General guiding method and system in game

By dividing the game boot process into boot segments and steps, and setting trigger conditions based on the configuration table, the problem of insufficient flexibility and adaptability of the existing boot system is solved, and more refined boot management and better user experience is achieved.

CN119770957APending Publication Date: 2025-04-08XIAMEN WOOBEST INTERACTIVE NETWORK TECH CO LTD

Patent Information

Application Number
CN202510230513.X
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-02-28
Publication Date
2025-04-08

AI Technical Summary

Technical Problem

The existing game guidance system is insufficient in terms of flexibility, adaptability and robustness, resulting in poor user experience, insufficient flexibility in guidance management, limited exception handling methods, and inaccurate acquisition of guidance targets.

Method used

By dividing the boot process into a boot segment and a boot step, and setting trigger conditions, skip conditions and completion conditions based on the configuration table, flexible and accurate triggering of boot is achieved. The independent management of boot segments and steps, event monitoring and dynamic target acquisition mechanisms improve the flexibility and adaptability of the boot system.

Benefits of technology

It realizes more refined guidance management, improves the flexibility and adaptability of the guidance system, reduces the stuck problem in the user experience, and improves the overall user experience of the game.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The invention discloses a universal guiding method and system in a game, and the method comprises the following steps: dividing a guiding process into at least one guiding segment, each guiding segment comprises a plurality of continuous guiding steps, and storing the guiding segments and the guiding steps in a configuration table; event distribution of a game client is monitored, and a current game environment is determined and comprises a game scene and interface information; and monitoring and judging whether the current game environment meets a preset triggering condition or not based on the preset triggering condition, if so, starting the corresponding guide section, executing the guide steps according to a set sequence, and judging whether the current step is completed or not based on a preset completion condition. The method supports flexible modification and extension of the guide process, improves the adaptability, flexibility and robustness of guide management, and improves the user experience in the electronic game guide process.
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Description

Technical Field

[0001] The present invention belongs to the technical field of electronic games, and in particular relates to a universal in-game guidance method and system. Background Art

[0002] In video games, there are multiple different scenes and interfaces, which we call game environments. Game environments refer to the specific scenes or interfaces that players are in during the game. For example, battle scenes, main city interfaces, task interfaces, upgrade interfaces, reward interfaces, etc. Changes in game environments are usually affected by game logic, player operations, system events, and other factors. For example, when a player is in battle, the game environment belongs to the battle scene, and when the player opens the character attribute interface, the game environment switches to the character interface. Game guidance is a system used to help players familiarize themselves with game functions, operation processes, or improve the game experience. It usually guides players to complete a specific operation through arrows, text prompts, animations, task instructions, etc. For example, in a novice tutorial, the game guide may instruct players to click a button to attack; during the character growth process, the guide may prompt players how to upgrade equipment or learn skills. Game developers or operators hope that when players open the upgrade interface, they will guide players to upgrade the corresponding game characters, but at this time, a reward interface pops up due to gameplay design and other reasons. At this time, the game environment is not suitable for triggering and guiding players to upgrade their characters.

[0003] The Chinese invention patent application with the publication number CN112843684A discloses a method, device, equipment and computer-readable storage medium for processing game guidance. The method includes: making game guidance information into a guidance process configuration file; when monitoring a game operation, determining whether to trigger the game guidance function according to the game operation and the information configured in the guidance process configuration file; if it is determined that the game guidance function is triggered, calling the guidance module related to the game guidance function according to the information configured in the guidance process configuration file; if a game abnormality occurs after the game guidance function is triggered, skipping the game abnormality through an auxiliary function, and the game abnormality includes a loading abnormality; if the loading abnormality occurs in the user interface of the game, skipping the game abnormality through an auxiliary function includes: displaying guidance information at the target position where the button that needs to be operated by the user is located; when detecting an event that the user operates at the target position where the button is located according to the guidance information, calling back the first auxiliary function inserted at the target position where the button is located to execute the normal logic after the user performs the operation at the target position where the button is located.

[0004] During the game development cycle, the boot process needs to be frequently adjusted to meet project requirements. The boot system can flexibly configure and adjust the boot process, and can accurately trigger the boot according to the current game environment to improve development efficiency. The above solution configures and calls the boot module based on the boot process configuration file, resulting in insufficient flexibility in boot management, limitations in exception handling methods leading to poor user experience, and inaccurate acquisition of the boot target due to the decoupling of the business code from the boot system code, resulting in insufficient adaptability and robustness. Summary of the invention

[0005] The present invention provides a general in-game guidance method and system, aiming to solve the problems of insufficient flexibility, adaptability and robustness, and poor user experience.

[0006] To solve the above technical problems, the general guidance method proposed in the present invention comprises the following steps:

[0007] Dividing the boot process into at least one boot segment, each boot segment including a plurality of consecutive boot steps, and saving the boot segment and the boot steps in a configuration table;

[0008] Monitor the event dispatch of the game client to determine the current game environment, including game scenes and interface information;

[0009] Based on the preset trigger conditions, monitor and determine whether the current game environment meets the trigger conditions. If so, start the corresponding boot segment, execute the boot steps in the set order, and determine whether the current step is completed based on the preset completion conditions;

[0010] Among them, a guide segment skipping condition is set in the guide segment, and when the player has met the guide target due to other operations, the corresponding guide segment is automatically skipped;

[0011] When executing the guidance steps, if the game environment changes and some guidance steps cannot be executed in the normal order, specific guidance steps are skipped based on the guidance step skipping conditions.

[0012] Preferably, the types of the guide segment include:

[0013] Strong guidance type, when the guidance is triggered, the strong guidance type restricts the player's game operation and only allows operations according to the preset guidance steps;

[0014] Weak guidance type, when the guidance is triggered, the weak guidance type allows the player to independently decide whether to follow the guidance steps, and automatically interrupts the current guidance segment if the guidance steps are not followed.

[0015] Preferably, in the boot segment of the strong boot type, whether the boot process is stuck is detected based on the following conditions, and if any condition is met, the current boot segment is skipped:

[0016] The operation area of ​​the guiding target is not within the screen range;

[0017] Determine through ray detection whether the guidance target is blocked by other interfaces;

[0018] The guidance target is not obtained within the set time after the guidance is triggered.

[0019] Preferably, the boot segment is configured with an independent controller, and the controller is used to manage the execution process and execution status of the corresponding boot segment.

[0020] Preferably, after starting the corresponding guide segment, the game interface includes a functional interface and a guide panel, wherein the functional interface provides the player with core operations within the game, and the guide panel is hidden inside the game and is used to receive player operation events and transmit them to the guide target corresponding controls of the functional interface.

[0021] Preferably, the method for obtaining the guidance target includes:

[0022] The path nodes of the guidance target are stored in the configuration table in a hierarchical structure. The guidance system locates the target by reading the path node information and determines the interface and control where the guidance target is located.

[0023] The logic package of obtaining the guidance target is encapsulated as a dynamic function, and the logic package is stored as a fixed configuration. The guidance system obtains the dynamic function by calling the corresponding target, dynamically obtains the guidance target, and determines the interface and control where the guidance target is located.

[0024] Preferably, the conditions for skipping the guidance segment include: the player has completed the guidance goal, the guidance fails due to changes in the game environment, the player manually skips in the weak guidance type, and the system determines that the guidance is not suitable for continued execution.

[0025] Preferably, the conditions for skipping the guiding step include: the player has completed the current step goal in the previous operation, the player bypasses the current step and directly enters the subsequent step, the game environment changes so that the current step cannot be executed, and the system detects a risk of freezing.

[0026] Preferably, the fields of the boot segment in the configuration table include a boot segment number, a boot segment name, a boot segment type, a trigger condition, and a skip condition;

[0027] The fields of the guide step in the configuration table include a guide step number, a guide step name, a corresponding guide segment, a completion condition, a skip condition, and a guide target.

[0028] Accordingly, the present invention further proposes a universal in-game guidance system, which is used to implement the above-mentioned universal guidance method, including:

[0029] A boot management module, used to divide the boot process into boot segments and boot steps, and store them in a configuration table;

[0030] The event monitoring module is used to monitor the event dispatching of the game client, determine whether the current game environment meets the triggering conditions based on the preset triggering conditions, and start the corresponding boot segment when the conditions are met;

[0031] A guidance execution module, used to execute guidance steps in a set order, and determine whether the current step is completed based on a preset completion condition; and automatically skip the corresponding guidance segment when the guidance segment skipping condition is met, or skip a specific guidance step when the guidance step skipping condition is met;

[0032] The interface management module is used to manage the functional interface and guide panel of the game interface, and supports hiding the guide panel so that it can receive player operation events and pass them to the corresponding controls of the guide target of the functional interface;

[0033] A guidance target acquisition module is used to locate the guidance target based on the hierarchical structure information of the path node, or to obtain the guidance target by calling a dynamic function stored in the configuration table, and to determine the interface and control where the guidance target is located;

[0034] The stuck detection module is used to detect whether the boot process is stuck in the boot segment of the strong boot type, and skip the current boot segment when the preset condition is met.

[0035] Compared with the prior art, the present invention has the following technical effects:

[0036] 1. The universal guidance method proposed in the present invention decomposes guidance according to guidance segments and guidance steps, and designs configuration information such as trigger conditions, skip conditions, and completion conditions, so that guidance can be accurately triggered according to preset data. This configuration information is set in a table. By reading this configuration information, the program can accurately trigger and execute different guidance during the game, support more sophisticated guidance management, and can set trigger conditions, skip conditions, and completion conditions for guidance segments and guidance steps respectively, thereby enhancing the flexibility of guidance management.

[0037] 2. The universal guidance method proposed in the present invention effectively solves the problem of freezing caused by complex environment during strong guidance by judging whether the guidance target area is within the screen and using ray detection technology to judge whether the guidance target is blocked, thereby improving the user experience of electronic games.

[0038] 3. The general guidance method proposed in the present invention realizes the scalability of guidance target acquisition by combining path nodes with dynamic functions, and can flexibly configure various guidance targets in a table in a complex game environment, thereby meeting diverse guidance needs.

[0039] 4. The general guidance method proposed in the present invention decouples the functional interface from the guidance panel by designing the guidance panel, and can intercept the player's direct click operation on the game interface during the guidance process. The guidance panel transmits the received click event to the designated guidance target through event transmission, thereby realizing the logical separation and independence of the guidance function and the button function, and improving the flexibility and configurability of the guidance system. BRIEF DESCRIPTION OF THE DRAWINGS

[0040] Figure 1 is a flow chart of the general guiding method of the present invention;

[0041] Figure 2 is a schematic diagram of the structure of the guiding section and guiding steps according to an embodiment of the present invention;

[0042] Figure 3 It is a schematic diagram of the function interface and the guide interface described in the embodiment of the present invention. DETAILED DESCRIPTION

[0043] In order to make the objectives, technical solutions and advantages of the present invention more clear, the technical solutions of the present invention will be clearly and completely described below in combination with specific embodiments of the present application and with reference to the accompanying drawings.

[0044] Embodiment 1

[0045] This embodiment is a general in-game guidance method. Figure 1 As shown, the following steps are included:

[0046] A general in-game guidance method includes the following steps 1 to 3:

[0047] Step 1: divide the boot process into at least one boot segment, each boot segment includes a plurality of consecutive boot steps, and save the boot segments and boot steps in a configuration table.

[0048] The guide segment and guide step structure of this embodiment are as follows Figure 2 As shown, during a game process, there may be multiple independent boot segments, and each boot segment contains multiple continuous boot steps.

[0049] Among them, a skipping condition for the introductory segment is set in the introductory segment, and when the player has satisfied the introductory target due to other operations, the corresponding introductory segment is automatically skipped. In view of the unpredictability of player operations during the game and the complexity of the game environment, this embodiment is equipped with a skipping condition mechanism for the introductory segment.

[0050] In one embodiment of the present invention, the skipping conditions of the guidance segment include: the player has completed the guidance goal, the game environment changes causing the guidance to fail, the player manually skips in the weak guidance type, and the system determines that the guidance is not suitable for continued execution. For example, in the scenario of guiding the player to upgrade the hero level to level 5, if the player achieves this goal in advance due to game environment factors, the system automatically skips the triggering of the guidance segment by setting "hero level reaches level 5" as the skipping condition, avoiding unnecessary guidance interference and enhancing the flexibility and adaptability of the guidance system.

[0051] In one embodiment of the present invention, the fields of the leading segment in the configuration table include a leading segment number, a leading segment name, a leading segment type, a trigger condition, and a skip condition.

[0052] An example of a boot segment configuration in this embodiment is shown in Table 1 below.

[0053] Boot Segment Number Boot segment name Boot segment type Trigger conditions Skip Condition 1 Boot Segment 1 Weak guidance Reach level 10 2 Boot Segment 2 Weak guidance Have 100 gold 3 Boot Segment 3 Strong Guidance First time getting a hero Reach hero level 5 4 Boot Segment 4 Strong Guidance Open the upgrade interface for the first time

[0054] Table 1 Boot Segment Configuration Table Example

[0055] When executing the guidance steps, if the game environment changes and some guidance steps cannot be executed in the normal order, the specific guidance steps are skipped based on the guidance step skipping conditions. During the game process, the complex game environment may cause some guidance steps to be unable to be executed in the normal order. This embodiment also sets skipping conditions for the guidance steps. By real-time detection of the game state and player operations, it is determined whether the skipping conditions are met, so as to dynamically skip specific guidance steps to ensure the overall process correctness and coherence of the guidance segment.

[0056] In one embodiment of the present invention, the conditions for skipping the guide steps include: the player has completed the current step goal in the previous operation, the player bypasses the current step and directly enters the subsequent step, the game environment changes and the current step cannot be executed, and the system detects a risk of freezing. For example, in a guide segment containing "step 1, step 2, step 3, step 4", the player may directly enter step 4 after completing step 2 and skip step 3.

[0057] In one embodiment of the present invention, the fields of the boot step in the configuration table include a boot step number, a boot step name, a boot segment, a completion condition, a skip condition, and a boot target.

[0058] An example of a boot step configuration in this embodiment is shown in Table 2 below.

[0059]

[0060]

[0061] Table 2 Example of boot step configuration table

[0062] Step 2: Monitor the event dispatch of the game client to determine the current game environment, including game scenes and interface information.

[0063] The event monitoring mechanism of this step guides the system's built-in event monitoring module, which continuously monitors the game's internal event dispatching mechanism during the game client's operation to capture changes in the game environment.

[0064] The game client will dispatch events when switching between different scenes and interfaces, such as: scene loading events (such as "entering the battle scene" or "entering the main city"), interface opening / closing events (such as "opening the backpack interface" or "closing the task panel"), interactive operation events (such as "clicking the hero upgrade button" or "receiving rewards"), and system notification events (such as "obtaining a new hero" or "task completed").

[0065] The specific monitoring method can adopt the Observer mode, which enables the boot manager to subscribe to specific game events and automatically receive notifications when events occur. Monitor the message bus (Event Bus) or global event distribution system provided by the game engine to ensure that key state changes can be perceived by the boot system.

[0066] The game environment consists of two core components: game scene and interface status. The game scene refers to the large environment where the current player is located, such as "main city", "battle level", "world map", etc.; by listening to the scene switching event (SceneChanged), the current scene name is obtained and the environmental information of the guidance system is updated. The interface status refers to the UI visible to the current player, such as "hero upgrade interface", "backpack interface", "task panel", etc.; by listening to the UI open / close event (UIOpened / UIClosed), the available interface information of the guidance system is dynamically updated.

[0067] In one embodiment of the present invention, the guidance system maintains an environment state table (Environment StateTable) to store the currently active game environment information, such as: current value of parameter name, game scene main city, active interface hero backpack interface, upgrade interface; when the guidance system needs to decide whether to trigger a certain guidance segment, it will query the current game environment to ensure that the game scene and interface match the preset triggering conditions of the guidance.

[0068] When the event monitoring module detects changes in the game scene or interface, it immediately updates the environment status table and notifies the boot management module. The boot management module checks whether there is a boot segment that meets the trigger conditions based on the environment information. If the conditions are met, the corresponding boot segment is triggered; if the environment does not meet the conditions, it will not be triggered or wait for further operations.

[0069] Taking "obtaining a hero" as an example, when a player obtains a new hero in the game, the communication process between the game client and the server is triggered. During this process, the client will dispatch a specific event.

[0070] Step three, based on the preset trigger conditions, monitor and determine whether the current game environment meets the trigger conditions. If so, start the corresponding boot segment, execute the boot steps in the set order, and determine whether the current step is completed based on the preset completion conditions.

[0071] The types of the guide segment described in this embodiment include:

[0072] Strong guidance type, when the guidance is triggered, the strong guidance type restricts the player's game operation and only allows operations according to the preset guidance steps;

[0073] Weak guidance type, when the guidance is triggered, the weak guidance type allows the player to independently decide whether to follow the guidance steps, and automatically interrupts the current guidance segment if the guidance steps are not followed.

[0074] When a strong boot is triggered during the game, players can often only operate specific areas, and other areas need to be blocked. This method of blocking operations during the boot process is prone to jamming due to factors in the game environment. Therefore, this embodiment designs an anti-jam mechanism: when the player's boot is jammed, the current boot segment is skipped to prevent the game process from being jammed. Specifically, the boot process is detected based on the following conditions. If any condition is met, the current boot segment is skipped:

[0075] The operation area of ​​the guidance target is not within the screen range; determine whether the operation area of ​​the guidance target is within the screen, if it is outside the screen, it is determined that the guidance is stuck;

[0076] By using ray detection, it is determined whether the guidance target is blocked by other interfaces; by using ray detection, it is determined whether the guidance area is blocked by other interfaces. If there is any other interface blocking, it is determined that the guidance is stuck;

[0077] The guidance target is not obtained within the set time (such as 15 seconds) after the guidance is triggered.

[0078] In one embodiment of the present invention, the boot segment is configured with an independent controller, and the controller is used to manage the execution process and execution status of the corresponding boot segment.

[0079] After the corresponding guide segment is started, the game interface includes a function interface and a guide panel. The function interface provides the player with the core operations in the game. The guide panel is hidden inside the game and is used to receive the player's operation events and transmit them to the corresponding control of the guide target in the function interface. For details, please refer to Figure 3, the left part of the figure is the actual game screen with the function interface and the guide panel superimposed, and the right part of the figure is a schematic diagram of the decomposition of the function interface and the guide panel. The game interface consists of the function interface (interface A) and the guide panel (interface B). The function interface (interface A) provides players with core game operations, while the guide panel (interface B) is hidden inside the game and is used to receive player operation events and pass them to the corresponding controls of the guide target in the function interface (such as the upgrade button in the figure). Through the event forwarding mechanism of the guide panel, the decoupling of the guide system and the business code is realized, which solves the problem of strong coupling between the traditional guide system and the business logic, and improves the flexibility and configurability of the guide system.

[0080] The method for obtaining the guidance target includes: obtaining the guidance target based on the path node and obtaining the guidance target based on the dynamic function.

[0081] The acquisition of the guidance target based on the path node refers to the path node of the guidance target being stored in the configuration table in a hierarchical structure. The guidance system locates the target by reading the path node information and determines the interface and control where the guidance target is located. This method is applicable to guidance targets with fixed path nodes. The system accurately locates the target by reading the preset path node information. The path nodes are stored in the configuration table in a hierarchical structure. For example, if a guidance target is an "upgrade button", under the path node path preset by Unity "Game Main Interface / Hero Backpack / Upgrade Interface / Upgrade Button", the guidance system quickly obtains the guidance target by parsing the path node.

[0082] The dynamic function-based guidance target acquisition refers to obtaining the logic package of the guidance target as a dynamic function, and storing the logic package as a fixed configuration. The guidance system dynamically obtains the guidance target by calling the corresponding target acquisition dynamic function, and determines the interface and control where the guidance target is located. This method is suitable for special guidance targets without fixed path nodes (such as the upgrade button of the highest level hero), and realizes flexible adaptation to complex guidance requirements.

[0083] Specifically, the boot target acquisition based on dynamic functions includes three stages: dynamic function encapsulation, configuration storage and boot system call.

[0084] The purpose of the dynamic function encapsulation stage is to encapsulate the logic of obtaining the guidance target into a dynamically executable function so that it can adapt to different scenarios and data changes. For example, for the guidance target of "highest level hero", a function named GetTopHero is encapsulated. This function will traverse the data of all heroes, find the current highest level hero, analyze the hero's level data, and return the hero's information (such as ID, name, level, interface position, etc.), and dynamically determine the highest level hero as the guidance target.

[0085] An example of a GetTopHero function is as follows:

[0086] def GetTopHero():

[0087] heroes = get_all_heroes()

[0088] top_hero=max(heroes,key=lambda hero:hero.level)

[0089] return top_hero

[0090] In the above example, get_all_heroes() is used to obtain all hero data, and the highest-level hero is assigned top_hero and returned.

[0091] In the configuration storage stage, the boot system stores the encapsulated dynamic function in a fixed configuration in the configuration table, which is convenient for the boot system to call at runtime. The configuration table contains the function name, call path and other related parameters. An example of a configuration table in this embodiment is as follows:

[0092] {

[0093] "Top Level Hero":"GetTopHero",

[0094] "functionPath":"game.heroSystem.GetTopHero",

[0095] "parameters":{}

[0096] }

[0097] In the above example, "Highest Level Hero" is the name of the guide target; "GetTopHero" is the corresponding dynamic function name, corresponding to the function encapsulated in the dynamic function encapsulation stage; "functionPath" represents the calling path of the function in the system, in this example the path is game.heroSystem.GetTopHero; "parameters" represents whether the function requires additional parameters when calling (empty in this example).

[0098] During the boot system call phase, the boot system reads the configuration table at runtime and calls the corresponding dynamic function according to the configuration. The interface and control where the boot target is located are determined by the result returned by the dynamic function. Specifically, the boot system reads the configuration table to obtain the target that needs to be guided (such as "the highest level hero"). The boot system parses functionPath and calls the corresponding dynamic function such as game.heroSystem.GetTopHero to obtain the target information returned by the dynamic function (such as interface ID, control ID, etc.). The boot system determines the specific location of the target in the UI interface based on the returned result and performs the guidance (such as highlighting, animation indication, etc.).

[0099] This embodiment achieves the scalability of guidance target acquisition by combining path nodes with dynamic functions when acquiring guidance targets, and effectively improves the flexibility and adaptability of the guidance system.

[0100] Embodiment 2

[0101] This embodiment is a universal guidance system in a game, and the system is used to implement the universal guidance method as described in the first embodiment, including:

[0102] The boot management module is used to divide the boot process into boot segments and boot steps, and store them in the configuration table.

[0103] The event monitoring module is used to monitor the event dispatching of the game client, and based on the preset trigger conditions, determine whether the current game environment meets the trigger conditions, and start the corresponding boot segment when the conditions are met.

[0104] The boot execution module is used to execute the boot steps in a set order and determine whether the current step is completed based on the preset completion conditions; and automatically skip the corresponding boot segment when the boot segment skip condition is met, or skip a specific boot step when the boot step skip condition is met.

[0105] The interface management module is used to manage the functional interface and guide panel of the game interface, and supports hiding the guide panel so that it can receive player operation events and pass them to the corresponding controls of the guide target of the functional interface.

[0106] The guidance target acquisition module is used to locate the guidance target based on the hierarchical structure information of the path node, or to obtain the guidance target by calling the dynamic function stored in the configuration table, and determine the interface and control where it is located.

[0107] The stuck detection module is used to detect whether the boot process is stuck in the boot segment of the strong boot type, and skip the current boot segment when the preset condition is met.

[0108] The above is only a preferred embodiment of the present invention. It should be pointed out that a person skilled in the art can make several modifications and improvements without departing from the inventive concept of the present invention, which all fall within the protection scope of the present invention.

Claims

1. A general in-game guidance method, characterized in that: The following steps are involved: Dividing the boot process into at least one boot segment, each boot segment including a plurality of consecutive boot steps, and saving the boot segment and the boot steps in a configuration table; Monitor the event dispatch of the game client to determine the current game environment, including game scenes and interface information; Based on the preset trigger conditions, monitor and determine whether the current game environment meets the trigger conditions. If so, start the corresponding boot segment, execute the boot steps in the set order, and determine whether the current step is completed based on the preset completion conditions; Among them, a guide segment skipping condition is set in the guide segment, and when the player has met the guide target due to other operations, the corresponding guide segment is automatically skipped; When executing the guidance steps, if the game environment changes and some guidance steps cannot be executed in the normal order, specific guidance steps are skipped based on the guidance step skipping conditions.

2. A universal in-game guidance method according to claim 1, characterized in that: The types of the leading segment include: Strong guidance type, when the guidance is triggered, the strong guidance type restricts the player's game operation and only allows operations according to the preset guidance steps; Weak guidance type, when the guidance is triggered, the weak guidance type allows the player to independently decide whether to follow the guidance steps, and automatically interrupts the current guidance segment if the guidance steps are not followed.

3. A universal in-game guidance method according to claim 2, characterized in that: In the boot segment of the strong boot type, whether the boot process is stuck is detected based on the following conditions. If any condition is met, the current boot segment is skipped: The operation area of ​​the guiding target is not within the screen range; Determine through ray detection whether the guidance target is blocked by other interfaces; The guidance target is not obtained within the set time after the guidance is triggered.

4. A universal in-game guidance method according to claim 1, characterized in that: The boot segment is configured with an independent controller, and the controller is used to manage the execution process and execution status of the corresponding boot segment.

5. A universal in-game guidance method according to claim 1, characterized in that: After the corresponding guide segment is started, the game interface includes a function interface and a guide panel. The function interface provides the player with core operations within the game. The guide panel is hidden inside the game and is used to receive player operation events and transmit them to the corresponding controls of the guide target of the function interface.

6. A universal in-game guidance method according to claim 5, characterized in that: The method for obtaining the guidance target includes: The path nodes of the guidance target are stored in the configuration table in a hierarchical structure. The guidance system locates the target by reading the path node information and determines the interface and control where the guidance target is located. The logic package of obtaining the guidance target is encapsulated as a dynamic function, and the logic package is stored as a fixed configuration. The guidance system obtains the dynamic function by calling the corresponding target, dynamically obtains the guidance target, and determines the interface and control where the guidance target is located.

7. A universal in-game guidance method according to claim 1, characterized in that: The conditions for skipping the guidance segment include: the player has completed the guidance goal, the game environment changes causing the guidance to fail, the player manually skips in the weak guidance type, and the system determines that the guidance is not suitable for continued execution.

8. A universal in-game guidance method according to claim 1, characterized in that: The conditions for skipping the guided steps include: the player has completed the current step goal in the previous operation, the player bypasses the current step and directly enters the subsequent step, the game environment changes and the current step cannot be executed, and the system detects a risk of freezing.

9. A universal in-game guidance method according to claim 1, characterized in that: The fields of the boot segment in the configuration table include a boot segment number, a boot segment name, a boot segment type, a trigger condition, and a skip condition; The fields of the guide step in the configuration table include a guide step number, a guide step name, a corresponding guide segment, a completion condition, a skip condition, and a guide target.

10. A universal guidance system in a game, characterized in that: The system is used to implement the method according to any one of claims 1 to 9, comprising: A boot management module, used to divide the boot process into boot segments and boot steps, and store them in a configuration table; The event monitoring module is used to monitor the event dispatching of the game client, determine whether the current game environment meets the triggering conditions based on the preset triggering conditions, and start the corresponding boot segment when the conditions are met; A guidance execution module, used to execute guidance steps in a set order, and determine whether the current step is completed based on a preset completion condition; and automatically skip the corresponding guidance segment when the guidance segment skipping condition is met, or skip a specific guidance step when the guidance step skipping condition is met; The interface management module is used to manage the functional interface and guide panel of the game interface, and supports hiding the guide panel so that it can receive player operation events and pass them to the corresponding controls of the guide target of the functional interface; A guidance target acquisition module is used to locate the guidance target based on the hierarchical structure information of the path node, or to obtain the guidance target by calling a dynamic function stored in the configuration table, and to determine the interface and control where the guidance target is located; The stuck detection module is used to detect whether the boot process is stuck in the boot segment of the strong boot type, and skip the current boot segment when the preset condition is met.

Citation Information

Patent Citations

  • Game guidance processing method, device and equipment and computer readable storage medium

    CN112843684A

Cited By

  • Operation prompting method and device for multi-scene game, storage medium and program

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