML format based on the skill parsing results, which contains the definition and nested mechanism information of all skills and is imported into the game engine for use.
[0043] Testing module: connected to the skill analysis module, used for game users to test the analyzed skills;
[0044] Event response module: triggers corresponding skill mechanisms according to events in the game to achieve multi-event and multi-skill responses. The events in the game include at least attack, damage, and state change;
[0045] Preview function module: allows users to view the skill effects and their performance in event response in real time to ensure that the function and performance of the skill meet expectations;
[0046] A parameter collection module, connected to the test module, for collecting numerical parameters fed back by the target object when the game user tests the analyzed skills;
[0047] A parameter comparison module is used to compare the skills of the game user and the skill list of the target object in the form of a skill parameter matrix;
[0048] The optimization module is used to optimize the skill based on the skill parameter matrix, the number of skill performances and the skill feedback of the target object.
[0049] Beneficial Effects
[0050] The present invention provides a responsive game skill editing method and system, which has the following significant advantages over the prior art:
[0051] 1. Realize accurate analysis and description of skills: Through the skill analysis method of step S1, the present invention can efficiently analyze the basic information, trigger information and target information of the skill, comprehensively cover the key elements of skill design, and provide a complete and accurate data foundation for subsequent skill optimization.
[0052] 2. Provide real-time feedback and optimization mechanism: In steps S2 and S3, through user trials and feedback collection, the system can obtain the trigger parameters and target parameters of the skill in real time, and dynamically adjust the trigger conditions and response effects of the skill through matrix comparison and optimization algorithm (steps S4 and S5), greatly improving the balance and applicability of the skill.
[0053] 3. Support multi-dimensional skill performance analysis and improvement: By constructing a skill parameter matrix, the present invention can quantify the performance difference between user skills and target skills. Based on matrix calculation, the present invention can achieve accurate indexing and optimization of skills, ensuring the adaptability and balance of skills under various triggering conditions.
[0054] 4. Improve development efficiency and player experience: This invention combines the skill design module with the test module to achieve the full life cycle management of skills, covering skill creation, analysis, testing, comparison and optimization. Through the real-time preview function, developers can quickly verify the skill effect, reduce the time of repeated adjustments, and provide players with a richer and more balanced gaming experience.
[0055] 5. Enhance the interactivity and diversity of skills: The system supports dynamic adjustment of positive and negative trigger conditions, and through the multi-skill response mechanism, it improves the flexibility and expressiveness of skills in complex game scenarios. At the same time, it supports the creation and optimization of different skill types (animation skills, BUFF skills, aura skills, etc.), making skill design more diverse and innovative. BRIEF DESCRIPTION OF THE DRAWINGS
[0056] Figure 1 It is a schematic diagram of the method flow of the present invention.
[0057] Figure 2 This is an overall schematic diagram of the interactive interface for skill editing of the present invention.
[0058] Figure 3 for Figure 2 A partial enlarged schematic diagram of a portion of the control bar in .
[0059] Figure 4 for Figure 2 A partial enlarged schematic diagram of another part of the control bar in FIG. DETAILED DESCRIPTION
[0060] In order to deepen the understanding of the present invention, the present invention will be further described in detail below in conjunction with examples. The examples are only used to explain the present invention and do not constitute a limitation on the protection scope of the present invention.
[0061] Embodiment 1
[0062] according to Figure 1 As shown, this embodiment provides a responsive game skill editing method, which at least includes the following steps:
[0063] S1. Skill analysis: The basic information, trigger information and target information of the skill are obtained by analysis. The basic information is used to describe the basic characteristics of the skill, the trigger information is used to describe the triggering conditions of the skill, and the target information is used to describe the target of the skill.
[0064] S2, user trial: game users conduct game tests on the analyzed skills;
[0065] S3, feedback collection; the game user performs the interactive operation of the skill with the target object and collects the interactive parameters, the interactive parameters at least including: trigger parameters and target parameters; the trigger parameters are used to represent the parameters of the numerical value after the skill is triggered, and the target parameters are used to represent the parameters of the numerical value fed back after the skill acts on the target object;
[0066] S4, skill comparison: construct a skill parameter matrix, and compare the skills of the game user with the skills of the target object in the form of a matrix;
[0067] S5, skill optimization: based on the skill parameter matrix, the skill is optimized by matrix calculation. The step S1 specifically includes:
[0068] S11, acquiring skills; acquiring a preset basic skill set in the target game, the basic skill set is recorded as ;in, , is the cardinality of the basic skill set;
[0069] S12, parsing the basic skill set to obtain a basic skill list; the basic skill list at least includes: skill name, skill attribute, skill cooldown time and skill consumption;
[0070] S13. Based on the basic skill list, the skill triggering conditions and action objects are analyzed to obtain trigger information and target information.
[0071] The step S13 satisfies the following relationship:
[0072]
[0073] in, Represents the skill set Any basic skill A collection of trigger conditions when triggered. Represents the skill set Hit any basic skill The set of target objects; and Respectively represent the trigger condition set and the target object set The mapping function of , , and are respectively the trigger condition sets and the target object set The cardinality of .
[0074] Step S4 specifically includes: based on the trigger parameter and the target parameter, indexing the performance of the skill to obtain an indexed skill; based on the indexed skill and the basic skill, constructing a skill parameter matrix, wherein the skill parameter matrix is used to characterize the numerical relationship between the skill and the basic skill based on the trigger parameter and the target parameter;
[0075] The skill parameter matrix is constructed to satisfy the following relationship:
[0076]
[0077] in, It represents the ratio of any indexed skill of any game user to any indexed skill of any target object; and Represent the skills of the game user and the skills of the target object respectively; , , and They represent the cardinality of the game user's indexed skills and the target object's indexed skills respectively.
[0078] The step S5 satisfies:
[0079] when , it indicates that the target object's skill is in positive suppression when the trigger parameter and the target parameter use the skill under the trigger condition, and the trigger condition of the target skill in the next game operation is lowered;
[0080] when , it indicates that the target object's skill is in a negative suppression state when the trigger parameter and the target parameter are used by the target object under the trigger condition, and the trigger condition of the target skill in the next game operation is increased;
[0081] when , the triggering condition of the indexing skill during the next game operation remains unchanged.
[0082] The triggering conditions at least include:
[0083] Positive trigger conditions, the positive trigger conditions including: at least one of the number of uses reaching a preset number, the skill cooldown time reaching a preset value, and the skill consumption reaching a preset value;
[0084] Negative trigger conditions, the negative trigger conditions include: skill cooling time is less than a preset value, skill consumption is less than a preset value, at least one of the following.
[0085] The method of reducing the triggering condition of the indexing skill is: reducing the positive triggering condition and the negative triggering condition when the indexing skill is triggered by a preset amplitude.
[0086] The method of improving the triggering condition of the indexing skill is: increasing the positive triggering condition when the indexing skill is triggered by a preset amplitude, and reducing the negative triggering condition by a preset amplitude.
[0087] The step S4 satisfies the following relationship:
[0088]
[0089] in, Indicates the indexing skill of the skill, Represents the indexing process, Indicates the trigger parameters of the skill. Represents the target parameter of the skill. Specific embodiment 2
[0091] like Figure 2 , Figure 3 and Figure 4 As shown, this embodiment provides a responsive game skill editing system, which is used to implement the responsive game skill editing method. The responsive game skill editing system at least includes:
[0092] Skill design module: supports users to create different skill types, including at least animated skills, aura skills, and BUFF skills.
[0093] Skill parsing module, used to parse and process user-designed skills;
[0094] Configuration file generation module: Generates a configuration file in XML format based on the skill parsing results, which contains the definition and nested mechanism information of all skills and is imported into the game engine for use.
[0095] Testing module: connected to the skill analysis module, used for game users to test the analyzed skills;
[0096] Event response module: triggers corresponding skill mechanisms according to events in the game to achieve multi-event and multi-skill responses. The events in the game include at least attack, damage, and state change;
[0097] Preview function module: allows users to view the skill effects and their performance in event response in real time to ensure that the function and performance of the skill meet expectations;
[0098] A parameter collection module, connected to the test module, for collecting numerical parameters fed back by the target object when the game user tests the analyzed skills;
[0099] A parameter comparison module is used to compare the skills of the game user and the skill list of the target object in the form of a skill parameter matrix;
[0100] The optimization module is used to optimize the skill based on the skill parameter matrix, the number of skill performances and the skill feedback of the target object. Specific embodiment three
[0102] Skill analysis (step S1):
[0103] The system extracts the information of the "Fire Blast" skill from the preset skill set in the game and analyzes it to obtain the following content:
[0104] Basic information: The skill name is "Fire Shock", the cooldown time is 5 seconds, and the mana consumption is 50 points.
[0105] Trigger information: The skill trigger condition is "the player's mana is greater than 50 points".
[0106] Target information: The skill affects all enemies within a 5-meter range in front of the character.
[0107] User trial (step S2):
[0108] A game user tries out the "Fire Blast" skill in the test environment. After the player triggers the skill, the system records the skill's casting effect, including the skill's animation performance and damage value.
[0109] Feedback collection (step S3):
[0110] The system collects the interactive parameters of the "Flame Impact" skill in real time, including:
[0111] Trigger parameters: skill cooldown is 5 seconds, mana consumption is 50 points.
[0112] Target parameters: The average damage caused to the enemy is 200 points, and the burning state lasts for 3 seconds.
[0113] Skill comparison (step S4):
[0114] Based on the above parameters, the system constructs a skill parameter matrix and calculates the performance indicators of the skill under the current conditions:
[0115] These are the performance parameters of the player's skill "Fire Blast".
[0116] Feedback on the enemy target's resistance.
[0117] Calculation results: When , the skill is in a strong state; when , the skill effect is insufficient.
[0118] Skill optimization (step S5):
[0119] The system optimizes skill parameters based on the comparison results:
[0120] when , reduce the trigger conditions of "Fire Blast", such as reducing mana consumption to 45 points.
[0121] when , increase the damage output of the skill, such as increasing the average damage to 220 points.
[0122] Verification results:
[0123] The user tried the optimized "Fire Shock" skill again, and the system monitored and recorded the optimized effects in real time to verify its balance and applicability.
[0124] Configuration file code example (partial):
[0125] <skill>
[0126] <name> Fire Blast< / name>
[0127] <cooldown> 5< / cooldown>
[0128] <manacost> 45< / manacost>
[0129] <damage> 220< / damage>
[0130] <effect>
[0131] <burningduration> 3< / burningduration>
[0132] < / effect>
[0133] <range> 5< / range>
[0134] < / skill>
[0135] The above shows and describes the basic principles, main features and advantages of the present invention. It should be understood by those skilled in the art that the present invention is not limited to the above embodiments. The above embodiments and descriptions are only for explaining the principles of the present invention. Without departing from the spirit and scope of the present invention, the present invention may have various changes and improvements, which fall within the scope of the present invention. The scope of protection of the present invention is defined by the attached claims and their equivalents.
Claims
1. A responsive game skill editing method, characterized in that: At least the following steps are included: S1. Skill analysis: The basic information, trigger information and target information of the skill are obtained by analysis. The basic information is used to describe the basic characteristics of the skill, the trigger information is used to describe the trigger conditions of the skill, and the target information is used to describe the target of the skill. Specifically, it includes: S11, acquiring skills; acquiring a preset basic skill set in the target game, the basic skill set is recorded as ;in, , is the cardinality of the basic skill set; S12, parsing the basic skill set to obtain a basic skill list; the basic skill list at least includes: skill name, skill attribute, skill cooldown time and skill consumption; S13. Based on the basic skill list, the skill triggering conditions and action objects are analyzed to obtain trigger information and target information; the following relationship is satisfied: ; in, Represents the skill set Any basic skill A collection of trigger conditions when triggered. Represents the skill set Hit any basic skill The set of target objects; and Respectively represent the trigger condition set and the target object set The mapping function of , , and are respectively the trigger condition sets and the target object set The cardinality of S2, user trial: game users conduct game tests on the analyzed skills; S3, feedback collection: the game user performs the interaction operation of the skill with the target object and collects interaction parameters, the interaction parameters at least including: trigger parameters and target parameters; the trigger parameters are used to represent the parameters of the numerical value after the skill is triggered, and the target parameters are used to represent the parameters of the numerical value fed back after the skill acts on the target object; S4, skill comparison: construct a skill parameter matrix, and compare the skills of the game user with the skills of the target object in the form of a matrix; specifically: based on the trigger parameter and the target parameter, index the performance of the skill to obtain the indexed skill; based on the indexed skill and the basic skill, construct a skill parameter matrix, and the skill parameter matrix is used to characterize the numerical relationship between the skill and the basic skill based on the trigger parameter and the target parameter; The skill parameter matrix is constructed to satisfy the following relationship: ; in, It represents the ratio of any indexed skill of any game user to any indexed skill of any target object; and Represent the skills of the game user and the skills of the target object respectively; , , and Respectively represent the cardinality of the indexed skills of the game user and the indexed skills of the target object; S5. Skill optimization: Based on the skill parameter matrix, the skill is optimized using a matrix calculation method.
2. A responsive game skill editing method according to claim 1, characterized in that: The step S5 satisfies: when , it indicates that the target object's skill is in positive suppression when the trigger parameter and the target parameter use the skill under the trigger condition, and the trigger condition of the target skill in the next game operation is lowered; when , it indicates that the target object's skill is in a negative suppression state when the trigger parameter and the target parameter are used by the target object under the trigger condition, and the trigger condition of the target skill in the next game operation is increased; when , the triggering condition of the indexing skill during the next game operation remains unchanged.
3. A responsive game skill editing method according to claim 2, characterized in that: The triggering conditions at least include: Positive trigger conditions, the positive trigger conditions including: at least one of the number of uses reaching a preset number, the skill cooldown time reaching a preset value, and the skill consumption reaching a preset value; Negative trigger conditions, the negative trigger conditions include: skill cooling time is less than a preset value, skill consumption is less than a preset value, at least one of the following.
4. A responsive game skill editing method according to claim 3, characterized in that: The method of reducing the triggering condition of the indexing skill is: reducing the positive triggering condition and the negative triggering condition when the indexing skill is triggered by a preset amplitude.
5. A responsive game skill editing method according to claim 4, characterized in that: The method of improving the triggering condition of the indexing skill is: increasing the positive triggering condition when the indexing skill is triggered by a preset amplitude, and reducing the negative triggering condition by a preset amplitude.
6. A responsive game skill editing method according to claim 5, characterized in that: The step S4 satisfies the following relationship: ; in, Indicates the indexing skill of the skill, Represents the indexing process, Indicates the trigger parameters of the skill. Represents the target parameter of the skill.
7. A responsive game skill editing system, used to implement a responsive game skill editing method as described in any one of claims 1-6, characterized in that: The responsive game skill editing system at least includes: Skill design module: supports users to create different skill types, including at least skills with animation, aura skills, and BUFF skills; Skill parsing module, used to parse and process user-designed skills; Configuration file generation module: Generates a configuration file in XML format based on the skill parsing results, which contains the definition and nesting mechanism information of all skills and is imported into the game engine for use; Testing module: connected to the skill analysis module, used for game users to test the analyzed skills; Event response module: triggers corresponding skill mechanisms according to events in the game to achieve multi-event and multi-skill responses. The events in the game include at least attack, damage, and state change; Preview function module: allows users to view the skill effects and their performance in event response in real time to ensure that the function and performance of the skill meet expectations; A parameter collection module, connected to the test module, for collecting numerical parameters fed back by the target object when the game user tests the analyzed skills; A parameter comparison module is used to compare the skills of the game user and the skill list of the target object in the form of a skill parameter matrix; The optimization module is used to optimize the skill based on the skill parameter matrix, the number of skill performances and the skill feedback of the target object.
Citation Information
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