Game role editing method and device and electronic equipment

By creating character generation areas and generating virtual characters in the game editing scene, the problem of fixed attributes of non-player characters in existing games is solved, and the enrichment of game content and improvement of player experience is achieved.

CN119909381APending Publication Date: 2025-05-02NETEASE (SHANGHAI) NETWORK CO LTD
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Patent Information

Application Number
CN202311438803.0
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2023-10-31
Publication Date
2025-05-02

AI Technical Summary

Technical Problem

The fixed attributes of non-player characters in existing games lead to a single interaction between players and non-player characters, the game content is not rich enough, the freshness and interest are low, resulting in poor game experience and user loss.

Method used

Provides a method of editing game characters, allowing players to create a character generation area in the game editing scene, generate virtual characters according to the situation configuration operations, and the virtual character attributes correspond to the target situation information.

Benefits of technology

By generating multiple virtual characters with different character attributes, the game content is enriched, the diversity of interactions between players and non-player characters is increased, freshness and interest is improved, the game experience is improved, and game users are increased.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The invention provides a game role editing method and device and electronic equipment. A game editing scene provided by running a game program is displayed; creating a role generation area in the game editing scene; in response to a scene configuration operation for the role generation area, determining target scene information of the role generation area; in response to the generation instruction, at least one virtual character is generated in the game editing scene corresponding to the character generation area, and the character attribute of the at least one virtual character corresponds to the target scene information. In the mode, a player can generate a plurality of virtual characters with different character attributes according to needs in the game editing scene, so that the player can see richer game content in the game, different virtual characters are different in interaction, and then the player is endowed with high freshness and interest, the game experience of the player is improved, and the user experience of the player is improved. Therefore, game users are increased, and the resource utilization rate of the game server is improved.
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Description

Technical Field

[0001] The present disclosure relates to the field of game technology, and in particular to a method, device and electronic device for editing a game character. Background Art

[0002] In some games, the game scenes usually include a large number of non-player characters, which are used to promote the development of the game or to assist players in completing game tasks. In the related art, the game developers pre-configure the role attributes of the non-player characters, such as scene positions, behavioral actions, trigger functions, etc. However, the role attributes of the non-player characters created by the game developers are relatively fixed, resulting in relatively fixed interactions between players and non-player characters in the game, and a relatively single interaction method. The game content is not rich enough, which brings less freshness and interest to players, and the players' gaming experience is not good, which may even lead to the loss of game users, and then lead to a waste of game server resources. Summary of the invention

[0003] In view of this, the purpose of the present disclosure is to provide a method, device and electronic device for editing game characters, so that players can generate virtual characters with different character attributes as needed in the game editing scene, so that players can see richer game content in the game, and the interactions between different virtual characters are also different, thereby bringing players a higher sense of freshness and interest, improving players' gaming experience, thereby increasing game users and improving resource utilization of game servers.

[0004] In a first aspect, an embodiment of the present disclosure provides a method for editing a game character, the method comprising: displaying a game editing scene provided by running a game program on a graphical user interface; creating a character generation area in the game editing scene in response to a creation instruction of a character generation area, the character generation area being at least a portion of the game editing scene; determining target scenario information of the character generation area in response to a scenario configuration operation for the character generation area; and generating at least one virtual character in the game editing scene corresponding to the character generation area in response to a generation instruction, wherein a character attribute of the at least one virtual character corresponds to the target scenario information.

[0005] In a second aspect, an embodiment of the present disclosure provides a device for editing a game character, the device comprising: an area generation module, for displaying a game scene to be edited provided by running a game program on a graphical user interface; creating a character generation area in the game editing scene in response to a creation instruction of the character generation area, the character generation area being at least a portion of the game editing scene; a scenario configuration module, for responding to a scenario configuration operation for the character generation area, and determining target scenario information of the character generation area; a character generation module, for responding to a generation instruction, generating at least one virtual character in the game editing scene corresponding to the character generation area, wherein a character attribute of the at least one virtual character corresponds to the target scenario information.

[0006] In a third aspect, an embodiment of the present disclosure provides an electronic device, including a processor and a memory, wherein the memory stores computer-executable instructions that can be executed by the processor, and the processor executes the computer-executable instructions to implement the method for editing a game character of any one of the first aspects.

[0007] In a fourth aspect, an embodiment of the present disclosure provides a computer-readable storage medium, which stores computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement the method for editing a game character of any one of the first aspects.

[0008] The embodiments of the present disclosure bring the following beneficial effects:

[0009] The present disclosure provides a method, device and electronic device for editing game characters, which display a game editing scene provided by running a game program; create a character generation area in the game editing scene; respond to a scenario configuration operation for the character generation area, determine the target scenario information of the character generation area; respond to a generation instruction, generate at least one virtual character in the game editing scene corresponding to the character generation area, and the character attribute of at least one virtual character corresponds to the target scenario information. In this way, players can generate multiple virtual characters with different character attributes in the game editing scene as needed, so that players can see richer game content in the game, and the interactions of different virtual characters are also different, thereby bringing players a higher sense of freshness and interest, improving the player's game experience, thereby increasing game users and improving the resource utilization of the game server.

[0010] Other features and advantages of the present disclosure will be described in the following description, and partly become apparent from the description, or understood by practicing the present disclosure. The purpose and other advantages of the present disclosure are realized and obtained by the structures particularly pointed out in the description, claims and drawings.

[0011] In order to make the above-mentioned objectives, features and advantages of the present disclosure more obvious and easy to understand, preferred embodiments are specifically cited below and described in detail with reference to the attached drawings. BRIEF DESCRIPTION OF THE DRAWINGS

[0012] In order to more clearly illustrate the specific embodiments of the present disclosure or the technical solutions in the prior art, the drawings required for use in the specific embodiments or the description of the prior art will be briefly introduced below. Obviously, the drawings described below are some embodiments of the present disclosure. For those skilled in the art, other drawings can be obtained based on these drawings without paying any creative work.

[0013] Figure 1 A flowchart of a method for editing a game character provided by an embodiment of the present disclosure;

[0014] Figure 2 A schematic diagram of a region configuration window provided in an embodiment of the present disclosure;

[0015] Figure 3 A schematic diagram of a regional clothing window provided by an embodiment of the present disclosure;

[0016] Figure 4 A schematic diagram of a game editing scene provided by an embodiment of the present disclosure;

[0017] Figure 5 A schematic diagram of another game editing scenario provided by an embodiment of the present disclosure;

[0018] Figure 6 A schematic diagram of another game editing scenario provided by an embodiment of the present disclosure;

[0019] Figure 7 A schematic diagram of the structure of a device for editing a game character provided by an embodiment of the present disclosure;

[0020] Figure 8 A schematic diagram of the structure of an electronic device provided in an embodiment of the present disclosure. DETAILED DESCRIPTION

[0021] In order to make the purpose, technical solution and advantages of the embodiments of the present disclosure clearer, the technical solution of the present disclosure will be clearly and completely described below in conjunction with the accompanying drawings. Obviously, the described embodiments are part of the embodiments of the present disclosure, rather than all of the embodiments. Based on the embodiments in the present disclosure, all other embodiments obtained by those skilled in the art without creative work are within the scope of protection of the present disclosure.

[0022] In some games, the game scenes usually include a large number of non-player characters, which are used to promote the development of the game or to assist players in completing game tasks. In the related art, the game developers pre-configure the character attributes of the non-player characters, such as scene positions, behavioral actions, trigger functions, etc. However, the character attributes of the non-player characters created by the game developers are relatively fixed, resulting in relatively fixed interactions between players and non-player characters in the game, and the interaction method is relatively single. The game content is not rich enough, which brings players less freshness and interest, and the players' gaming experience is not good, which may even lead to the loss of game users, thereby leading to a waste of game server resources. Based on this, the embodiments of the present disclosure provide a method, device and electronic device for editing game characters, and the technology can be applied to mobile phones, computers, notebooks, tablet computers and other devices.

[0023] In one embodiment of the present disclosure, the method for editing a game character can be run on a local terminal device or a server. When the method for editing a game character is run on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.

[0024] In an optional implementation, various cloud applications can be run under the cloud interaction system, such as cloud games. Taking cloud games as an example, cloud games refer to a game mode based on cloud computing. In the operation mode of cloud games, the operating body of the game program and the main body of the game screen presentation are separated. The storage and operation of the editing method of the game character are completed on the cloud game server. The role of the client device is used for receiving and sending data and presenting the game screen. For example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, a TV, a computer, a handheld computer, etc.; but the cloud game server in the cloud is used for information processing. When playing the game, the player operates the client device to send an operation instruction to the cloud game server. The cloud game server runs the game according to the operation instruction, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.

[0025] In an optional embodiment, taking a game as an example, a local terminal device stores a game program and is used to present a game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, the game program is downloaded and installed by an electronic device and run conventionally. The local terminal device may provide the graphical user interface to the player in a variety of ways, for example, it may be rendered and displayed on a display screen of the terminal, or provided to the player through a holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen is used to present a graphical user interface, the graphical user interface includes a game screen, and the processor is used to run the game, generate a graphical user interface, and control the display of the graphical user interface on the display screen.

[0026] In a possible implementation, an embodiment of the present invention provides a method for editing a game character, providing a graphical user interface through a terminal device, wherein the terminal device may be the local terminal device mentioned above, or may be a client device in the cloud interaction system mentioned above. Figure 1 As shown, the method comprises the following steps:

[0027] Step S102, displaying a game editing scene provided by running the game program on a graphical user interface; in response to a creation instruction of a character generation area, creating a character generation area in the game editing scene, the character generation area being at least a part of the game editing scene;

[0028] The above-mentioned game editing scene refers to a game scene created by a player. The game editing scene can be an empty game scene or a game scene including some initial scene objects, or a game scene that the player has created and saved in advance (the game scene can be a published scene or an unpublished scene).

[0029] For example, an empty game editing scene can be created, and the player can edit various scene contents in the game editing scene, including creating non-player characters. It is also possible to open an already constructed game editing scene and then create non-player characters in the game editing scene, that is, the player can save the game editing scene that he has edited before and edit it again. Specifically, the non-player character can be created at the target scene position of the game editing scene, and the target scene position can be a preset position or a position selected by the player.

[0030] Optionally, there are multiple ways to enter the game editing scene, that is, the graphical user interface displays multiple operation modes of the game editing scene provided by running the game program; for example, in the game lobby, there is a first entrance to enter the game battle / competition scene, and there is also a second entrance to enter the game editing scene. Through the second entrance, the graphical user interface will display the game editing scene provided by running the game program, and the player can edit the game editing scene. After completing the editing, the player can choose to save or publish so that the current player or other players can enter the edited game scene to play the game.

[0031] This embodiment is implemented in the game editing stage. Optionally, a plurality of area generation controls are included in the game editing scene, corresponding to different area shapes. In response to the selection operation of the plurality of area generation controls, a character generation area corresponding to the selected area generation control is created in the game editing scene; or, in response to the drag operation of the target area generation control, the target area generation control is controlled to move to a specified position in the game editing scene, and a character generation area is created at the specified position. The character generation area can be a two-dimensional area surrounded by a two-dimensional model, or a three-dimensional area surrounded by a three-dimensional model.

[0032] In addition, the game editing scene may also include model components, and the character generation area may also include model components. Usually, the model components will only occupy part of the area in the character generation area. The character generation area is used to indicate the generation position of the virtual character, that is, the generation position of the virtual character is located in the character generation area, specifically in the free area in the character generation area, where the free area is the area not occupied by the model components. In addition, the character generation area is only used to limit the position of the generated virtual character, and will not limit the movement range of the virtual character after generation, that is, after the editing is completed, the virtual character can move to any position in the game scene.

[0033] Step S104, in response to the scenario configuration operation for the character generation area, determining target scenario information for the character generation area;

[0034] The above-mentioned scenario configuration operation can be a selection operation for preset scenario information. Usually, different scenario information is pre-configured with the total number of virtual characters generated in the character generation area and the virtual accessories of the characters (such as virtual clothing, virtual accessories, etc.). Usually, different virtual accessories can also be pre-configured with multiple interactive actions.

[0035] Optionally, a configuration control is displayed in the game editing scene, and in response to a trigger operation on the configuration control, a scenario selection control is displayed, and in response to a trigger operation on the scenario selection control, multiple optional scenario information are displayed, and in response to a trigger operation on the target scenario information, the target scenario information of the character generation area is determined.

[0036] Optionally, a configuration control is displayed in the game editing scene, and in response to a trigger operation on the configuration control, a configuration window is displayed, in which a scenario selection control and a character attribute configuration control of a virtual character (such as a clothing configuration control, a character quantity configuration control, etc.) are included; in response to a trigger operation on a scenario selection control, multiple optional scenario information are displayed, and in response to a trigger operation on target scenario information, the target scenario information of the character generation area is determined.

[0037] Usually the game system will provide multiple optional scenario information, such as banquet mode, meeting mode, office mode, restaurant mode, hotel mode, dance mode, laboratory mode, etc. For example, the banquet mode will be pre-configured with a total of 10 virtual characters generated in the character generation area, and the virtual accessories of the characters are waiter clothing, senior guest clothing, chef clothing, reporter clothing, etc. For example, the pre-configured actions of the waiter clothing include: serving dishes, walking with plates, wiping tables, etc., and the pre-configured actions of the reporter clothing include: taking pictures, thinking, etc.

[0038] For example, Figure 2 As shown, a regional configuration window is displayed, in which scenario information is displayed in a box to the right of "Scenario Setting". Clicking the scenario information displays a list of multiple optional scenario information, from which target scenario information can be selected, and then the target scenario information is displayed in the box.

[0039] Step S106, in response to the generation instruction, generating at least one virtual character in the game editing scene corresponding to the character generation area, wherein the character attributes of the at least one virtual character correspond to the target scenario information.

[0040] The above-mentioned generation instruction can be an instruction generated for the trigger operation of the generation control, or an instruction generated by input voice, etc. The above-mentioned virtual character can be a character controlled by a player, or a non-player character. The character attributes of the above-mentioned virtual character generally include: virtual accessories equipped by the virtual character and the interactive actions of the virtual character, and can also include the hairstyle, body shape, gender, etc. of the virtual character. The interactive action generally refers to the action performed by the character generation area of ​​the virtual character, and of course it can also be the action performed by the virtual character at the initial position of the game running scene. The interactive action can be an action pre-configured by the target scenario information, or it can be an action corresponding to the virtual accessories currently equipped by the virtual character.

[0041] Optionally, at least one virtual character is generated in the game editing scene corresponding to the character generation area based on the target scenario information. For example, the number of virtual characters pre-configured in the target scenario information is 10, and the pre-configured virtual accessories are waiter clothing, reporter clothing, and high-end guest clothing. In response to the generation instruction, 10 virtual characters are generated in the game editing scene corresponding to the character generation area, of which 3 virtual characters are equipped with waiter clothing, 3 reporter virtual characters are equipped with clothing, and 4 virtual characters are equipped with high-end guest clothing.

[0042] Optionally, the generation positions of the virtual characters are evenly distributed in the game editing scene corresponding to the character generation area. Alternatively, the generation positions of the virtual characters are related to the attribute information preset by the model component. Optionally, the virtual characters are distinguished by gender, and the number of virtual characters of different genders can be evenly distributed, randomly generated, or generated according to preset requirements.

[0043] It should be noted that, in some optional embodiments, after the virtual character is generated, in response to a sliding operation on the virtual character, the virtual character can also be controlled to move in the game editing scene, thereby changing the generation position of the virtual character.

[0044] Optionally, the generation of a virtual character in the character generation area may also be the generation of a character component, which may be a player character or a non-player character, so that subsequent players can edit the position of the generated character component.

[0045] The disclosed embodiment provides a method for editing a game character, which displays a game editing scene provided by running a game program; creates a character generation area in the game editing scene; responds to a scenario configuration operation for the character generation area, and determines the target scenario information of the character generation area; responds to a generation instruction, generates at least one virtual character in the game editing scene corresponding to the character generation area, and the character attribute of at least one virtual character corresponds to the target scenario information. In this method, a player can generate multiple virtual characters with different character attributes in the game editing scene as needed, so that the player can see richer game content in the game, and the interactions of different virtual characters are also different, thereby bringing a higher sense of freshness and interest to the player, improving the player's game experience, thereby increasing the number of game users and improving the resource utilization of the game server.

[0046] In some embodiments, the character attributes of the virtual character include virtual accessories; after responding to the scenario configuration operation for the character generation area and determining the target scenario information of the character generation area, the above method also includes: determining the virtual accessories corresponding to the target scenario information; the virtual accessories are used to equip the virtual character when the virtual character is generated in the game editing scene corresponding to the character generation area.

[0047] Usually, different scenario information corresponds to different numbers and types of virtual accessories. The above virtual accessories usually refer to character clothing, and can also be virtual hats, virtual backpacks, etc. After determining the virtual accessories corresponding to the target scenario information, they are usually equipped to the virtual character when the virtual character is generated in the game editing scene corresponding to the character generation area.

[0048] In some optional embodiments, the player can edit the virtual accessories corresponding to the target scenario information, such as deleting or adding virtual accessories. If the player does not edit the virtual accessories corresponding to the target scenario information, such as Figure 2 As shown, directly click the generation control, and when a virtual character is generated in the game editing scene corresponding to the character generation area, the virtual accessories corresponding to the target scenario information will be equipped to the virtual character. For example, if the target scenario information corresponds to three virtual accessories, when a virtual character is generated in the game editing scene corresponding to the character generation area, the three virtual accessories will be randomly equipped to different virtual characters.

[0049] In some embodiments, the character attributes of the virtual character include virtual accessories; after the step of determining the target scenario information of the character generation area in response to the scenario configuration operation for the character generation area, the above method also includes: displaying a virtual accessory list in response to a trigger operation of an accessory editing control corresponding to the target scenario information; the virtual accessory list includes at least: virtual accessories corresponding to the target scenario information; determining the selected virtual accessories in response to a selection operation on the virtual accessory list; wherein the selected virtual accessories are at least partially different from the virtual accessories corresponding to the target scenario information, and the selected virtual accessories are used to equip the virtual character when generating the virtual character in the game editing scene corresponding to the character generation area.

[0050] For example, Figure 2 As shown, click the "Edit" control on the right side of the regional clothing (corresponding to the above accessory editing control) to display the following Figure 3 The regional clothing window shown (corresponding to the above virtual accessories list) includes virtual accessories corresponding to the target scenario information (such as Figure 3 Waiter costumes, senior guest costumes and initial costumes shown), and also include other costumes provided by the game system (such as Figure 3 The player can click on other costumes provided by the game system to add more costumes to the virtual character, and can also click on the virtual accessories corresponding to the target scenario information to delete the costumes already added to the virtual character. After completing the editing operation on the virtual accessories, click Confirm to confirm the selected virtual accessories.

[0051] Optionally, in response to a sliding operation on the virtual accessories list, the virtual accessories list is controlled to scroll.

[0052] Optionally, the player can edit the virtual accessories corresponding to the target scenario information, such as deleting or adding virtual accessories. Figure 3 Click OK as shown, and then click the Generate control. When a virtual character is generated in the game editing scene corresponding to the character generation area, the selected virtual accessories will be equipped to the virtual character.

[0053] In this method, players can continue to change the possible virtual accessories of the virtual character as needed, on the premise of completing the target scenario information, thereby generating a virtual character with richer character attributes, further enriching the game content and improving the player's gaming experience.

[0054] In some optional embodiments, after responding to a selection operation on a virtual accessory list and determining a selected virtual accessory, the method further includes: responding to an update operation on target scenario information, determining update scenario information corresponding to the update operation, and displaying a first prompt message; the first prompt message is used to remind whether to switch the selected virtual accessory to a virtual accessory corresponding to the update scenario information.

[0055] That is, after the player edits the virtual accessories corresponding to the target scenario information, and the selected virtual accessories are different from the virtual accessories corresponding to the target scenario information, if the player changes the target scenario information to other scenario information (i.e., the above-mentioned updated scenario information), such as changing the banquet mode to the office mode, after the update operation, since the virtual accessories corresponding to the updated scenario information are different from the selected virtual accessories, a first prompt message will be displayed to remind whether to switch the selected virtual accessories to the virtual accessories corresponding to the updated scenario information, that is, to replace the virtual accessories selected by the player with the virtual accessories corresponding to the updated scenario information. If the user clicks Yes, when the virtual character is generated, the virtual accessories equipped by the virtual character are the virtual accessories corresponding to the updated scenario information. If the user clicks No, when the virtual character is generated, the virtual accessories equipped by the virtual character are the virtual accessories selected previously.

[0056] Of course, if the player responds to the update operation of the target scenario information without editing the virtual accessories corresponding to the target scenario information, determines the update scenario information corresponding to the update operation, and directly updates the virtual accessories corresponding to the target scenario information to the virtual accessories corresponding to the update scenario information, no prompt information will be displayed.

[0057] In some embodiments, the character attributes of the virtual character include actions, and the virtual character performs the action at the generation position of the game editing scene and the initial position of the game running scene corresponding to the game editing scene. The target scenario information corresponds to at least one first action; after the step of generating at least one virtual character in the game editing scene corresponding to the character generation area in response to the generation instruction, the method further includes: for each virtual character, determining a target action from the at least one first action, and controlling the virtual character to perform the target action.

[0058] The action set for the virtual character may be determined based on at least one first action corresponding to the target scenario information, may be determined randomly, or may be determined based on the virtual accessories equipped by the virtual character. Optionally, if the player does not edit the virtual accessories corresponding to the target scenario information, each virtual accessory corresponds to at least one first action, and for each virtual character, at least one first action corresponding to the virtual accessories equipped by the virtual character is determined, a target action is randomly determined from the at least one first action corresponding to the virtual accessory, and the virtual character is controlled to execute the target action.

[0059] In some optional embodiments, the character attributes of the above-mentioned virtual character may also include virtual accessories and actions; after the step of generating at least one virtual character in the game editing scene corresponding to the character generation area in response to the generation instruction, the above-mentioned method also includes: for each virtual character, determining the target action of the virtual character according to the virtual accessories equipped by the virtual character, and controlling the virtual character to perform the target action.

[0060] Optionally, if the player edits the virtual accessories corresponding to the target scenario information, and each selected virtual accessory corresponds to at least one second action, for each virtual character, determine at least one second action corresponding to the virtual accessory equipped by the virtual character, determine a target action randomly or in a preset order from the at least one second action corresponding to the virtual accessory, and control the virtual character to perform the target action.

[0061] The above-mentioned virtual accessories correspond to at least one second action; according to the virtual accessories equipped by the virtual character, the step of determining the target action of the virtual character, a possible implementation method is: determining the target action of the virtual character from at least one second action corresponding to the virtual accessories equipped by the virtual character. Optionally, the target action of the virtual character is randomly determined from at least one second action corresponding to the virtual accessories equipped by the virtual character.

[0062] In the above manner, the target action performed by the virtual character can be a first action corresponding to the target scenario information or a second action corresponding to the virtual accessories equipped by the virtual character, which further enriches the interaction of the virtual characters.

[0063] In some optional embodiments, after the step of determining target scenario information of the character generation area in response to the scenario configuration operation for the character generation area, the method further includes: determining the number of virtual characters allowed to be generated in the current character generation area.

[0064] Optionally, the number of virtual characters allowed to be generated in the current character generation area is usually determined based on the resources occupied by the virtual characters and the free resources in the character generation area. For example, if the free resources in the current character generation area are 100 and the resources occupied by the virtual characters are 10, then the number of virtual characters allowed to be generated in the current character generation area is 10.

[0065] For example, Figure 2 As shown, below the "NPC generation area" is displayed "estimated to occupy 400", where "400" refers to the resources that may be occupied by generating 10 virtual characters.

[0066] Optionally, the current number of virtual characters existing in the current character generation area is determined; the difference between the total number of characters pre-configured in the target scenario information and the current number is calculated, and the difference is determined as the number of characters. The player can also change the number of characters generated by the virtual characters, and can generate a suitable number of virtual characters as needed, further improving the personalized needs of the players.

[0067] In some embodiments, the above method also includes: in response to a quantity configuration operation for the number of roles, updating the number of roles; in response to the updated number of roles being greater than the difference between the total number of roles pre-configured in the target scenario information and the current number, displaying a second prompt message; the second prompt message is used to indicate that the number of roles exceeds the total number of roles.

[0068] Usually the game system will determine the number of virtual characters that can be generated in the current character generation area, and display it in the area configuration window, or the number of characters can be displayed randomly, for example, Figure 2 The number of people shown, which also includes the addition of controls (corresponding to Figure 2 "+" in the middle) and decrease controls (corresponding to Figure 2 The player can click the increase control to increase the number of characters of the virtual character, and can also click the decrease control to decrease the number of characters of the virtual character. If the updated number of characters is greater than the difference between the total number of characters pre-configured in the target scenario information and the current number, a prompt message indicating that the number of characters exceeds the total number of characters is displayed.

[0069] That is to say, the maximum number of roles is the difference between the total number of roles pre-configured in the target scenario information and the current number. If you continue to click the add control at this time, the number of displayed roles will not increase.

[0070] In some optional embodiments, the above-mentioned game editing scene includes multiple configuration controls; in response to the scenario configuration operation for the character generation area, the step of determining the target scenario information of the character generation area, a possible implementation method: in response to the trigger operation for the first configuration control, the area configuration window is displayed; the area configuration window includes a scenario setting control; in response to the scenario selection operation for the scenario setting control, the target scenario information of the character generation area is determined, and the target scenario information is displayed in the area configuration window.

[0071] Optionally, the player clicks on the three-dimensional model corresponding to the character generation area to display the area configuration window; or, in the game editing scene, the first configuration control is displayed, and the first configuration control is clicked to display the area configuration window. Figure 2 The NPC spawn area shown, including the scenario controls.

[0072] The above-mentioned area configuration window includes a lock control; the above-mentioned method also includes: responding to a trigger operation on the lock control, controlling the character generation area to be immovable.

[0073] For example, Figure 2 The "Locked" prompt shown in the figure has a lock control on the right. Click the lock control to prevent the character generation area from moving. If the character generation area is not locked, the player can slide the 3D model corresponding to the character generation area to update the position of the character generation area in the game editing scene. If the character generation area is locked, the player slides the 3D model corresponding to the character generation area, but cannot control the movement of the 3D model, and thus cannot update the position of the character generation area in the game editing scene.

[0074] In some optional embodiments, the above-mentioned step of generating at least one virtual character in the game editing scene corresponding to the character generation area, a possible implementation method is: in response to the character generation area not including a model component, determining the generation position of the virtual character in the character generation area according to the number of characters; wherein the generation position is randomly distributed in the character generation area; and the virtual character is generated at the generation position.

[0075] The above model components can be created by the player in the game editing scene, or can be fixed components existing in the game editing scene in the initial state. The above model components can be virtual dining tables, virtual computers, virtual exhibitions, fixed groups of people, etc.

[0076] Optionally, if the game editing scene corresponding to the character generation area does not include a model component, the generation position of the virtual character is randomly determined in the character generation area according to the number of characters; or, the generation position of the virtual character is determined according to the rule of uniform distribution, wherein the number of generation positions is the same as the number of characters. Figure 4 As shown, 8 virtual characters are evenly generated in the character generation area.

[0077] The above-mentioned game editing scene includes at least one model component; the model component is pre-configured with a character attribute list; the step of generating at least one virtual character in the game editing scene corresponding to the character generation area, a possible implementation method: in response to the character generation area including the model component, determining a target model component that matches the character attributes of the virtual character from the model component, and generating at least one virtual character in a designated area of ​​the target model component.

[0078] The character attribute list pre-configured by the above-mentioned model component at least includes virtual accessories; optionally, in response to the model component being included in the character generation area, according to the virtual accessories pre-configured by the model component, a target model component whose virtual accessories are the same as the virtual accessories corresponding to the target scenario information or the selected virtual accessories is determined from the model component. Optionally, at least one virtual character is generated in a designated area of ​​the target model component, and the virtual accessories equipped by the virtual character are the same as the virtual accessories pre-configured by the target model component. The designated area can be the surrounding area of ​​the target model component or a preset point of the target model component.

[0079] For example, if the model components included in the character generation area are a virtual dining table, a virtual exhibition painting, and a virtual computer, the pre-configured character attributes of the virtual dining table include high-end guest clothing and waiter clothing, and the pre-configured character attributes of the virtual exhibition painting include reporter clothing; the character attributes of the virtual character include high-end guest clothing, waiter clothing, and reporter clothing. From the virtual dining table, the virtual exhibition painting, and the virtual computer, the target model components with the same character attributes as the virtual character are determined: the virtual dining table and the virtual exhibition painting, and finally a virtual character equipped with high-end guest clothing and a virtual character equipped with waiter clothing are generated in the designated area of ​​the virtual dining table, and a virtual character equipped with reporter clothing is generated in the designated area of ​​the virtual exhibition painting.

[0080] For example, Figure 5 As shown, multiple virtual characters are generated in the designated area of ​​the target virtual component.

[0081] In some optional embodiments, the above-mentioned game editing scene includes at least one preset point with position parameters, and the position parameters include at least character orientation and a third action; after the step of generating at least one virtual character in the game editing scene corresponding to the character generation area in response to the generation instruction, the above-mentioned method also includes: if the position of the generated virtual character is located at the preset point, controlling the virtual character to perform game behavior according to the character orientation and the third action.

[0082] Optionally, the above-mentioned preset points are usually preset points of the model components, and different model components may be pre-configured with preset points with different position parameters. Optionally, the position parameters at least include the character orientation and at least one third action.

[0083] Optionally, if the position where the virtual character is generated is located at a preset point, the preset point includes a plurality of third actions, and the virtual character is controlled to randomly perform one of the third actions according to the character orientation.

[0084] Optionally, the third action included in the position parameters may be a third action corresponding to a virtual accessory included in the position parameters. If the position parameters include multiple virtual accessories, when the position of the generated virtual character is located at a preset point, the third action corresponding to the virtual accessory is first determined from the position parameters based on the virtual accessory equipped by the virtual character, and then the virtual character is controlled to randomly perform one of the third actions corresponding to the virtual accessory according to the character's orientation.

[0085] A possible implementation of the above step of generating at least one virtual character in the game editing scene corresponding to the character generation area is as follows: randomly selecting a target gender from preset candidate genders, and generating a virtual character of the preset target gender in the game scene corresponding to the character generation area.

[0086] The preset candidate genders may be male and female, or only male and female. Optionally, a first gender is randomly selected from the preset candidate genders, and a virtual character of the first gender is generated in the game scene corresponding to the character generation area; optionally, a second gender is randomly selected from the preset candidate genders, and a virtual character of the second gender is generated in the game scene corresponding to the character generation area; optionally, a first gender and a second gender are randomly selected from the preset candidate genders, and a virtual character of the first gender and a virtual character of the second gender are generated in the game scene corresponding to the character generation area; wherein the number of characters of the virtual characters of the first gender is the first number and the number of characters of the virtual characters of the second gender is the second number, and the sum of the first number and the second number is the number of characters of the virtual characters. The first number and the second number may be the same or different.

[0087] In some optional embodiments, the game editing scene includes multiple component controls; in response to an instruction to create a character generation area, a step of creating a character generation area in the game editing scene, a possible implementation method: in response to a preset operation for a first component control, a three-dimensional model corresponding to the first component control is placed in the game editing scene; wherein the area surrounded by the three-dimensional model is a candidate character generation area; determining whether there is a movable area in the candidate character generation area; if so, creating a character generation area in the movable area in the game editing scene.

[0088] The first component control may be a 3D model thumbnail of various shapes, such as Figure 6 The NPC generation area 1 shown will of course also include the NPC generation area 2, etc. The above movable area usually refers to the empty area not occupied by model components or virtual building models, etc., and the size of the empty area is larger than the size of the area occupied by the virtual character.

[0089] Optionally, in response to a drag operation on the first component control, the three-dimensional model corresponding to the first component control is dragged into the game editing scene; the area surrounded by the three-dimensional model is determined as the candidate character generation area; if there is a movable area in the candidate character generation area, the character generation area is created in the movable area in the game editing scene, and if there is no movable area in the candidate character generation area, the character generation area cannot be created.

[0090] It should be noted that the above movable area is only used to determine whether a character generation area can be created, and does not limit the movement range of the generated virtual character. For example, if the candidate character generation area includes multiple movable areas (the multiple movable areas may be connected or not), the character generation area can be created in the movable area in the game editing scene, and the generated virtual character is located in the movable area. When the game is running, the virtual character can move in areas other than the movable area.

[0091] In some optional embodiments, the game editing scene includes at least one model component, and the at least one virtual character includes a first character and a second character; the method further includes: in response to the character generation area not including the model component, controlling the generation of a first number of first characters and a second number of second characters, the first character is not movable in the game editing scene, and the second character is movable in the game editing scene.

[0092] That is, the virtual characters generated in the game editing scene corresponding to the character generation area include movable virtual characters and immovable virtual characters. Specifically, the number of characters of the first character (i.e., the first number) and the number of characters of the second character (i.e., the second number) can be randomly assigned or assigned according to a preset condition (e.g., the first number is equal to the second number). The sum of the first number and the second number is the number of characters of the virtual characters.

[0093] Specifically, during the game running stage, the first character is fixed in the game running scene, and the second character can move in the game running scene, and can move randomly or according to a preset route.

[0094] The above-mentioned game editing scene includes at least one preset point with position parameters; the position parameters at least include the position of the preset point; the above-mentioned method also includes: determining a first preset point matching the character attributes of the virtual character according to the position parameters of the preset point; the movement route of the virtual character includes at least part of the first preset point.

[0095] In order to facilitate players to configure the movement route for each virtual character, after the virtual character is generated, the configurable path points of the virtual character will also be determined, and the configurable path points may include the above-mentioned first preset point.

[0096] Optionally, based on the virtual accessories included in the position parameters of the preset point, a first preset point identical to the virtual accessories equipped by the virtual character is determined, and the player can subsequently configure a movement route for the virtual character from the first preset point.

[0097] Optionally, for each virtual character, a first preset point identical to the virtual accessories equipped by the virtual character is determined based on the virtual accessories included in the position parameters of the preset point, and the subsequent player can configure a movement route for the virtual character from the first preset point.

[0098] The first preset point may also be a preset point that is not blocked by any blocking object.

[0099] The above method also includes: determining the free preset points in the first preset points; if the number of free preset points is less than a preset threshold, controlling the virtual character to move randomly in the game editing scene, the free preset points being the preset points in the first preset points that are not occupied by other virtual characters.

[0100] The preset threshold can be set as needed, such as 3 or 2. The preset points occupied by other virtual characters can be preset points occupied by the virtual character generation position, or preset points occupied by the mobile route configured by the virtual character. If the number of free preset points is less than the preset threshold, it means that the virtual character cannot configure the mobile route. At this time, the virtual character will be defaulted to move randomly in the game editing scene, specifically in the game running scene corresponding to the game editing scene. In this way, the free preset points not occupied by other virtual characters are determined to facilitate subsequent players to configure the mobile route for each virtual character.

[0101] Optionally, after generating the virtual character, the method includes: responding to an update operation on the character attributes of the virtual character, updating the character attributes of the virtual character; specifically, the generation position, virtual accessories, interactive actions, movement routes, etc. of the virtual character may be updated.

[0102] The method further includes: saving the game editing scene in response to the save instruction. After saving the game editing scene, the player can also run the game editing scene. In the game running scene stage, the at least one virtual character is displayed in the game scene, and the initial position of the virtual character is the character generation area.

[0103] Corresponding to the above method embodiment, the present disclosure provides a device for editing a game character, such as Figure 7 As shown, the device comprises:

[0104] The area generation module 71 is used to display the game scene to be edited provided by running the game program on the graphical user interface; in response to the creation instruction of the character generation area, create a character generation area in the game editing scene, and the character generation area is at least a part of the game editing scene;

[0105] A scenario configuration module 72, for responding to a scenario configuration operation for a character generation area and determining target scenario information for the character generation area;

[0106] The character generation module 73 is used to generate at least one virtual character in the game editing scene corresponding to the character generation area in response to the generation instruction, wherein the character attributes of the at least one virtual character correspond to the target scenario information.

[0107] The disclosed embodiment provides a device for editing game characters, which displays a game editing scene provided by running a game program; creates a character generation area in the game editing scene; responds to a scenario configuration operation for the character generation area, and determines the target scenario information of the character generation area; responds to a generation instruction, generates at least one virtual character in the game editing scene corresponding to the character generation area, and the character attribute of at least one virtual character corresponds to the target scenario information. In this way, players can generate multiple virtual characters with different character attributes in the game editing scene as needed, so that players can see richer game content in the game, and the interactions of different virtual characters are also different, thereby bringing players a higher sense of freshness and interest, improving the players' game experience, thereby increasing game users, and improving the resource utilization of the game server.

[0108] The above-mentioned device also includes: a first virtual accessory determination module, which is used to determine the virtual accessories corresponding to the target scenario information; the virtual accessories are used to equip the virtual character when the virtual character is generated in the game editing scene corresponding to the character generation area.

[0109] The character attributes of the above-mentioned virtual character include virtual accessories; the above-mentioned method also includes: a second virtual accessory determination module, which is used to respond to the triggering operation of the accessory editing control corresponding to the target scenario information, and display a virtual accessory list; the virtual accessory list includes at least: virtual accessories corresponding to the target scenario information; in response to the selection operation on the virtual accessory list, the selected virtual accessory is determined; wherein the selected virtual accessory is at least partially different from the virtual accessory corresponding to the target scenario information, and the selected virtual accessory is used to equip the virtual character when generating the virtual character in the game editing scene corresponding to the character generation area.

[0110] The above-mentioned device also includes a scenario update module, which is used to: respond to the update operation for the target scenario information, determine the update scenario information corresponding to the update operation, and display the first prompt information; the first prompt information is used to remind whether to switch the selected virtual accessory to the virtual accessory corresponding to the update scenario information.

[0111] The role attributes of the above-mentioned virtual character include actions; the target scenario information corresponds to at least one first action; the above-mentioned device also includes: an action first determination module, which is used to determine the target action from at least one first action for each virtual character, and control the virtual character to perform the target action.

[0112] The character attributes of the above-mentioned virtual character include virtual accessories and actions; the above-mentioned device also includes: an action second determination module, which is used to determine the target action of the virtual character for each virtual character according to the virtual accessories equipped by the virtual character, and control the virtual character to perform the target action.

[0113] The virtual accessory corresponds to at least one second action; the second action determination module is further used to determine the target action of the virtual character from the at least one second action corresponding to the virtual accessory equipped by the virtual character.

[0114] The above-mentioned device also includes: a role quantity determination module, which is used to determine the role quantity of virtual characters allowed to be generated in the current role generation area.

[0115] The above-mentioned character quantity determination module is also used to: determine the current number of virtual characters existing in the current character generation area; calculate the difference between the total number of characters pre-configured in the target scenario information and the current number, and determine the difference as the number of characters.

[0116] The above-mentioned device also includes: a role quantity updating module, which is used to respond to the quantity configuration operation for the role quantity and update the role quantity; in response to the updated role quantity being greater than the difference between the total number of roles pre-configured in the target scenario information and the current number, a second prompt information is displayed; the second prompt information is used to indicate that the role quantity exceeds the total number of roles.

[0117] The above-mentioned game editing scene includes multiple configuration controls; the above-mentioned scenario configuration module is also used to: respond to the trigger operation of the first configuration control, display the area configuration window; the area configuration window includes a scenario setting control; respond to the scenario selection operation of the scenario setting control, determine the target scenario information of the character generation area, and display the target scenario information in the area configuration window.

[0118] The above-mentioned area configuration window includes a locking control; the above-mentioned device also includes: an area locking module, which is used to respond to a triggering operation on the locking control and control the character generation area to be immovable.

[0119] The above-mentioned character generation module is also used to: in response to the fact that the character generation area does not include a model component, determine the generation position of the virtual character in the character generation area according to the number of characters; wherein the generation position is randomly distributed in the character generation area; and generate the virtual character at the generation position.

[0120] The game editing scene includes at least one model component; the model component is pre-configured with a character attribute list; the character generation module is also used to: in response to the character generation area including the model component, determine the target model component that matches the character attributes of the virtual character from the model component, and generate at least one virtual character in the designated area of ​​the target model component.

[0121] The above-mentioned game editing scene includes at least one preset point with position parameters, and the position parameters include at least character orientation and a third action; the above-mentioned device also includes: a character execution module, which is used to control the virtual character to execute game behavior according to the character orientation and the third action if the position of the generated virtual character is located at the preset point.

[0122] The above-mentioned character generation module is also used to: randomly select a target gender from preset candidate genders, and generate a virtual character of the preset target gender in the game scene corresponding to the character generation area.

[0123] The above-mentioned game editing scene includes multiple component controls; the above-mentioned area creation module is also used to: respond to a preset operation for a first component control, and place the three-dimensional model corresponding to the first component control in the game editing scene; wherein the area surrounded by the three-dimensional model is the candidate character generation area; determine whether there is a movable area in the candidate character generation area; if so, create a character generation area in the movable area in the game editing scene.

[0124] The above-mentioned game editing scene includes at least one model component, and at least one virtual character includes a first character and a second character; the above-mentioned device also includes a character control module, which is used to: in response to the fact that the character generation area does not include a model component, control the generation of a first number of first characters and a second number of second characters, the first character is immovable in the game editing scene, and the second character is movable in the game editing scene.

[0125] The above-mentioned game editing scene includes at least one preset point with position parameters; the position parameters at least include the position of the preset point; the above-mentioned device also includes: a preset point determination module, used to determine a first preset point matching the character attributes of the virtual character according to the position parameters of the preset point; the movement route of the virtual character at least includes part of the first preset point.

[0126] The above-mentioned device also includes: an empty preset point determination module, which is used to determine the empty preset points in the first preset points; if the number of empty preset points is less than a preset threshold, the virtual character is controlled to move randomly in the game editing scene, and the empty preset points are preset points in the first preset points that are not occupied by other virtual characters.

[0127] The above device also includes: a scene saving module, which is used to save the game editing scene in response to a saving instruction.

[0128] The device for editing a game character provided in the embodiment of the present disclosure has the same technical features as the method for editing a game character provided in the above-mentioned embodiment, and therefore can solve the same technical problems and achieve the same technical effects.

[0129] This embodiment also provides an electronic device, including a processor and a memory, wherein the memory stores machine executable instructions that can be executed by the processor, and the processor executes the machine executable instructions to implement the above-mentioned game character editing method. The electronic device can be a server or a terminal device.

[0130] See also Figure 8 As shown, the electronic device includes a processor 100 and a memory 101. The memory 101 stores machine executable instructions that can be executed by the processor 100. The processor 100 executes the machine executable instructions to implement the above-mentioned game character editing method.

[0131] Further, Figure 8 The electronic device shown further includes a bus 102 and a communication interface 103 , and the processor 100 , the communication interface 103 and the memory 101 are connected via the bus 102 .

[0132] Among them, the memory 101 may include a high-speed random access memory (RAM), and may also include a non-volatile memory (non-volatile memory), such as at least one disk storage. The communication connection between the system network element and at least one other network element is realized through at least one communication interface 103 (which can be wired or wireless), and the Internet, wide area network, local area network, metropolitan area network, etc. can be used. The bus 102 can be an ISA (Industry Standard Architecture) bus, a PCI (Peripheral Component Interconnect) bus or an EISA (Extended Industry Standard Architecture) bus, etc. The bus can be divided into an address bus, a data bus, a control bus, etc. For ease of representation, Figure 8 Only one bidirectional arrow is used in the diagram, but this does not mean that there is only one bus or only one type of bus.

[0133] The processor 100 may be an integrated circuit chip with signal processing capabilities. In the implementation process, each step of the above method can be completed by the hardware integrated logic circuit or software instructions in the processor 100. The above processor 100 can be a general-purpose processor, including a central processing unit (CPU), a network processor (NP), etc.; it can also be a digital signal processor (DSP), an application-specific integrated circuit (ASIC), a field-programmable gate array (FPGA) or other programmable logic devices, discrete gates or transistor logic devices, discrete hardware components. The methods, steps and logic block diagrams disclosed in the embodiments of the present disclosure can be implemented or executed. The general-purpose processor can be a microprocessor or the processor can also be any conventional processor, etc. The steps of the method disclosed in conjunction with the embodiments of the present disclosure can be directly embodied as a hardware decoding processor for execution, or a combination of hardware and software modules in the decoding processor for execution. The software module may be located in a storage medium mature in the art, such as a random access memory, a flash memory, a read-only memory, a programmable read-only memory, or an electrically erasable programmable memory, a register, etc. The storage medium is located in the memory 101, and the processor 100 reads the information in the memory 101 and completes the steps of the method of the above embodiment in combination with its hardware.

[0134] The processor in the electronic device can implement the following operations in the method for editing the game character by executing the machine executable instructions:

[0135] Displaying a game editing scene provided by running a game program in a graphical user interface; creating a character generation area in the game editing scene in response to a creation instruction of a character generation area, wherein the character generation area is at least a part of the game editing scene; determining target scenario information of the character generation area in response to a scenario configuration operation for the character generation area; generating at least one virtual character in the game editing scene corresponding to the character generation area in response to a generation instruction, wherein the character attribute of at least one virtual character corresponds to the target scenario information. In this manner, a player can generate multiple virtual characters with different character attributes in the game editing scene as needed, so that the player can see richer game content in the game, and the interactions of different virtual characters are also different, thereby bringing a higher sense of freshness and interest to the player, improving the player's game experience, thereby increasing the number of game users and improving the resource utilization of the game server.

[0136] After the step of determining the target scenario information of the character generation area in response to the scenario configuration operation for the character generation area, wherein the character attributes of the virtual character include virtual accessories, the method further includes: determining the virtual accessories corresponding to the target scenario information; and the virtual accessories are used to equip the virtual character when the virtual character is generated in the game editing scene corresponding to the character generation area.

[0137] After the steps of: the character attributes of the virtual character include virtual accessories; and responding to a scenario configuration operation for a character generation area to determine target scenario information of the character generation area, the method further includes: displaying a virtual accessories list in response to a trigger operation of an accessories editing control corresponding to the target scenario information; the virtual accessories list includes at least: virtual accessories corresponding to the target scenario information; determining a selected virtual accessory in response to a selection operation on the virtual accessories list; wherein the selected virtual accessories are at least partially different from the virtual accessories corresponding to the target scenario information, and the selected virtual accessories are used to equip the virtual character when the virtual character is generated in a game editing scene corresponding to the character generation area.

[0138] After responding to a selection operation on the virtual accessories list and determining the selected virtual accessory, the method also includes: responding to an update operation on the target scenario information, determining the update scenario information corresponding to the update operation, and displaying a first prompt message; the first prompt message is used to remind whether to switch the selected virtual accessory to the virtual accessory corresponding to the update scenario information.

[0139] The character attributes of the above-mentioned virtual character include actions; the target scenario information corresponds to at least one first action; after the step of generating at least one virtual character in the game editing scene corresponding to the character generation area in response to the generation instruction, the method also includes: for each virtual character, determining the target action from at least one first action, and controlling the virtual character to perform the target action.

[0140] The character attributes of the above-mentioned virtual character include virtual accessories and actions; after the step of generating at least one virtual character in the game editing scene corresponding to the character generation area in response to the generation instruction, the method also includes: for each virtual character, determining the target action of the virtual character according to the virtual accessories equipped by the virtual character, and controlling the virtual character to perform the target action.

[0141] The above-mentioned virtual accessories correspond to at least one second action; the step of determining the target action of the virtual character according to the virtual accessories equipped by the virtual character includes: determining the target action of the virtual character from at least one second action corresponding to the virtual accessories equipped by the virtual character.

[0142] After the step of determining target scenario information of the character generation area in response to the scenario configuration operation for the character generation area, the method further includes: determining the number of virtual characters allowed to be generated in the current character generation area.

[0143] The step of determining the number of virtual characters allowed to be generated in the current character generation area includes: determining the current number of virtual characters existing in the current character generation area; calculating the difference between the total number of characters pre-configured in the target scenario information and the current number, and determining the difference as the number of characters.

[0144] The above method also includes: responding to a quantity configuration operation for the number of roles, updating the number of roles; in response to the updated number of roles being greater than the difference between the total number of roles pre-configured in the target scenario information and the current number, displaying a second prompt message; the second prompt message is used to indicate that the number of roles exceeds the total number of roles.

[0145] The above-mentioned game editing scene includes multiple configuration controls; in response to the scenario configuration operation for the character generation area, the step of determining the target scenario information of the character generation area includes: in response to the trigger operation for the first configuration control, displaying the area configuration window; the area configuration window includes a scenario setting control; in response to the scenario selection operation for the scenario setting control, determining the target scenario information of the character generation area, and displaying the target scenario information in the area configuration window.

[0146] The above-mentioned area configuration window includes a lock control; the method also includes: responding to a trigger operation on the lock control, controlling the character generation area to be immovable.

[0147] The above-mentioned step of generating at least one virtual character in the game editing scene corresponding to the character generation area includes: in response to the fact that the character generation area does not include a model component, determining the generation position of the virtual character in the character generation area according to the number of characters; wherein the generation position is randomly distributed in the character generation area; and generating the virtual character at the generation position.

[0148] The above-mentioned game editing scene includes at least one model component; the model component is pre-configured with a character attribute list; the step of generating at least one virtual character in the game editing scene corresponding to the character generation area includes: in response to the character generation area including the model component, determining a target model component that matches the character attributes of the virtual character from the model component, and generating at least one virtual character in a designated area of ​​the target model component.

[0149] The above-mentioned game editing scene includes at least one preset point with position parameters, and the position parameters include at least character orientation and a third action; after the step of generating at least one virtual character in the game editing scene corresponding to the character generation area in response to the generation instruction, the method also includes: if the position of the generated virtual character is located at the preset point, controlling the virtual character to perform game behavior according to the character orientation and the third action.

[0150] The step of generating at least one virtual character in the game editing scene corresponding to the character generation area includes: randomly selecting a target gender from preset candidate genders, and generating a virtual character of the preset target gender in the game scene corresponding to the character generation area.

[0151] The above-mentioned game editing scene includes multiple component controls; in response to the creation instruction of the character generation area, the step of creating the character generation area in the game editing scene includes: in response to the preset operation for the first component control, the three-dimensional model corresponding to the first component control is placed in the game editing scene; wherein the area surrounded by the three-dimensional model is the candidate character generation area; determining whether there is a movable area in the candidate character generation area; if so, creating the character generation area in the movable area in the game editing scene.

[0152] The above-mentioned game editing scene includes at least one model component, and at least one virtual character includes a first character and a second character; the method also includes: in response to the fact that the character generation area does not include a model component, controlling the generation of a first number of first characters and a second number of second characters, the first character is not movable in the game editing scene, and the second character is movable in the game editing scene.

[0153] The above-mentioned game editing scene includes at least one preset point with position parameters; the position parameters at least include the position of the preset point; the method also includes: determining a first preset point matching the character attributes of the virtual character based on the position parameters of the preset point; the movement route of the virtual character includes at least part of the first preset point.

[0154] The above method also includes: determining the free preset points in the first preset points; if the number of free preset points is less than a preset threshold, controlling the virtual character to move randomly in the game editing scene, the free preset points being the preset points in the first preset points that are not occupied by other virtual characters.

[0155] The above method also includes: saving the game editing scene in response to a save instruction.

[0156] This embodiment also provides a machine-readable storage medium, which stores machine-executable instructions. When the machine-executable instructions are called and executed by a processor, the machine-executable instructions prompt the processor to implement the above-mentioned game character editing method.

[0157] The machine executable instructions stored in the machine readable storage medium can implement the following operations in the game character editing method by executing the machine executable instructions:

[0158] Displaying a game editing scene provided by running a game program in a graphical user interface; creating a character generation area in the game editing scene in response to a creation instruction of a character generation area, wherein the character generation area is at least a part of the game editing scene; determining target scenario information of the character generation area in response to a scenario configuration operation for the character generation area; generating at least one virtual character in the game editing scene corresponding to the character generation area in response to a generation instruction, wherein the character attribute of at least one virtual character corresponds to the target scenario information. In this manner, a player can generate multiple virtual characters with different character attributes in the game editing scene as needed, so that the player can see richer game content in the game, and the interactions of different virtual characters are also different, thereby bringing a higher sense of freshness and interest to the player, improving the player's game experience, thereby increasing the number of game users and improving the resource utilization of the game server.

[0159] After the step of determining the target scenario information of the character generation area in response to the scenario configuration operation for the character generation area, wherein the character attributes of the virtual character include virtual accessories, the method further includes: determining the virtual accessories corresponding to the target scenario information; and the virtual accessories are used to equip the virtual character when the virtual character is generated in the game editing scene corresponding to the character generation area.

[0160] After the steps of: the character attributes of the virtual character include virtual accessories; and responding to a scenario configuration operation for a character generation area to determine target scenario information of the character generation area, the method further includes: displaying a virtual accessories list in response to a trigger operation of an accessories editing control corresponding to the target scenario information; the virtual accessories list includes at least: virtual accessories corresponding to the target scenario information; determining a selected virtual accessory in response to a selection operation on the virtual accessories list; wherein the selected virtual accessories are at least partially different from the virtual accessories corresponding to the target scenario information, and the selected virtual accessories are used to equip the virtual character when the virtual character is generated in a game editing scene corresponding to the character generation area.

[0161] After responding to a selection operation on the virtual accessories list and determining the selected virtual accessory, the method also includes: responding to an update operation on the target scenario information, determining the update scenario information corresponding to the update operation, and displaying a first prompt message; the first prompt message is used to remind whether to switch the selected virtual accessory to the virtual accessory corresponding to the update scenario information.

[0162] The character attributes of the above-mentioned virtual character include actions; the target scenario information corresponds to at least one first action; after the step of generating at least one virtual character in the game editing scene corresponding to the character generation area in response to the generation instruction, the method also includes: for each virtual character, determining the target action from at least one first action, and controlling the virtual character to perform the target action.

[0163] The character attributes of the above-mentioned virtual character include virtual accessories and actions; after the step of generating at least one virtual character in the game editing scene corresponding to the character generation area in response to the generation instruction, the method also includes: for each virtual character, determining the target action of the virtual character according to the virtual accessories equipped by the virtual character, and controlling the virtual character to perform the target action.

[0164] The above-mentioned virtual accessories correspond to at least one second action; the step of determining the target action of the virtual character according to the virtual accessories equipped by the virtual character includes: determining the target action of the virtual character from at least one second action corresponding to the virtual accessories equipped by the virtual character.

[0165] After the step of determining target scenario information of the character generation area in response to the scenario configuration operation for the character generation area, the method further includes: determining the number of virtual characters allowed to be generated in the current character generation area.

[0166] The step of determining the number of virtual characters allowed to be generated in the current character generation area includes: determining the current number of virtual characters existing in the current character generation area; calculating the difference between the total number of characters pre-configured in the target scenario information and the current number, and determining the difference as the number of characters.

[0167] The above method also includes: responding to a quantity configuration operation for the number of roles, updating the number of roles; in response to the updated number of roles being greater than the difference between the total number of roles pre-configured in the target scenario information and the current number, displaying a second prompt message; the second prompt message is used to indicate that the number of roles exceeds the total number of roles.

[0168] The above-mentioned game editing scene includes multiple configuration controls; in response to the scenario configuration operation for the character generation area, the step of determining the target scenario information of the character generation area includes: in response to the trigger operation for the first configuration control, displaying the area configuration window; the area configuration window includes a scenario setting control; in response to the scenario selection operation for the scenario setting control, determining the target scenario information of the character generation area, and displaying the target scenario information in the area configuration window.

[0169] The above-mentioned area configuration window includes a lock control; the method also includes: responding to a trigger operation on the lock control, controlling the character generation area to be immovable.

[0170] The above-mentioned step of generating at least one virtual character in the game editing scene corresponding to the character generation area includes: in response to the fact that the character generation area does not include a model component, determining the generation position of the virtual character in the character generation area according to the number of characters; wherein the generation position is randomly distributed in the character generation area; and generating the virtual character at the generation position.

[0171] The above-mentioned game editing scene includes at least one model component; the model component is pre-configured with a character attribute list; the step of generating at least one virtual character in the game editing scene corresponding to the character generation area includes: in response to the character generation area including the model component, determining a target model component that matches the character attributes of the virtual character from the model component, and generating at least one virtual character in a designated area of ​​the target model component.

[0172] The above-mentioned game editing scene includes at least one preset point with position parameters, and the position parameters include at least character orientation and a third action; after the step of generating at least one virtual character in the game editing scene corresponding to the character generation area in response to the generation instruction, the method also includes: if the position of the generated virtual character is located at the preset point, controlling the virtual character to perform game behavior according to the character orientation and the third action.

[0173] The step of generating at least one virtual character in the game editing scene corresponding to the character generation area includes: randomly selecting a target gender from preset candidate genders, and generating a virtual character of the preset target gender in the game scene corresponding to the character generation area.

[0174] The above-mentioned game editing scene includes multiple component controls; in response to the creation instruction of the character generation area, the step of creating the character generation area in the game editing scene includes: in response to the preset operation for the first component control, the three-dimensional model corresponding to the first component control is placed in the game editing scene; wherein the area surrounded by the three-dimensional model is the candidate character generation area; determining whether there is a movable area in the candidate character generation area; if so, creating the character generation area in the movable area in the game editing scene.

[0175] The above-mentioned game editing scene includes at least one model component, and at least one virtual character includes a first character and a second character; the method also includes: in response to the fact that the character generation area does not include a model component, controlling the generation of a first number of first characters and a second number of second characters, the first character is not movable in the game editing scene, and the second character is movable in the game editing scene.

[0176] The above-mentioned game editing scene includes at least one preset point with position parameters; the position parameters at least include the position of the preset point; the method also includes: determining a first preset point matching the character attributes of the virtual character based on the position parameters of the preset point; the movement route of the virtual character includes at least part of the first preset point.

[0177] The above method also includes: determining the free preset points in the first preset points; if the number of free preset points is less than a preset threshold, controlling the virtual character to move randomly in the game editing scene, the free preset points being the preset points in the first preset points that are not occupied by other virtual characters.

[0178] The above method also includes: saving the game editing scene in response to a save instruction.

[0179] The computer program product of the method, device and system for editing game characters provided in the embodiments of the present disclosure includes a computer-readable storage medium storing program code. The instructions included in the program code can be used to execute the methods described in the previous method embodiments. The specific implementation can be found in the method embodiments, which will not be repeated here.

[0180] Those skilled in the art can clearly understand that, for the convenience and brevity of description, the specific working process of the system and device described above can refer to the corresponding process in the aforementioned method embodiment, and will not be repeated here.

[0181] In addition, in the description of the embodiments of the present disclosure, unless otherwise clearly specified and limited, the terms "installed", "connected", and "connected" should be understood in a broad sense, for example, it can be a fixed connection, a detachable connection, or an integral connection; it can be a mechanical connection or an electrical connection; it can be a direct connection, or it can be indirectly connected through an intermediate medium, or it can be the internal communication of two components. For those skilled in the art, the specific meanings of the above terms in the present disclosure can be understood according to specific circumstances.

[0182] If the functions are implemented in the form of software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present disclosure, or the part that contributes to the prior art or the part of the technical solution, can be embodied in the form of a software product, which is stored in a storage medium and includes several instructions for a computer device (which can be a personal computer, a server, or a network device, etc.) to perform all or part of the steps of the method described in each embodiment of the present disclosure. The aforementioned storage medium includes: various media that can store program codes, such as a USB flash drive, a mobile hard disk, a read-only memory (ROM), a random access memory (RAM), a magnetic disk or an optical disk.

[0183] In the description of the present disclosure, it should be noted that the terms "center", "upper", "lower", "left", "right", "vertical", "horizontal", "inner", "outer", etc., indicating the orientation or positional relationship, are based on the orientation or positional relationship shown in the drawings, and are only for the convenience of describing the present disclosure and simplifying the description, rather than indicating or implying that the device or element referred to must have a specific orientation, be constructed and operated in a specific orientation, and therefore cannot be understood as a limitation of the present disclosure. In addition, the terms "first", "second", and "third" are used for descriptive purposes only, and cannot be understood as indicating or implying relative importance.

[0184] Finally, it should be noted that the above embodiments are only specific implementation methods of the present disclosure, which are used to illustrate the technical solutions of the present disclosure, rather than to limit them. The protection scope of the present disclosure is not limited thereto. Although the present disclosure is described in detail with reference to the above embodiments, those skilled in the art should understand that any technician familiar with the technical field can still modify the technical solutions recorded in the above embodiments within the technical scope disclosed in the present disclosure, or can easily think of changes, or make equivalent replacements for some of the technical features therein; and these modifications, changes or replacements do not make the essence of the corresponding technical solutions deviate from the spirit and scope of the technical solutions of the embodiments of the present disclosure, and should be included in the protection scope of the present disclosure. Therefore, the protection scope of the present disclosure should be based on the protection scope of the claims.

Claims

1. A method for editing a game character, characterized in that: The method comprises: Displaying a game editing scene provided by running a game program on a graphical user interface; creating the character generation area in the game editing scene in response to a creation instruction of the character generation area, wherein the character generation area is at least a part of the game editing scene; In response to a scenario configuration operation for the character generation area, determining target scenario information for the character generation area; In response to the generation instruction, at least one virtual character is generated in the game editing scene corresponding to the character generation area, wherein the character attributes of the at least one virtual character correspond to the target scenario information.

2. The method according to claim 1, characterized in that: The character attributes of the virtual character include virtual accessories; After the step of determining target scenario information of the character generation area in response to the scenario configuration operation for the character generation area, the method further includes: Determine the virtual accessories corresponding to the target scenario information; the virtual accessories are used to equip the virtual character when the virtual character is generated in the game editing scene corresponding to the character generation area.

3. The method according to claim 1, characterized in that The character attributes of the virtual character include virtual accessories; After the step of determining target scenario information of the character generation area in response to the scenario configuration operation for the character generation area, the method further includes: In response to a triggering operation of an accessory editing control corresponding to the target scenario information, a virtual accessory list is displayed; the virtual accessory list includes at least: a virtual accessory corresponding to the target scenario information; In response to a selection operation on the virtual accessories list, a selected virtual accessory is determined; wherein the selected virtual accessory is at least partially different from the virtual accessory corresponding to the target scenario information, and the selected virtual accessory is used to equip the virtual character when the virtual character is generated in the game editing scene corresponding to the character generation area.

4. The method according to claim 3, characterized in that In response to the selection operation on the virtual accessory list, after the step of determining the selected virtual accessory, the method further includes: In response to an update operation for the target scenario information, the update scenario information corresponding to the update operation is determined, and first prompt information is displayed; the first prompt information is used to remind whether to switch the selected virtual accessory to a virtual accessory corresponding to the update scenario information.

5. The method according to claim 1, characterized in that The role attributes of the virtual role include actions; the target scenario information corresponds to at least one first action; In response to the generation instruction, after the step of generating at least one virtual character in the game editing scene corresponding to the character generation area, the method further includes: For each of the virtual characters, a target action is determined from the at least one first action, and the virtual character is controlled to perform the target action.

6. The method according to claim 1, characterized in that The character attributes of the virtual character include virtual accessories and actions; In response to the generation instruction, after the step of generating at least one virtual character in the game editing scene corresponding to the character generation area, the method further includes: For each of the virtual characters, a target action of the virtual character is determined according to the virtual accessories equipped by the virtual character, and the virtual character is controlled to perform the target action.

7. The method according to claim 6, characterized in that The virtual accessory corresponds to at least one second action; The step of determining a target action of the virtual character according to the virtual accessories equipped by the virtual character comprises: A target action of the virtual character is determined from at least one second action corresponding to the virtual accessories equipped by the virtual character.

8. The method according to claim 1, characterized in that: After the step of determining target scenario information of the character generation area in response to the scenario configuration operation for the character generation area, the method further includes: Determine the number of characters that are allowed to be generated in the character generation area.

9. The method according to claim 8, characterized in that The step of determining the number of virtual characters allowed to be generated in the current character generation area comprises: determining a current number of virtual characters currently present in said character spawning area; The difference between the total number of roles pre-configured in the target scenario information and the current number is calculated, and the difference is determined as the number of roles.

10. The method according to claim 9, characterized in that The method further comprises: In response to a quantity configuration operation for the number of roles, updating the number of roles; In response to the updated number of characters being greater than the difference between the total number of characters pre-configured in the target scenario information and the current number, a second prompt message is displayed; the second prompt message is used to indicate that the number of characters exceeds the total number of characters.

11. The method according to claim 1, characterized in that The game editing scene includes a plurality of configuration controls; In response to the scenario configuration operation for the character generation area, the step of determining target scenario information of the character generation area comprises: In response to a trigger operation on the first configuration control, displaying the area configuration window; the area configuration window includes a scenario setting control; In response to a scenario selection operation on the scenario setting control, target scenario information of the character generation area is determined, and the target scenario information is displayed in the area configuration window.

12. The method according to claim 11, characterized in that The area configuration window includes a lock control; the method further includes: In response to a trigger operation on the locking control, the character generation area is controlled to be immovable.

13. The method according to claim 1, characterized in that The step of generating the at least one virtual character in the game editing scene corresponding to the character generation area comprises: In response to the fact that the character generation area does not include a model component, determining a generation position of the virtual character in the character generation area according to the number of characters; wherein the generation position is randomly distributed in the character generation area; The virtual character is generated at the generation location.

14. The method according to claim 1, characterized in that The game editing scene includes at least one model component; the model component is pre-configured with a character attribute list; The step of generating at least one virtual character in the game editing scene corresponding to the character generation area includes: In response to the model component being included in the character generation area, a target model component matching the character attribute of the virtual character is determined from the model components, and the at least one virtual character is generated in a designated area of ​​the target model component.

15. The method according to claim 1, characterized in that The game editing scene includes at least one preset point with position parameters, and the position parameters at least include a character orientation and a third action; In response to the generation instruction, after the step of generating at least one virtual character in the game editing scene corresponding to the character generation area, the method further includes: If the position where the virtual character is generated is located at the preset point, the virtual character is controlled to perform a game behavior according to the character orientation and the third action.

16. The method according to claim 1, characterized in that The step of generating at least one virtual character in the game editing scene corresponding to the character generation area includes: A target gender is randomly selected from preset candidate genders, and the virtual character of the preset target gender is generated in the game scene corresponding to the character generation area.

17. The method according to claim 1, characterized in that The game editing scene includes multiple component controls; In response to a creation instruction of a character generation area, the step of creating the character generation area in the game editing scene comprises: In response to a preset operation on a first component control, a three-dimensional model corresponding to the first component control is placed in the game editing scene; wherein the area surrounded by the three-dimensional model is a candidate character generation area; Determine whether there is a movable area in the candidate character generation area; If so, the character generation area is created in the movable area in the game editing scene.

18. The method according to claim 1, characterized in that The game editing scene includes at least one model component, and the at least one virtual character includes a first character and a second character; The method further comprises: In response to the model component not being included in the character generation area, a first number of first characters and a second number of second characters are controlled to be generated, wherein the first characters are immovable in the game editing scene and the second characters are movable in the game editing scene.

19. The method according to claim 1, characterized in that The game editing scene includes at least one preset point with position parameters; The position parameter at least includes a preset point position; the method further includes: Determining a first preset point that matches the character attributes of the virtual character according to the position parameters of the preset point; The moving route of the virtual character includes at least part of the first preset points.

20. The method according to claim 19, characterized in that The method further comprises: Determining an empty preset point among the first preset points; If the number of the free preset points is less than a preset threshold, the virtual character is controlled to move randomly in the game editing scene, and the free preset points are preset points in the first preset points that are not occupied by other virtual characters.

21. The method according to claim 1, characterized in that The method further includes: saving the game editing scene in response to a saving instruction.

22. A device for editing a game character, characterized in that: The device comprises: The area generation module is used to display the game scene to be edited provided by running the game program on the graphical user interface; in response to the creation instruction of the character generation area, create the character generation area in the game editing scene, and the character generation area is at least a part of the game editing scene; A scenario configuration module, configured to respond to a scenario configuration operation on the character generation area and determine target scenario information of the character generation area; The character generation module is used to generate at least one virtual character in the game editing scene corresponding to the character generation area in response to the generation instruction, wherein the character attributes of the at least one virtual character correspond to the target scenario information.

23. An electronic device, characterized in that: It comprises a processor and a memory, wherein the memory stores computer executable instructions that can be executed by the processor, and the processor executes the computer executable instructions to implement the method for editing a game character according to any one of claims 1-21.

24. A computer-readable storage medium, characterized in that: The computer-readable storage medium stores computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement the method for editing a game character according to any one of claims 1-21.

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