Game testing processing methods, devices, program products and electronic devices

By loading game maps and selecting candidate test characters in the UGC editor for game testing, the problem of the single testing method in the existing system is solved, and a variety of testing perspectives and more efficient testing results are achieved.

CN119902982BActive Publication Date: 2025-11-14NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202411985534.4
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2024-12-30
Publication Date
2025-11-14
Estimated Expiration
2044-12-30

AI Technical Summary

Technical Problem

Existing UGC editors have relatively limited testing methods, which restricts the testing effectiveness, especially when testing local areas in large game maps, where they are inefficient.

Method used

A game testing processing method is provided, which loads a game map through a terminal device and displays a game editing scene in a graphical user interface, allowing users to select candidate test characters, including test-specific characters and game participation characters, and control the target test character to perform game behaviors in the game test scene.

Benefits of technology

It improves the diversity and efficiency of game testing, allowing users to choose different testing perspectives according to their needs, comprehensively observe and discover problems, and enhance the testing and editing effects.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

This disclosure provides a game testing processing method, apparatus, program product, and electronic device, relating to the fields of computer and game technology. The method includes: loading a first game map to display a game editing scene corresponding to the first game map in a graphical user interface; responding to a test character setting instruction in the game editing scene, determining a target test character from candidate test characters; the candidate test characters include test-specific characters and / or game-participating characters of the first game map; responding to a test trigger instruction, displaying a game test scene in the graphical user interface according to the current editing information of the game editing scene; and responding to a character control instruction in the game test scene, controlling the target test character to execute the game behavior corresponding to the character control instruction. This disclosure improves the diversity of game testing and enhances testing efficiency.
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Description

Technical Field

[0001] This disclosure relates to the field of computer and game technology, and in particular to a game testing processing method, a game testing processing apparatus, a computer program product, and an electronic device. Background Technology

[0002] With the development of computer technology, UGC (User Generated Content) editors for games have emerged, allowing users to edit custom game maps. Furthermore, UGC editors can provide testing functions to evaluate the currently edited game map. However, among related technologies, the testing methods of UGC editors are relatively simple, limiting the effectiveness of the testing. Summary of the Invention

[0003] This disclosure provides a game testing processing method, a game testing processing device, a computer program product, and an electronic device to at least partially solve the problem of the relatively limited testing methods of UGC editors.

[0004] According to a first aspect of this disclosure, a game testing processing method is provided, which provides a graphical user interface through a terminal device. The method includes: loading a first game map to display a game editing scene corresponding to the first game map in the graphical user interface, wherein the game editing scene includes at least one game participating character, the at least one game participating character being configured as a game character that can be selected by the terminal device to play in the game running scene corresponding to the first game map; determining a target test character from candidate test characters in response to a test trigger command in the game editing scene; the candidate test characters including a test-specific character and / or the at least one game participating character; the test-specific character being different from the game participating character; displaying the game test scene and the target test character in the graphical user interface according to the current editing information of the game editing scene; and controlling the target test character to perform game behavior corresponding to the character control command in response to a character control command in the game test scene.

[0005] According to a second aspect of this disclosure, a game testing processing apparatus is provided, providing a graphical user interface via a terminal device. The apparatus includes: a game editing scene display module configured to load a first game map to display a game editing scene corresponding to the first game map in the graphical user interface, wherein the game editing scene includes at least one game participant character, and the at least one game participant character is configured to be a game character selectable by the terminal device to play in a game running scene corresponding to the first game map; a test character setting module configured to determine a target test character from candidate test characters in response to a test trigger command in the game editing scene; the candidate test characters include a test-specific character and / or the at least one game participant character; the test-specific character is different from the game participant character; a game testing scene display module configured to display the game testing scene and the target test character in the graphical user interface according to the current editing information of the game editing scene; and a test character control module configured to control the target test character to perform game behavior corresponding to the character control command in response to a character control command in the game testing scene.

[0006] According to a third aspect of this disclosure, a computer program product is provided, including a computer program that, when executed by a processor, implements the method of the first aspect described above and possible implementations thereof.

[0007] According to a fourth aspect of this 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 perform the method of the first aspect and possible implementations thereof by executing the executable instructions.

[0008] The technical solution disclosed herein has the following beneficial effects:

[0009] On the one hand, it provides a configuration scheme for game testing characters. Users can select a target testing character from the candidate testing characters according to their own needs and control the target testing character in the game testing scenario to conduct the test. This breaks through the limitation of related technologies that can only use a single perspective or a single method for testing, improves the diversity of game testing, and enhances the testing effect. On the other hand, by using different candidate testing characters as target testing characters, it is possible to test different information in the game map. For example, different candidate testing characters can be used as target testing characters for different local areas of the game map, which helps to improve testing and editing efficiency. Attached Figure Description

[0010] Figure 1 This illustration shows a system architecture diagram of one of the exemplary embodiments.

[0011] Figure 2 A flowchart illustrating a game testing processing method in this exemplary embodiment is shown.

[0012] Figure 3 A schematic diagram showing the settings interface of a game editing scene in this exemplary embodiment;

[0013] Figure 4 A schematic diagram illustrating a game editing scenario in this exemplary embodiment is shown;

[0014] Figure 5A A schematic diagram showing a test settings interface in this exemplary embodiment is provided.

[0015] Figure 5B A schematic diagram showing another test setup interface in this exemplary embodiment;

[0016] Figure 6A A schematic diagram of a first character editing interface in this exemplary embodiment is shown;

[0017] Figure 6B A schematic diagram of a second role editing interface in this exemplary embodiment is shown;

[0018] Figure 7 This diagram illustrates the structure of a game testing processing apparatus according to this exemplary embodiment.

[0019] Figure 8 A schematic diagram of the structure of an electronic device in this exemplary embodiment is shown. Detailed Implementation

[0020] Exemplary embodiments of this disclosure will be described more fully below with reference to the accompanying drawings.

[0021] The accompanying drawings are schematic illustrations of this disclosure and are not necessarily drawn to scale. Some block diagrams shown in the drawings may be functional entities and do not necessarily correspond to physically or logically independent entities. These functional entities may be implemented in software, in hardware modules or integrated circuits, or in networks, processors, or microcontrollers. Implementations can be carried out in various forms and should not be construed as limited to the examples set forth herein. The features, structures, or characteristics described in this disclosure can be combined in any suitable manner in one or more embodiments. Numerous specific details are provided in the following description to give a thorough description of embodiments of this disclosure. However, those skilled in the art will recognize that one or more specific details may be omitted when implementing the technical solutions of this disclosure, or other methods, components, apparatuses, steps, etc., may be used to replace one or more specific details.

[0022] The inventors have discovered that in related technologies, the testing methods of UGC editors are relatively limited. For example, in test mode, only the dynamic effects of scenes or scene components can be displayed, or the game map can only be displayed from a single perspective, such as the perspective of the player's chosen game character, thus limiting the testing effectiveness. Furthermore, in large game maps, if a user needs to test a specific area, they need to move the viewpoint from the initial position, for example, controlling the player's chosen game character to move from the spawn point to that specific area, in order to view that area from the character's perspective. This can be time-consuming and affects testing and editing efficiency.

[0023] In view of one or more of the above-mentioned problems, an exemplary embodiment of this disclosure provides a game testing processing method.

[0024] Figure 1 A system architecture diagram of the operating environment of this exemplary embodiment is shown. This system architecture may include a terminal device 110 and a server 120. The terminal device 110 may be a mobile phone, tablet computer, personal computer, smart wearable device, game console, or other similar device. An application, such as a game program, is installed on the terminal device 110. The terminal device 110 has a display function and can display a graphical user interface, which may include the operating system interface or the application interface. The server 120 generally refers to the backend system that provides editing, testing, and game operation-related services in this exemplary embodiment. It may be a single server or a cluster of multiple servers. For example, the server 120 may include multiple servers, each used to provide game editing, game testing, and game operation-related services. In one embodiment, a game server program is deployed on the server 120 to perform server-side game data processing. The terminal device 110 and the server 120 can be connected via a wired or wireless communication link for data transmission. The method in this exemplary embodiment can be executed by any one or more of the terminal device 110 and the server 120.

[0025] In one implementation, the above method can be implemented and executed based on a cloud interaction system. The cloud interaction system can be based on the aforementioned system architecture. Various cloud applications, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program's execution and the game screen presentation are separated. The storage and execution of in-game control and interaction methods are completed on the cloud gaming server (such as the aforementioned server 120). The cloud gaming client (such as the aforementioned terminal device 110) is used for data reception, transmission, and game screen presentation. For example, the cloud gaming client can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; while the cloud gaming server in the cloud performs information processing. When playing or editing a game, the user operates the cloud gaming client to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses game screen data, returns it to the cloud gaming client via the network, and finally decodes and outputs the game screen through the cloud gaming client.

[0026] In one implementation, the game map edited by the terminal device 110 can be uploaded to the server 120 for storage. For example, during the editing process, the currently edited game map can be automatically saved at regular intervals, or saved based on a manual save operation performed by the user, or automatically saved when exiting the editing process. When saving the game map, the terminal device 110 can upload the map data to the server 120 for storage.

[0027] In one implementation, server 120 can maintain a game map pool, such as by deploying a database on the server side to store game maps. In response to a command to publish a game map on terminal device 110, server 120 can add map data to the game map pool, allowing other players to download the map data from the pool and use the game map to play. This enables rapid UGC functionality.

[0028] In one implementation, the above method can be implemented by the terminal device 110 without deploying the server 120. For example, in a standalone game or editing environment, a standalone application can be installed on the terminal device 110 to execute the above method.

[0029] Figure 2 The illustration shows a schematic flow of a game testing process, which may include the following steps S210 to S240:

[0030] Step S210: Load the first game map to display the game editing scene corresponding to the first game map in the graphical user interface. The game editing scene includes at least one game participating character, which is configured as a game character that can be selected by the terminal device to play in the game running scene corresponding to the first game map.

[0031] Step S220: In response to a test trigger command in the game editing scene, determine the target test role from the candidate test roles; the candidate test roles include a test-specific role and / or at least one of the above-mentioned game participation roles; the test-specific role is different from the game participation role;

[0032] Step S230: Display the game test scene and the target test character in the graphical user interface based on the current editing information of the game editing scene;

[0033] Step S240: In response to the character control command in the game test scenario, control the target test character to execute the game behavior corresponding to the character control command.

[0034] based on Figure 2 This method offers two main advantages. First, it provides a configuration scheme for game testing characters. Users can select a target testing character from the candidate characters based on their needs and control that target character within the game testing scenario. This overcomes the limitations of related technologies that only allow testing from a single perspective or in a single way, increasing the diversity of game testing and improving testing effectiveness. Second, by using different candidate testing characters as target testing characters, it is possible to test different information within the game map. For example, different candidate testing characters can be used as target testing characters for different local areas of the game map, which helps improve testing and editing efficiency.

[0035] The following is about Figure 2 Each step is explained in detail.

[0036] refer to Figure 2 In step S210, a first game map is loaded to display the game editing scene corresponding to the first game map in the graphical user interface. The game editing scene includes at least one game participant character, which is configured as a game character that can be selected by the terminal device to play in the game running scene corresponding to the first game map.

[0037] This exemplary implementation can divide the game process into at least three stages: The game editing stage, where the user edits the game map using the editing function. In this stage, the game map can be loaded in edit mode, forming a game editing scene. The game testing stage, where the user tests (i.e., tries out) the edited game map. In this stage, the game map can be loaded in test mode, forming a game test scene. The game running stage, where the user publishes the edited game map and officially plays the game. In this stage, the user can use the game map edited in the game editing stage to play the game. In this stage, the game map can be loaded in running mode, forming a game running scene. In some cases, the game editing stage and the game testing stage can be considered the same stage. For example, in the game editing scene, the currently edited game map can be tested at any time, and the user can return to the game editing scene after exiting the test.

[0038] This exemplary embodiment provides editing functionality through an application. In one embodiment, the application can be a game program with built-in editing functionality. When running the game program, the user can select specific options to enter the editing interface and use the editing functions. In another embodiment, the application can be an editing program, which is not a game program but provides editing functionality without allowing gameplay. For example, the editing program can be an accompanying editing program for a game program, which can run independently of the game program, or it can be an independent editing program that is universal for different games, such as DCC (Digital Content Creation) software, game engines, etc. When running the editing program, the user can use the editing functions. Furthermore, testing functionality can also be provided through the aforementioned application. Alternatively, editing and testing functions can be provided by different programs; for example, editing functionality can be provided through an editing program, and testing functionality can be provided through a game program.

[0039] The first game map is a user-edited game map. It can be any game map, such as a newly created map, a pre-set map in the program, or a map previously edited by the user or another user. The game editing scene is a scene formed by loading the first game map in edit mode. For example, if the user selects the first game map in the edit function and confirms the edit, it will trigger the loading of the first game map in edit mode and display the game editing scene. In the game editing scene, the user can edit scene components, scene environment, game characters, gameplay rules, and other content.

[0040] A virtual camera can be set up in the game editing scene. A virtual camera is a virtualized tool that simulates a real camera, capturing images of the game editing scene to form the view displayed in the graphical user interface. In one implementation, the game editing scene can present different editing perspectives. Users can set which perspective to use within the game editing scene. For example, refer to... Figure 3 As shown, the game editing scene settings interface provides perspective settings controls, allowing users to choose between a first-person perspective (game perspective) or a second-person perspective (observation perspective). The first-person perspective allows users to observe the game editing scene from a first-person viewpoint. In this perspective, users can control a specific game character, which can be a character specifically designed outside of the main game characters and referred to as an editing-specific character. This editing-specific character can be linked to a virtual camera, meaning their positions are fixed. For example, the editing-specific character can be located at the virtual camera's focus point; when the user moves the editing-specific character, the virtual camera moves synchronously, thus shifting the viewpoint. The second-person perspective allows users to observe the game editing scene from a third-person viewpoint. In this perspective, users can move the viewpoint directly by controlling the virtual camera (which may not be displayed) without controlling a game character. In both the first and second perspectives, the game editing scene can be configured with virtual joysticks, up / down controls, etc., allowing users to move the virtual camera or the editing-specific character.

[0041] The game editing scene includes at least one game participant character. This character is a playable role that can be selected by the terminal device within the game's execution scene corresponding to the first game map; that is, a character who can participate in the gameplay. Users can edit and generate game participants characters within the game editing scene. For example, they can add character components, with each component representing one game participant character. Alternatively, they can set parameters to specify the number of game participants on the first game map and other relevant information (such as the character's team information, class information, etc.). The program then generates the game participant character based on the user's settings. Furthermore, users can set the game participant character's attributes, such as health, movement speed, and skills, as well as their position.

[0042] It should be noted that the game participants can be displayed or hidden in the game editing scene. For example, to facilitate users in editing scene information, the game participants can be hidden, or a control can be provided to show or hide the game participants, allowing users to control the display or hiding of the game participants by toggling the control.

[0043] Continue to refer to Figure 2In step S220, in response to a test trigger command in the game editing scene, a target test role is determined from the candidate test roles; the candidate test roles include test-specific roles and / or at least one of the above-mentioned game participation roles; the test-specific roles are different from the game participation roles.

[0044] The test trigger command is the command that triggers the setting of the test role. This exemplary embodiment provides the function of setting a test role, allowing users to select a target test role from the candidate test roles according to their own needs. The target test role is the game character played by the terminal device in the game test scenario.

[0045] Candidate test roles may include only test-specific roles, only game-participating roles (all or some game-participating roles), or a combination of test-specific roles and game-participating roles.

[0046] The test-specific character is a game character specifically designed for game testing and cannot appear during actual gameplay; that is, it does not participate in the actual gameplay. For example, the test-specific character is only used during the game testing process and not during the game editing or gameplay. Alternatively, the test-specific character can be used during the game testing and game editing processes, but not during the game gameplay. For instance, the test-specific character and the aforementioned editing-specific character can be the same character, meaning the user can control the same character during both the game editing and game testing processes. In one implementation, the editing-specific character and the test-specific character do not have completely identical attributes; for example, they may have the same appearance attributes but different physical attributes, such as the editing-specific character lacking gravity attributes and collision volume, while the test-specific character possesses gravity attributes and collision volume.

[0047] In one implementation, multiple test-specific roles can be set up as candidate test roles. For example, test-specific roles with different attributes can be provided as candidate test roles, and users can use different test-specific roles as target test roles to achieve different testing objectives or testing effects.

[0048] In game testing scenarios, when a dedicated test character is selected as the target test character, an observer's perspective is provided. That is, when users use the dedicated test character to conduct tests, they observe the entire edited first game map from the perspective of an observer, rather than from the perspective of a game participant. This makes it easier to discover problems from an observer's point of view, such as whether the position of each game participant is appropriate.

[0049] Game characters may appear during gameplay, and may also appear during game editing and testing, or they may not. For example, during game editing, users can add game characters to the game editing scene; placing a character in the editing scene will make it appear during editing. Alternatively, users can edit game characters by setting parameters, such as the number, faction, and class of characters in the game editing scene settings interface. This way, the game characters don't need to be displayed in the editing scene, meaning they don't appear during editing. During game testing, game characters can be displayed, such as all characters. They can remain static in their initial positions or start moving from their initial positions according to pre-defined logic, allowing users to interact with them. Alternatively, game characters may not be displayed during testing (except for those used as target test characters), facilitating testing of the first game map.

[0050] In game testing scenarios, selecting a game participant as the target test character provides a participant's perspective, better simulating the actual gameplay process and facilitating the observation and discovery of problems.

[0051] As can be seen, allowing users to select different candidate test roles as target test roles provides users with different testing perspectives, making it easier for users to choose the appropriate test role according to their own needs. Furthermore, users can use different test roles to conduct tests from different testing perspectives, making it easier to observe and discover problems more comprehensively and fully, improve testing results, and thus improve editing results.

[0052] In one implementation, the above-mentioned response to a test trigger command in a game editing scene, determining the target test character from candidate test characters, may include the following steps:

[0053] Responding to settings trigger commands in the game editing scene, the test settings interface is displayed; the test settings interface includes options corresponding to candidate test characters.

[0054] In response to the selection command in the test settings interface, the target test role is determined based on the target option selected in the options corresponding to the candidate test roles.

[0055] Among them, the trigger command is the command to start setting up the test character. Figure 4A schematic diagram of a game editing scene is shown. When the game editing scene is displayed, a test settings control 401 can be provided (playing the game represents testing; setting a test character is equivalent to setting the play view, so this control can be a play view setting control). When the user clicks or long-presses the test settings control 401, a setting trigger command is generated, triggering the display of the test settings interface. The test settings interface provides options corresponding to candidate test characters. For example, each candidate test character can have a corresponding option. The user can further select within the test settings interface, and based on the selected target option, the candidate test character corresponding to the target option will be used as the target test character. This operation process is quite convenient.

[0056] In one implementation, the test settings interface includes a first role option and a second role option. Responding to a selection command in the test settings interface, and determining the target test role based on the target option selected from the options corresponding to the candidate test roles, may include the following steps:

[0057] In response to the first selection command between the first role option and the second role option, if the first role option is selected, the test-specific character is selected as the target test character; if the second role option is selected, the options corresponding to each game participating character are provided in the test settings interface.

[0058] In response to the second selection instruction in the options corresponding to the game participant character, the game participant character corresponding to the target option is selected as the target test character based on the target option selected in the options corresponding to the game participant character.

[0059] The first role option is for the test-specific role, while the second role option is for all roles in the game as a whole, not for any specific role in the game. Figure 5A A schematic diagram of a test settings interface is shown, including a first role option 501 and a second role option 502. If the user selects the first role option 501, the test-specific character will be used as the target test character. If the user selects the second role option 502, it indicates that the user wishes to use the character participating in the game as the target test character, instead of the test-specific character. When the user selects the second role option 502, refer to... Figure 5B As shown, the test settings interface can further provide options 503 for each game participant character, such as displaying them separately according to different factions. Users can select a specific option, and the game participant character corresponding to the selected target option will be used as the target test character. This makes it easier for users to understand the difference between selecting a dedicated test character and selecting a general game participant character.

[0060] It should be understood that if the test character and the editing character are the same character, the first character option can be the option corresponding to the editing character, such as the "Editing Character" option. This is easier for users to understand; if the first character option is selected, the character controlled in the game editing scene will be used as the target test character for testing.

[0061] Continue to refer to Figure 2 In step S230, the game test scene and the target test character are displayed in the graphical user interface according to the current editing information of the game editing scene.

[0062] In this scenario, the current editing information of the game editing scene is saved to the map data of the first game map. The map data of the first game map is loaded in test mode to form the game test scene. Alternatively, the current editing information of the game editing scene can be temporarily saved, and the first game map can be loaded based on the temporarily saved information to form the game test scene.

[0063] In one implementation, in response to a test command, a game test scene and a target test character are displayed in the graphical user interface based on the current editing information of the game editing scene. The test command is an instruction that triggers the start of the game testing process. For example, see [reference needed]. Figure 4 As shown, when displaying the game editing scene, a test control 402 is provided. When the user clicks or long-presses the test control 402, a test command is generated. Alternatively, the test command can be automatically generated by the program, such as setting a test to occur at a specific time, in which case the program automatically generates the test command when the specific time arrives. Or, in response to determining the target test character, the game test scene and the target test character are displayed in the graphical user interface based on the current editing information of the game editing scene. For example, when the user selects the target test character, the program automatically generates a test command, triggering entry into the game test scene.

[0064] For example, in a game editing scene, a user can first click the test settings control 401 to trigger the display of the test settings interface, select the target test character, and then click the test control 402 to generate a test command, triggering entry into the game test scene. Alternatively, in a game editing scene, a user can click the test control 402 to trigger the display of options corresponding to candidate test characters, and in response to confirming the target test character, enter the game test scene.

[0065] A virtual camera can be set up in the game testing scene. This virtual camera can be the same as or different from the virtual camera in the game editing scene. The virtual camera in the game testing scene is used to capture local or global areas of the game testing scene to form the game testing scene image displayed in the graphical user interface.

[0066] In one implementation, displaying the game test scene and the target test character in the graphical user interface based on the current editing information of the game editing scene may include the following steps:

[0067] The first game map is loaded based on the current editing information of the game editing scene to form the game test scene;

[0068] The graphical user interface displays the image of the target test character captured by a virtual camera in the game test scene.

[0069] For example, the map data of the first game map can be updated according to the current editing information of the game editing scene, and the map data of the first game map can be loaded in test mode in response to the test trigger command to form a game test scene.

[0070] A virtual camera can be set up in the game testing scene. This virtual camera can be the same as or different from the virtual camera in the game editing scene. The virtual camera in the game testing scene is used to capture local or global areas of the game testing scene to form the game testing scene image displayed in the graphical user interface. When a target test character is set, the virtual camera lens can be pointed at the target test character to capture an image of the target test character and the local area where the target test character is located. The target test character is positioned in the center or near the center of the image. Furthermore, in the game testing scene, when the target test character moves, the virtual camera can be moved according to the target test character's movement, ensuring that the virtual camera is always pointed at the target test character and captures their image.

[0071] Continue to refer to Figure 2 In step S240, in response to the character control command in the game test scenario, the target test character is controlled to execute the game behavior corresponding to the character control command.

[0072] Character control commands are the user's control instructions for the target test character, including but not limited to movement commands, jump commands, and skill casting commands. Based on these commands, the user controls the target test character to perform corresponding game actions such as movement, jumping, and skill casting to achieve the testing objective.

[0073] In one implementation, users can be restricted to using only the target test character during game testing and are not allowed to use other characters.

[0074] In one implementation, users may be allowed to use characters other than the target test character during game testing, for example, under certain conditions (such as when the target test character interacts with other characters in a specific way), allowing the user-controlled character to be switched from the target test character to other characters.

[0075] The following is a detailed explanation of the situation where the test character is targeted at a specific test character.

[0076] In one implementation, displaying the game test scene and the target test character in the graphical user interface based on the current editing information of the game editing scene may include the following steps:

[0077] In response to the target test character being a test-specific character, the game test scene is displayed in the graphical user interface based on the current editing information of the game editing scene, and a test-specific character is generated in the game test scene according to the preset first character configuration parameters.

[0078] Character configuration parameters are used to generate game characters and can include information such as the character's attributes. For example, character configuration parameters include, but are not limited to, one or more of the following parameters: basic parameters, such as the character's health, defense, and movement speed; appearance parameters, such as the character's model parameters, skin parameters, color, texture, shape, and size; physical parameters, such as whether the character has collision volume, whether it is affected by gravity, the position of its center of gravity, and density parameters; and skill parameters, such as what skills the character possesses and the parameters of each skill.

[0079] The first character configuration parameters are preset character configuration parameters in the program for test-specific characters. For example, developers can pre-edit the first character configuration parameters and set them in the program. When users use the game testing function, they can call the first character configuration parameters to generate a test-specific character in the game testing scenario. This eliminates the need for users to edit the test-specific character in the game editing scenario, improving editing and testing efficiency. Furthermore, the first character configuration parameters can be applied to game testing scenarios corresponding to different game maps. For example, when testing different game maps, users can use a unified test-specific character, thus reducing data overhead in the program.

[0080] In one implementation, multiple sets of preset first character configuration parameters can be provided, each corresponding to a different test-specific character. For example, the program can preset three test-specific characters, each corresponding to one of the three sets of first character configuration parameters. These different test-specific characters will have different appearances or different interaction methods. The user can select one of these as the target test character, and the program will then generate the corresponding test-specific character in the game test scenario based on the first character configuration parameters corresponding to the target test character.

[0081] In one implementation, the game testing processing method may further include the following steps:

[0082] When the editing perspective of the game editing scene is first-person, an editing-specific character is generated in the game editing scene according to the preset second character configuration parameters; at least some of the parameters in the second character configuration parameters are the same as at least some of the parameters in the first character configuration parameters.

[0083] The first-person perspective can be Figure 3 The game perspective is shown. When the editing perspective in the game editing scene is first-person, an editing-specific character can be displayed in the game editing scene. The second character configuration parameters are preset character configuration parameters in the program for the editing-specific character. For example, the developer can pre-edit the second character configuration parameters and set them in the program. When the user uses the game editing function and adopts the first-person perspective, the second character configuration parameters can be called to generate the editing-specific character in the game editing scene. This eliminates the need for the user to edit the character in the game editing scene, improving editing efficiency. In one implementation, multiple sets of preset second character configuration parameters can be provided, each corresponding to multiple editing-specific characters. This allows the user to choose to use different editing-specific characters.

[0084] At least some parameters in the second role configuration parameters are the same as at least some parameters in the first role configuration parameters; that is, at least some parameters of the editing-specific role and the testing-specific role are the same. For example, the second role configuration parameters are completely identical to the first role configuration parameters, meaning the editing-specific role and the testing-specific role are the same. This way, when transitioning from the game editing scenario to the game testing scenario, the user perceives no change in the game character used, making it easier for the user to understand the game testing scenario and improving testing efficiency. Alternatively, some parameters in the second role configuration parameters are the same as some parameters in the first role configuration parameters. For example, the appearance parameters in the second role configuration parameters are the same as those in the first role configuration parameters, but the physical parameters in the second role configuration parameters are different from those in the first role configuration parameters. By setting at least some parameters in the second role configuration parameters to be the same as those in the first role configuration parameters, the editing-specific role and the testing-specific role share parameters, reducing data overhead.

[0085] In one implementation, the aforementioned at least one game participant character is a game character generated based on third character configuration parameters; the number of parameters in the third character configuration parameters is greater than the number of parameters in the first character configuration parameters. These third character configuration parameters can be character configuration parameters set by the user when editing the game participant character. To meet the game's operational requirements, a relatively comprehensive set of character configuration parameters can be set for the game participant characters. However, the test-specific character only needs to meet the game testing requirements and does not need to have all character configuration parameters set. Therefore, the number of parameters in the third character configuration parameters is greater than the number of parameters in the first character configuration parameters. For example, the third character configuration parameters can have more types of parameters than the first character configuration parameters. For instance, the third character configuration parameters include basic parameters, appearance parameters, physical parameters, and skill parameters, while the first character configuration parameters include basic parameters, appearance parameters, and physical parameters, but do not include skill parameters. It is evident that the test-specific character has a relatively smaller number of parameters, which reduces data overhead.

[0086] In one implementation, the number of parameters in the third role configuration parameters may also be greater than the number of parameters in the second role configuration parameters.

[0087] In one implementation, generating a test-specific character in a game test scenario based on preset first character configuration parameters may include the following steps:

[0088] The initial position of the test character in the game test scene is determined based on the viewpoint position in the game editing scene before entering the game test scene, or the initial position is determined based on the preset position in the game editing scene;

[0089] A test-specific character is generated at the first initial position in the game test scene based on the first character configuration parameters.

[0090] The first initial position refers to the initial position of the target test character within the game test scenario. For clarity, the initial positions of other game participants within the game test scenario are referred to as the second initial position, and the initial positions of all game participants within the game's running scenario are referred to as the third initial position. It should be understood that after entering the game test scenario, a virtual camera can be controlled to photograph the target test character, forming the game test scenario image displayed in the graphical user interface. Therefore, the first initial position of the target test character within the game test scenario determines the first image the user sees upon entering the game test scenario.

[0091] For example, if a dedicated editing character is set up in the game editing scene, since the viewpoint in the game editing scene is locked to the dedicated editing character, the viewpoint position in the game editing scene is the position of the dedicated editing character. When switching from the game editing scene to the game test scene, the initial position of the dedicated editing character in the game test scene can be determined based on the position of the dedicated editing character before entering the game test scene. For example, if the game editing scene and the game test scene use the same coordinate system, the position of the dedicated editing character in the game editing scene before entering the game test scene is used as the initial position. Alternatively, if the game editing scene and the game test scene use different coordinate systems, the transformation relationship between the coordinate systems of the two scenes can be determined in advance, and the corresponding position in the game test scene can be calculated based on the position of the dedicated editing character in the game editing scene before entering the game test scene, thus obtaining the initial position.

[0092] If no dedicated editing character is set up in the game editing scene, and a second-person perspective is used, the center position of the game editing scene can be used as the viewpoint position. Alternatively, the viewpoint position can be determined based on the orientation of the virtual camera in the game editing scene, such as a position at a certain distance from the virtual camera along its optical axis (which could be the virtual camera's focal length or other set distance parameters). The viewpoint position in the game editing scene before entering the game test scene can be used as the initial position, or this viewpoint position can be transformed to the coordinate system of the game test scene to obtain the initial position.

[0093] Alternatively, the initial position can be determined based on a preset position within the game editing scene. This preset position can be the origin (such as the origin of the world coordinate system), center point, or other specified location within the game editing scene. The preset position can be used to correspond to a location within the game test scene as the initial position.

[0094] Once the initial position is determined, upon entering the game test scene, a dedicated test character is generated at that initial position based on the initial character configuration parameters. The screen of the local area where the test character is located can be displayed, facilitating user control during testing.

[0095] For example, if a user moves their editing character to a specific location in the game's editing scene, and then enters the game's testing scene, the testing character will appear at that location. This ensures continuity between the positions of the editing and testing characters before and after entering the testing scene, allowing the user to quickly determine their current location.

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

[0097] When the target test character is a test-specific character, at least one of the aforementioned game-participating characters is displayed at a second initial position in the game test scene, wherein the second initial position is the spawn point position of the aforementioned at least one game-participating character configured in the game editing scene.

[0098] The spawn point location of a game character refers to the initial position set for the character during gameplay. Several examples of editing spawn point locations are provided below: Users can move game characters within the game editing scene; the character's position within the scene is the spawn point. Alternatively, users can input the coordinates of the spawn point in the character's editing interface to determine the spawn point location. Or, users can add a "spawn point" component to the game editing scene; this can be a scene component representing a location or area, and associate the game character with the component. For example, setting the spawn point location of a game character to correspond to a specific "spawn point" component in their character editing interface determines the spawn point location as the position of the "spawn point" component. It should be understood that the spawn point location can be a single point or an area. If it's an area, the game character will spawn within that area. For instance, in a game test or running scenario, the program can generate game characters at random locations within that area.

[0099] Generally, the game editing scene, game testing scene, and game running scene corresponding to the same game map have the same coordinate system, such as the same world coordinate system for the three scenes. Therefore, the spawn point position of a game participant configured in the game editing scene is equivalent to its initial position (e.g., the second initial position) in the game testing scene, and also equivalent to its initial position (e.g., the third initial position) in the game running scene. In this exemplary embodiment, based on the spawn point position of the game participant configured in the game editing scene, its second initial position in the game testing scene is determined. In response to entering the game testing scene, the game participant is displayed at the second initial position. The second initial position is also equivalent to the third initial position of the game participant in the game running scene.

[0100] The game test scenario displays the participating characters and sets their initial positions in the test scenario to be the same as in the actual game scenario, thus better simulating the game's operation. This allows users, when using a dedicated test character as the target test character, to see the participating characters within the test scenario. Understandably, this allows users to observe the first game map containing the participating characters from an observer's perspective, facilitating a comprehensive and thorough testing effect. Furthermore, users can control the target test character to interact with the participating characters, further enhancing the testing effectiveness.

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

[0102] If the target test character is a test-specific character, the test-specific character will be deleted in response to exiting the game test scenario.

[0103] For example, the data of the test-specific character can be destroyed in the program, so that the test-specific character does not exist in the game editing scene or the game running scene, thus avoiding any impact on the game editing scene or the game running scene.

[0104] It should be noted that the editing-specific character and the testing-specific character set in the game editing scene are essentially two separate game characters. They are different objects within the program, and their data is independent. Therefore, deleting the testing-specific character does not affect the existence of the editing-specific character.

[0105] In one implementation, when an editing-specific character is set up in the game editing scene, the editing-specific character is deleted in response to exiting the game editing scene. This avoids bringing the information of the editing-specific character into the game runtime scene and affecting the game runtime scene.

[0106] The following is a detailed explanation of the test characters, which are the characters used in the game.

[0107] In one implementation, displaying the game test scene and the target test character in the graphical user interface based on the current editing information of the game editing scene may include the following steps:

[0108] In response to the target test character being the first game participant character among the above at least one game participant character, the game test scene is displayed in the graphical user interface according to the current editing information of the game editing scene, so as to generate the first game participant character at the first initial position in the game test scene; wherein, the first initial position is the spawn point position of the first game participant character configured in the game editing scene.

[0109] The first game participant role is the game participant role selected by the user from the candidate test roles as the target test role; it can be any game participant role. For example, refer to... Figure 5A and Figure 5B As shown, in the test settings interface, the user first selects "In-game Roles," which triggers the display of options corresponding to each game's participating role. Then, by selecting "In-game Role A1," "In-game Role A1" becomes the first game participating role.

[0110] If the target test character is the first participating character in the game, then upon entering the game test scene, the first initial position of the first participating character can be set to be the same as the spawn point position configured for it in the game editing scene. Furthermore, this first initial position and spawn point position are also equivalent to the first participating character's third initial position in the game's running scene.

[0111] Generally, different game characters have different spawn points and different initial positions within the game environment. For example, any two game characters may have different spawn points, or each faction may have specific spawn points; characters within the same faction may share the same spawn point, while characters from different factions may have different spawn points. Therefore, by setting the target test character to different game characters, allowing them to have different initial positions within the game test environment, it is easier for users to test different local areas. For example, if a user needs to test a local area Z in the first game map, the target test character can be set to spawn within or near local area Z. This way, upon entering the game test environment, the target test character will initially be located within or near local area Z, facilitating testing of local area Z.

[0112] In one implementation, the program can automatically determine the initial position of the first participating character in the game. For example, if the user sets the number of participating characters in the game editing scene but does not set the spawn point, the program can automatically determine the initial position for the first participating character, or it can randomly determine the initial position.

[0113] In one implementation, if the aforementioned at least one game participant includes a first game participant and other game participants, the game testing processing method may further include the following steps:

[0114] When the target test character is the first game participant, other game participants are displayed at the second initial position in the game test scene. The second initial position is the spawn point position of other game participants configured in the game editing scene.

[0115] The phrase "at least one game participant" refers to both the first game participant and other game participants, meaning that in addition to the first game participant who serves as the target test participant, the first game map also includes other game participants. (Reference) Figure 5B As shown, if the game participant character "In-game Character A1" is selected as the target test character, then "In-game Character A2", "In-game Character A3", etc. are other game participants characters.

[0116] Other game characters can be displayed in the game test scenario, and their second initial position in the test scenario can be set to be equivalent to their spawn point. Furthermore, this second initial position and spawn point position are also equivalent to the other game characters' third initial position in the actual game scenario. This makes the game test scenario closer to the actual game scenario, improving the testing effect. In addition, users can control the first game character to interact with other game characters, such as simple interactions like collisions, or simulate cooperation or competition in the actual game scenario, thus achieving a more comprehensive testing effect.

[0117] In one implementation, the second initial position can be the same as the first initial position. For example, if the spawn point of the first game participant is set to be the same as that of other game participants, then the first initial position corresponding to the first game participant is the same as the second initial position corresponding to other game participants.

[0118] In one implementation, in a game editing or testing scenario, a positioning control corresponding to the game participant can be provided. In response to a trigger command on the positioning control, the virtual camera is adjusted to align with the game participant corresponding to the positioning control. For example, participating... Figure 5B As shown, a positioning control 504 can be provided for each game character in the test settings interface, such as displaying it to the right of the option corresponding to each game character. Responding to a trigger command on one of the positioning controls 504, the virtual camera in the game editing scene is adjusted to align with the game character corresponding to that positioning control 504. For example, if the user clicks the positioning control 504 corresponding to "In-game Character A2," the current viewpoint moves to "In-game Character A2" and is aligned with it. If a dedicated editing character is set in the game editing scene, then "In-game Character A2" can be positioned directly in front of the dedicated editing character. This provides a way to quickly move the viewpoint in the game editing or game testing scene, improving the efficiency of user editing or testing.

[0119] In one implementation, when the target test character is a dedicated test character, no interaction result is generated in response to controlling the dedicated test character to execute a preset interactive behavior. In another implementation, when the target test character is a first game test character, an interaction result corresponding to the preset interactive behavior is generated in response to controlling the first game test character to execute a preset interactive behavior. The preset interactive behavior may be an interactive behavior related to the game map gameplay. The game participating character is configured with attributes or parameters related to the game map gameplay. When executing the preset interactive behavior, data processing can be performed according to the relevant attributes or parameters to generate an interaction result. However, the dedicated test character is not configured with attributes or parameters related to the game map gameplay, and no interaction result is generated when executing the preset interactive behavior. For example, in a game editing scene, a gameplay mechanic for compiling specific objects is set up. The game participating character is configured with compilation-related attributes. When the target test character is a first game test character, when the user controls the first game test character to execute the compilation behavior in the game testing scene, a corresponding result can be obtained, such as receiving a reward. When the target test character is a dedicated test character, when the user controls the dedicated test character to execute the compilation behavior in the game testing scene, no corresponding result is generated.

[0120] In one implementation, when the target test character is a first game test character, team information can be displayed in the game test scenario, such as the status information of other game participants in the same team as the first game test character, making the game test scenario closer to the actual game operation scenario. In another implementation, when the target test character is a dedicated test character, team information is not displayed in the game test scenario.

[0121] The above explains the testing-related content for two scenarios: the target test character is a dedicated test character, and the target test character is a game participant character. The following section further explains how to edit and generate game participant characters within the game editing scene.

[0122] In one implementation, the game testing processing method may further include the following steps:

[0123] The game editing scene provides a first character editing interface, and in response to the character addition command in the first character editing interface, generates the characters participating in the game.

[0124] The first character editing interface can be used to add new game characters in the game editing scene, and also to edit the basic information of the game characters, such as their team and class. This makes it easy for users to quickly create game characters. For example, the first character editing interface can be a character team editing interface.

[0125] In one implementation, the first character editing interface provides character addition controls corresponding to different character categories. Here, character category refers to the classification of game characters, which can include character class, character gender, etc. For example, Figure 6A A schematic diagram of the first character editing interface is shown, providing character addition controls 601 and 602 corresponding to two different character categories. Accordingly, the above-mentioned response to the character addition command in the first character editing interface to generate a game-participating character may include the following steps:

[0126] In response to a trigger command that adds controls to a character corresponding to a target character category, generate a game-participating character of the target character category.

[0127] For example, when a user clicks the character addition control 601, it triggers the generation of a game character of the "Hunter" category; when they click the character addition control 602, it triggers the generation of a game character of the "Survivor" category. This makes it easy for users to quickly create game characters of different categories.

[0128] In one implementation, the first character editing interface includes editing areas for different game teams.

[0129] Accordingly, the above-mentioned response to the character addition command in the first character editing interface to generate a game-participating character may include the following steps:

[0130] In response to the command to add characters to the edit area of ​​the first game team, generate the game-participating characters in the first game team.

[0131] The character addition commands for the editing area of ​​the first game team include, but are not limited to: trigger commands for controls (such as character addition controls) within the editing area of ​​the first game team, operation commands for dragging controls to the editing area of ​​the first game team, and so on. For example, when a user clicks on the character addition control 601 within the editing area of ​​"Team 1", it triggers the generation of the "Hunter" in "Team 1". This makes it easy for users to quickly create game characters for different game teams.

[0132] In one implementation, the game testing processing method may further include the following steps:

[0133] Provide a second character editing interface for the game's participating characters in the game editing scene, and set the attributes of the game's participating characters in response to the character editing commands in the second character editing interface.

[0134] The second character editing interface can be an editing interface for a single game character, such as a character editing interface, providing editing controls for specific attributes of the game character. For example, it can be displayed in response to a jump editing command in the first character editing interface, such as clicking the jump control 603 for a specific game character in the first character editing interface. Alternatively, when a specific game character in the game editing scene is the current editing object, the second character editing interface for that game character can be displayed in response to an editing trigger command, such as clicking the settings control.

[0135] Figure 6B The diagram illustrates the second character editing interface, where users can edit various attributes of their game characters and modify attributes such as team and class set in the first character editing interface. This allows users to create a diverse range of game characters.

[0136] In one implementation, in response to a character addition command in the first character editing interface, first character editing information is obtained, and a game-participating character is generated based on the first character editing information and preset second character editing information. The first character editing information is editable information in the first character editing interface, such as information including team affiliation and character category. The second character editing information is uneditable information in the first character editing interface, such as information shown in the second character editing interface other than the first character editing information, such as basic attributes. In response to a character addition command in the first character editing interface, if the user has not set second character editing information in the second character editing interface, preset second character editing information (such as default initial attribute values ​​in the program) can be obtained, and a game-participating character is generated based on the first character editing information and the preset second character editing information. For example, a third character configuration parameter is obtained based on the first character editing information and the preset second character editing information, and a corresponding game-participating character is generated based on the third character configuration parameter.

[0137] In one implementation, the game testing processing method may further include the following steps:

[0138] When game participants are generated, display them in the game editing scene;

[0139] In response to position editing commands for game characters, determine the spawn point location of the game characters in the game editing scene;

[0140] In the game's running scenario, the third initial position of the participating characters is determined based on their spawn point location.

[0141] In the game editing scene, when game characters are displayed, users can select and move them, or enter the coordinates of the game characters, or set a "spawn point" (which can be a scene component representing an area) in the game editing scene and associate the game characters with the "spawn point". These operations can trigger position editing commands to obtain the spawn point position of the game characters in the game editing scene.

[0142] In the game's execution scene, the third initial position of the participating characters is determined based on their spawn point. For example, if the coordinate system of the game editing scene and the game execution scene is the same, the spawn point of the participating characters can be used as the third initial position. If the coordinate systems of the game editing scene and the game execution scene are different, the position corresponding to the game execution scene can be calculated based on the spawn point of the participating characters and used as the third initial position. By setting the spawn point positions of the participating characters, users can achieve a relatively rich variety of gameplay.

[0143] The above provides methods for generating game characters and editing their attributes, spawn points, etc. In the game editing area, in addition to editing game characters, other information can also be edited. For example, in response to component editing commands in the game editing scene, scene components can be generated. Scene components can be people or objects other than game characters, such as NPCs (Non-Player Characters), obstacles, mechanisms, vehicles, etc. Alternatively, in response to environment editing commands in the game editing scene, environmental information such as weather and lighting on the first game map can be set.

[0144] In one implementation, the game testing processing method may further include the following steps:

[0145] During the game operation phase using the first game map, in response to the character selection command, the target game character played by the terminal device is determined from the candidate game characters; the candidate game characters include at least one of the above-mentioned game participation characters, but do not include test-specific characters.

[0146] Character selection refers to each player determining their game role. This can be done within the game's execution scene. For example, upon entering the game scene, a character selection interface is displayed, providing candidate game characters for players to choose from. Alternatively, candidate game characters can be provided in the game preparation interface or other interfaces before entering the game scene, allowing players to select their target character. The program may also automatically assign target game characters to each player. Candidate game characters include those generated in the game editing scene but exclude test-specific characters. This ensures that test-specific characters do not participate in the gameplay, preventing any disruption to the experience.

[0147] In one implementation, the game testing processing method may further include the following steps:

[0148] In the game editing scene, in response to the character addition command, at least one game-participating character is generated;

[0149] In response to the editing command for at least one of the game participants, the character editing interface corresponding to the at least one game participant is displayed, wherein the character editing interface is used to configure the third character configuration parameters for the at least one game participant.

[0150] For example, you can do so in the character team editing interface (such as...) Figure 6A The interface shown allows users to generate game characters by adding characters or by using character component controls in the game editing scene. For example, the game editing scene provides character component controls corresponding to pre-configured virtual characters. Users can drag and drop the character component controls into the game editing scene to trigger the generation of the corresponding virtual character at the dragged location, which can then be used as a game character.

[0151] When creating a character to participate in the game, the character editing interface can be triggered by editing commands (such as...). Figure 6B The interface shown can be used to edit various attributes or parameters of the characters participating in the game, and obtain the third-party character configuration parameters for the characters participating in the game.

[0152] In one implementation, the game testing processing method may further include the following steps:

[0153] In the game editing scene, in response to the team editing command, a character team editing interface is provided;

[0154] The character team editing interface includes at least a character addition control, which is used to assign at least one game participant character to a game team generated in the game editing scene, and / or add a new game participant character to a game team generated in the game editing scene.

[0155] The team editing command is the instruction that triggers the start of editing the game team. For example, if the game editing scene provides a team editing option, clicking this option generates a team editing command, triggering the display of the character team editing interface. The character team editing interface can be found in [reference needed]. Figure 6A As shown. The character team editing interface should at least include character addition controls, such as... Figure 6A The character addition control 601 shown allows users to add new game characters to an already edited game team. For example, clicking the character addition control 601 within the editing area of ​​team 1 adds a new game character to team 1. Furthermore, the character addition control can also be used to assign at least one game character to a game team edited in the game editing scene. For example, the character addition control could be... Figure 6A The "Adjust Position" control shown allows users to adjust the game teams to which participating characters belong, such as reassigning "Hunter A1" from team 1 to team 2. Users can also adjust the order of participating characters within the same team. The character team editing interface provides users with flexible and convenient editing capabilities for game teams.

[0156] In one implementation, the game testing processing method may further include the following steps:

[0157] In the game editing scene, in response to the spawn point configuration command for at least one of the above-mentioned game participants, at least one scene location is determined from the game editing scene as the spawn point location corresponding to each of the above-mentioned at least one game participant.

[0158] For example, users can move game characters within the game editing scene; the character's position within the scene is its spawn point. Alternatively, users can input the spawn point coordinates in the character's editing interface to determine the spawn point. Or, users can add a "spawn point" component to the game editing scene; this can be a scene component representing a location or area, and associate the game character with it. For instance, by setting the spawn point of a character to correspond to a specific "spawn point" component in the character's editing interface, the spawn point of the game character is determined by the location of the "spawn point" component. It should be understood that the spawn point can be a single point or an area. If it's an area, it means the game character will spawn within that area. For example, in a game test or running scenario, the program can generate game characters at random locations within that area.

[0159] In one implementation, the game testing processing method may further include the following steps:

[0160] In response to the map release command for the first game map, the control uploads the edited information corresponding to the completed game edit scene to the game server. The edited information does not include the information of the test-specific character.

[0161] The map publishing command can be triggered in response to a user's map publishing operation, or automatically triggered when a user exits the game editing scene. The edited information corresponding to the completed game editing scene is equivalent to the map data of the edited first game map, which is uploaded to the game server for players to download and use. The edited information does not include information about the test-specific character; this ensures that the information used during game execution does not include the test-specific character's information, preventing them from appearing in the game scene and thus avoiding any impact on game performance. Alternatively, the edited information can also exclude the information of the editing-specific character, again preventing them from appearing in the game scene and thus avoiding any impact on game performance.

[0162] In one implementation, the game testing processing method may further include the following steps:

[0163] In response to game operation commands for the first game map, retrieve editing information from the game server;

[0164] Based on the editing information, at least one game role that the terminal device can choose to play is displayed in the graphical user interface.

[0165] The game execution command is the instruction to determine whether to play on the selected game map, such as the command to start the game. If the first game map is selected, editing information can be downloaded from the game server. Based on the information of at least one of the aforementioned game participants contained in the editing information, these game participants are displayed for the player to select. The game participants displayed here do not include test-specific characters or editing-specific characters.

[0166] In one implementation, the game testing processing method may further include the following steps:

[0167] In response to the terminal device selecting to play a target game participant role, a game running scene corresponding to the game editing scene is provided for the target game participant role, so that the terminal device can control the target game participant role to play the game in the game running scene.

[0168] In this scenario, when at least one game role is displayed for the terminal device to choose from, the player can select a target game role, or the program can automatically determine the target game role (e.g., if the player does not select one for a long time, the program will randomly assign a game role as the target game role). In this way, the terminal device can control the target game role to play within the game environment, thus enabling the gameplay.

[0169] In one implementation, the game testing processing method may further include the following steps:

[0170] The target game character is controlled to spawn at the third initial position in the game's running scene, where the third initial position corresponds to the spawn point position configured for the target game character in the game editing scene.

[0171] For example, the third initial position can be equivalent to the spawn point of the target game character. In the game's runtime scene, the target game character can be generated at the third initial position, ensuring that the spawn points of each game character match the spawn points configured in the game editing scene. Players can then control the target game character to perform various game actions.

[0172] Exemplary embodiments of this disclosure also provide a game testing processing apparatus. (See reference...) Figure 7 As shown, the game testing processing device 700 may include the following program modules:

[0173] The game editing scene display module 710 is configured to load a first game map to display the game editing scene corresponding to the first game map in the graphical user interface, wherein the game editing scene includes at least one game participating character, and the at least one game participating character is configured to be a game character that can be selected by the terminal device to play in the game running scene corresponding to the first game map;

[0174] The test role setting module 720 is configured to determine a target test role from candidate test roles in response to a test trigger command in the game editing scene; the candidate test roles include a test-specific role and / or the at least one game participation role; the test-specific role is different from the game participation role.

[0175] The game test scene display module 730 is configured to display the game test scene and the target test character in the graphical user interface according to the current editing information of the game editing scene;

[0176] The test character control module 740 is configured to respond to character control commands in the game test scenario and control the target test character to perform game behaviors corresponding to the character control commands.

[0177] In one implementation, determining the target test character from candidate test characters in response to a test trigger command in the game editing scene includes: displaying a test settings interface in response to a settings trigger command in the game editing scene; the test settings interface including options corresponding to the candidate test characters; and determining the target test character based on the target option selected from the options corresponding to the candidate test characters in response to a selection command in the test settings interface.

[0178] In one implementation, the test settings interface includes a first role option and a second role option; the step of determining the target test role based on the target option selected in the options corresponding to the candidate test roles, in response to a selection instruction in the test settings interface, includes: in response to a first selection instruction in the first role option and the second role option, if the first role option is selected, then the test-specific role is determined as the target test role; if the second role option is selected, then options corresponding to each game participant role are provided in the test settings interface; in response to a second selection instruction in the options corresponding to the game participant roles, the game participant role corresponding to the target option is taken as the target test role based on the target option selected in the options corresponding to the game participant roles.

[0179] In one implementation, displaying the game test scene and the target test character in the graphical user interface based on the current editing information of the game editing scene includes: in response to the target test character being the test-specific character, displaying the game test scene in the graphical user interface based on the current editing information of the game editing scene, and generating the test-specific character in the game test scene according to preset first character configuration parameters.

[0180] In one embodiment, the game testing processing device 700 is further configured to: generate an editing-specific character in the game editing scene according to preset second character configuration parameters when the editing perspective of the game editing scene is a first perspective; at least some parameters in the second character configuration parameters are the same as at least some parameters in the first character configuration parameters.

[0181] In one implementation, generating the test-specific character in the game test scene according to preset first character configuration parameters includes: determining the first initial position of the test-specific character in the game test scene based on the viewpoint position in the game editing scene before entering the game test scene, or determining the first initial position based on a preset position in the game editing scene; and generating the test-specific character based on the first initial position in the game test scene according to the first character configuration parameters.

[0182] In one embodiment, the game test processing device 700 is further configured to: display the at least one game participating character at a second initial position in the game test scene when the target test character is the test-specific character, wherein the second initial position is the spawn point position of the at least one game participating character configured in the game editing scene.

[0183] In one embodiment, the game test processing device 700 is further configured to delete the test-specific character in response to exiting the game test scenario if the target test character is the test-specific character.

[0184] In one implementation, the at least one game participant character is a game character generated based on a third character configuration parameter; the number of parameters in the third character configuration parameter is greater than the number of parameters in the first character configuration parameter.

[0185] In one implementation, displaying a game test scene and the target test character in the graphical user interface based on the current editing information of the game editing scene includes: in response to the target test character being a first game participant character among the at least one game participant characters, displaying the game test scene in the graphical user interface based on the current editing information of the game editing scene, and generating the first game participant character at a first initial position in the game test scene; wherein the first initial position is the spawn point position of the first game participant character configured in the game editing scene.

[0186] In one embodiment, if the at least one game participant includes the first game participant and other game participants, the game test processing device 700 is further configured to: display the other game participants at a second initial position in the game test scene when the target test character is the first game participant, wherein the second initial position is the spawn point position of the other game participants configured in the game editing scene.

[0187] In one implementation, the second initial position is the same as the first initial position.

[0188] In one embodiment, the game testing processing device 700 is further configured to: in the game editing scene, in response to a character addition instruction, generate the at least one game participating character; in response to an editing instruction for the at least one game participating character, display a character editing interface corresponding to the at least one game participating character, wherein the character editing interface is used to configure third character configuration parameters for the at least one game participating character.

[0189] In one embodiment, the game testing processing device 700 is further configured to: in the game editing scene, in response to a team editing instruction, provide a character team editing interface; wherein the character team editing interface includes at least a character adding control, the character adding control being used to assign the at least one game participating character to a game team edited and generated in the game editing scene, and / or to add a new game participating character to the game team edited and generated in the game editing scene.

[0190] In one embodiment, the game testing processing device 700 is further configured to: in the game editing scene, in response to a spawn point configuration instruction for the at least one game participant character, determine at least one scene location from the game editing scene as the spawn point location corresponding to each of the at least one game participant character.

[0191] In one embodiment, the game test processing device 700 is further configured to: in response to a map publishing instruction for the first game map, control the uploading of editing information corresponding to the edited game editing scene to the game server, wherein the editing information does not include the information of the test-specific character.

[0192] In one embodiment, the game testing processing device 700 is further configured to: obtain the editing information from the game server in response to a game running instruction for the first game map; and display, in the graphical user interface, the at least one game participant role that the terminal device can select to play, based on the editing information.

[0193] In one embodiment, the game testing processing device 700 is further configured to: in response to the terminal device selecting to play a target game participant role, provide the target game participant role with a game running scene corresponding to the game editing scene, so that the terminal device controls the target game participant role to play the game in the game running scene.

[0194] In one embodiment, the game testing processing device 700 is further configured to: control the target game participant character to spawn at a third initial position in the game running scene, wherein the third initial position corresponds to the spawn point position configured for the target game participant character in the game editing scene.

[0195] In one implementation, displaying the game test scene and the target test character in the graphical user interface based on the current editing information of the game editing scene includes: loading the first game map based on the current editing information of the game editing scene to form the game test scene; and displaying an image of the target test character captured by a virtual camera in the game test scene in the graphical user interface.

[0196] The specific details of each part of the above-mentioned device have been described in detail in the method section of the implementation plan. For any undisclosed details, please refer to the implementation plan of the method section, and therefore will not be repeated here.

[0197] It should be noted that although several modules or units for the device used to perform actions have been mentioned in the detailed description above, this division is not mandatory. In fact, according to exemplary embodiments of this 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 and embodied by multiple modules or units.

[0198] Exemplary embodiments of this disclosure also provide a computer program product. The computer program product includes a computer program that, when executed by a processor, implements the methods described above.

[0199] In one embodiment, the computer program product can be a tangible product containing a computer program, such as a computer-readable storage medium storing the computer program. The readable storage medium can 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, hard disk drive (HDD), solid-state drive (SSD), etc. For example, the computer program product can be implemented as a non-volatile storage medium storing the computer program, such as read-only memory, NAND flash memory, etc.

[0200] In one implementation, the computer program product can be an intangible product containing a computer program. For example, the computer program product can be implemented as a virtual digital product, such as an executable file, installation package, or other digital file storing the computer program.

[0201] Computer program code can be written in one or more programming languages. Examples of programming languages ​​include C, Java, and C++. Program code can execute entirely on the user's computing device, partially on the user's computing device, or as a standalone software package. It can also execute partially on the user's computing device and partially on a remote computing device, or entirely on a remote computing device or server. In cases involving remote computing devices, the remote computing device can be connected to the user's computing device via any type of network, such as a local area network (LAN) or a wide area network (WAN), or it can be connected to an external computing device (e.g., via an internet connection provided by a mobile network operator).

[0202] Computer programs can be carried or transmitted via signals such as electricity, magnetism, light, electromagnetic radiation, and infrared radiation. Electronic devices can convert signals carrying computer programs into digital signals, thereby running the computer programs. When a computer program runs on an electronic device, its code is used to cause the electronic device to execute (more specifically, the processor of the electronic device to execute) the method steps of various exemplary embodiments of this disclosure, such as the following steps: Step S210, loading a first game map to display a game editing scene corresponding to the first game map in a graphical user interface, wherein the game editing scene includes at least one game participant character, which is configured as a game character that can be selected by the terminal device to play in the game running scene corresponding to the first game map; Step S220, in response to a test trigger command in the game editing scene, determining a target test character from candidate test characters; the candidate test characters include a test-specific character and / or the above-mentioned at least one game participant character; the test-specific character is different from the game participant character; Step S230, displaying the game test scene and the target test character in the graphical user interface according to the current editing information of the game editing scene; Step S240, in response to a character control command in the game test scene, controlling the target test character to execute the game behavior corresponding to the character control command.

[0203] Implementing the above methods and steps through computer programs provides, on the one hand, a configuration scheme for game testing characters. Users can select a target testing character from the candidate testing characters according to their needs and control the target testing character in the game testing scenario to conduct the test. This overcomes the limitations of related technologies that can only use a single perspective or a single method for testing, increasing the diversity of game testing and improving testing results. On the other hand, by using different candidate testing characters as target testing characters, it is possible to test different information in the game map. For example, different candidate testing characters can be used as target testing characters for different local areas of the game map, which helps to improve testing and editing efficiency.

[0204] Exemplary embodiments of this disclosure also provide an electronic device. The electronic device may include a processor and a memory. The memory stores executable instructions for the processor, such as computer programs. The processor executes these executable instructions to perform the method steps of various exemplary embodiments of this disclosure.

[0205] In one embodiment, the electronic device may further include a display for displaying a graphical user interface.

[0206] The following is for reference. Figure 8 The electronic device is illustrated by way of a general-purpose computing device. It should be understood that... Figure 8 The electronic device 800 shown is merely an example and should not be construed as limiting the functionality and scope of use of the embodiments disclosed herein.

[0207] like Figure 8 As shown, the electronic device 800 may include: a processor 810, a memory 820, a bus 830, an I / O (input / output) interface 840, a network adapter 850, and a display 860.

[0208] The memory 820 may include volatile memory, such as RAM 821 and cache unit 822, and may also include non-volatile memory, such as ROM 823. The memory 820 may also include one or more program modules 824, including but not limited to: an operating system, one or more application programs, other program modules, and program data. Each or some combination of these examples may include an implementation of a network environment. For example, program module 824 may include the modules described above.

[0209] The processor 810 may include one or more processing units, such as 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).

[0210] The processor 810 can be used to execute executable instructions stored in the memory 820, such as performing the following steps: Step S210, loading a first game map to display the game editing scene corresponding to the first game map in the graphical user interface, wherein the game editing scene includes at least one game participating character, which is configured as a game character that can be selected by the terminal device to play in the game running scene corresponding to the first game map; Step S220, in response to a test trigger command in the game editing scene, determining a target test character from candidate test characters; the candidate test characters include a test-specific character and / or the above-mentioned at least one game participating character; the test-specific character is different from the game participating character; Step S230, displaying the game test scene and the target test character in the graphical user interface according to the current editing information of the game editing scene; Step S240, in response to a character control command in the game test scene, controlling the target test character to perform the game behavior corresponding to the character control command.

[0211] By executing the above method steps through processor 810, on the one hand, a setting scheme for game test characters is provided. Users can select a target test character from the candidate test characters according to their own needs and control the target test character in the game test scene to conduct the test. This breaks through the limitation of related technologies that can only use a single perspective or a single method for testing, improves the diversity of game testing, and enhances the testing effect. On the other hand, by using different candidate test characters as target test characters, different information in the game map can be tested. For example, different candidate test characters can be used as target test characters for different local areas of the game map, which helps to improve testing and editing efficiency.

[0212] Bus 830 is used to connect different components of electronic device 800 and may include data bus, address bus and control bus.

[0213] Electronic device 800 can communicate with one or more external devices 900 (such as keyboard, mouse, external controller, etc.) through I / O interface 840.

[0214] Electronic device 800 can communicate with one or more networks via network adapter 850. For example, network adapter 850 can provide mobile communication solutions such as 3G / 4G / 5G, or wireless communication solutions such as wireless LAN, Bluetooth, and near-field communication. Network adapter 850 can communicate with other modules of electronic device 800 via bus 830.

[0215] Electronic device 800 can display a graphical user interface via display 860, such as displaying game editing scenes, game testing scenes, etc.

[0216] although Figure 8 As not shown in the diagram, other hardware and / or software modules may also be configured in the electronic device 800, including but not limited to: microcode, device drivers, redundant processors, external disk drive arrays, tape drives, and data backup storage systems.

[0217] As can be seen from the above, the technical solutions disclosed herein can be implemented as methods, apparatus, systems, computer program products, storage media, electronic devices, etc. Those skilled in the art will understand that various aspects of this disclosure can be specifically implemented in the following forms: a completely hardware implementation, a completely software implementation (including firmware, microcode, etc.), or a combination of hardware and software implementations, which may be referred to as "circuit," "module," or "system," respectively.

[0218] It should be understood that this disclosure is not limited to the specific methods, steps, or structures described above and shown in the accompanying drawings, and various modifications and changes can be made without departing from its scope. Those skilled in the art will readily conceive of other embodiments based on the specific implementations provided in this disclosure. Therefore, the specific implementations provided in this disclosure are merely exemplary, and the scope and spirit of this disclosure are indicated by the claims, and should cover any variations, uses, or adaptations of this disclosure that follow the general principles of this disclosure and include common knowledge or customary technical means in the art not disclosed in this disclosure.

Claims

1. A game testing processing method, characterized in that, The method of providing a graphical user interface via a terminal device includes: A first game map is loaded to display a game editing scene corresponding to the first game map in the graphical user interface, wherein the game editing scene includes at least one game participating character, and the at least one game participating character is configured to be a game character that can be selected by the terminal device to play in the game running scene corresponding to the first game map; In response to a test trigger command in the game editing scene, a target test character is determined from candidate test characters; the candidate test characters include a test-specific character and the at least one game-participating character; the test-specific character is different from the game-participating character, and the test-specific character is a game character specifically used for game testing and does not participate in the gameplay process. The game test scene and the target test character are displayed in the graphical user interface based on the current editing information of the game editing scene; In response to a character control command in the game test scenario, the target test character is controlled to perform the game behavior corresponding to the character control command.

2. The method according to claim 1, characterized in that, The response to the test trigger command in the game editing scene, determining the target test character from the candidate test characters, includes: In response to a setting trigger command in the game editing scene, a test settings interface is displayed; the test settings interface includes options corresponding to the candidate test character. In response to the selection command in the test settings interface, the target test role is determined according to the target option selected in the options corresponding to the candidate test role.

3. The method according to claim 2, characterized in that, The test settings interface includes a first role option and a second role option; the step of determining the target test role in response to a selection command in the test settings interface, based on the target option selected in the options corresponding to the candidate test roles, includes: In response to a first selection instruction between the first role option and the second role option, if the first role option is selected, the test-specific role is determined as the target test role; if the second role option is selected, the option corresponding to each game participating role is provided in the test settings interface. In response to a second selection instruction in the options corresponding to the game participant character, the game participant character corresponding to the target option is selected as the target test character based on the target option selected in the options corresponding to the game participant character.

4. The method according to claim 1, characterized in that, The step of displaying the game test scene and the target test character in the graphical user interface based on the current editing information of the game editing scene includes: In response to the target test character being the test-specific character, the game test scene is displayed in the graphical user interface according to the current editing information of the game editing scene, and the test-specific character is generated in the game test scene according to the preset first character configuration parameters.

5. The method according to claim 4, characterized in that, The method further includes: When the editing perspective of the game editing scene is a first-person perspective, an editing-specific character is generated in the game editing scene according to preset second character configuration parameters; at least some parameters in the second character configuration parameters are the same as at least some parameters in the first character configuration parameters.

6. The method according to claim 4, characterized in that, The step of generating the test-specific character in the game test scenario according to preset first character configuration parameters includes: The first initial position of the test character in the game test scene is determined based on the viewpoint position in the game editing scene before entering the game test scene, or the first initial position is determined based on a preset position in the game editing scene; The test-specific character is generated at the first initial position in the game test scene according to the first character configuration parameters.

7. The method according to claim 6, characterized in that, The method further includes: When the target test character is the test-specific character, the at least one game-participating character is displayed at a second initial position in the game test scene, wherein the second initial position is the spawn point position of the at least one game-participating character configured in the game editing scene.

8. The method according to claim 6, characterized in that, The method further includes: If the target test character is the test-specific character, the test-specific character is deleted in response to exiting the game test scenario.

9. The method according to claim 7, characterized in that, The at least one game participant character is a game character generated based on a third character configuration parameter; the number of parameters in the third character configuration parameter is greater than the number of parameters in the first character configuration parameter.

10. The method according to claim 1, characterized in that, The step of displaying the game test scene and the target test character in the graphical user interface based on the current editing information of the game editing scene includes: In response to the target test character being the first game participant character among the at least one game participant characters, the game test scene is displayed in the graphical user interface according to the current editing information of the game editing scene, and the first game participant character is generated at a first initial position in the game test scene; wherein, the first initial position is the spawn point position of the first game participant character configured in the game editing scene.

11. The method according to claim 10, characterized in that, If the at least one game participant includes the first game participant and other game participant roles, the method further includes: When the target test character is the first game participant character, the other game participant characters are displayed at a second initial position in the game test scene, wherein the second initial position is the spawn point position of the other game participant characters configured in the game editing scene.

12. The method according to claim 11, characterized in that, The second initial position is the same as the first initial position.

13. The method according to claim 9, characterized in that, The method further includes: In the game editing scene, in response to the character addition command, at least one game-participating character is generated; In response to an editing command for the at least one game participant character, a character editing interface corresponding to the at least one game participant character is displayed, wherein the character editing interface is used to configure third character configuration parameters for the at least one game participant character.

14. The method according to claim 13, characterized in that, The method further includes: In the game editing scenario, a character team editing interface is provided in response to team editing commands; The character team editing interface includes at least a character addition control, which is used to assign the at least one game participating character to a game team generated in the game editing scene, and / or add a new game participating character to the game team generated in the game editing scene.

15. The method according to claim 11, characterized in that, The method further includes: In the game editing scene, in response to the spawn point configuration instruction for the at least one game participant character, at least one scene location is determined from the game editing scene as the spawn point location corresponding to each of the at least one game participant character.

16. The method according to any one of claims 1-15, characterized in that, The method further includes: In response to a map publishing command for the first game map, the system controls the uploading of the edited information corresponding to the completed game editing scene to the game server, wherein the edited information does not include the information of the test-specific character.

17. The method according to claim 16, characterized in that, The method further includes: In response to a game operation command for the first game map, the editing information is obtained from the game server; Based on the editing information, the graphical user interface displays the at least one game participant role that the terminal device can select to play.

18. The method according to claim 17, characterized in that, The method further includes: In response to the terminal device selecting to play a target game participant role, a game running scene corresponding to the game editing scene is provided to the target game participant role, so that the terminal device controls the target game participant role to play in the game running scene.

19. The method according to claim 18, characterized in that, The method further includes: The target game character is controlled to spawn at a third initial position in the game running scene, wherein the third initial position corresponds to the spawn point position configured for the target game character in the game editing scene.

20. The method according to claim 1, characterized in that, The step of displaying the game test scene and the target test character in the graphical user interface based on the current editing information of the game editing scene includes: The first game map is loaded based on the current editing information of the game editing scene to form the game test scene; The graphical user interface displays the image captured by the virtual camera in the game test scene, showing the target test character.

21. A game testing processing device, characterized in that, The apparatus provides a graphical user interface via a terminal device, comprising: The game editing scene display module is configured to load a first game map to display the game editing scene corresponding to the first game map in the graphical user interface, wherein the game editing scene includes at least one game participating character, and the at least one game participating character is configured to be a game character that can be selected by the terminal device to play in the game running scene corresponding to the first game map; The test character setting module is configured to determine a target test character from candidate test characters in response to a test trigger command in the game editing scene; the candidate test characters include a test-specific character and the at least one game participation character; the test-specific character is different from the game participation character, and the test-specific character is a game character specifically used for game testing and does not participate in the gameplay process. The game test scene display module is configured to display the game test scene and the target test character in the graphical user interface according to the current editing information of the game editing scene; The test character control module is configured to respond to character control commands in the game test scenario and control the target test character to perform game behaviors corresponding to the character control commands.

22. A computer program product, comprising a computer program, characterized in that, When the computer program is executed by a processor, it implements the method according to any one of claims 1 to 20.

23. An electronic device, characterized in that, include: processor; Memory for storing the executable instructions of the processor; The processor is configured to execute the method of any one of claims 1 to 20 by executing the executable instructions.

Citation Information

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