Game interaction method and device, electronic equipment and storage medium
The game interaction method enhances map editing by incorporating event recording images, allowing developers to efficiently identify and optimize game map issues based on player feedback, improving user experience.
Patent Information
- Application Number
- CN202510652583.4
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-05-20
- Publication Date
- 2025-07-15
AI Technical Summary
In multiplayer online or open world games, existing map editing tools are difficult to quickly locate the problem areas of the game running scenes, and cannot directly associate player behavior data, making it difficult for developers to quickly optimize game scenes.
The map editing interface provides recording images of events at specific locations, intuitively displaying the game process of preset game events, and displaying the game process images of the target game characters at that location through recording and viewing operations, helping developers to more accurately locate game events and optimize map design.
It improves map optimization efficiency, enhances developers' understanding of game scenarios, improves user experience, helps developers obtain player feedback more intuitively, and optimizes game running scenarios.
Smart Images

Figure CN120305682A_ABST
Abstract
Description
Technical Field
[0001] The present disclosure relates to the field of games, and in particular, to a game interaction method, apparatus, electronic device, and storage medium. Background Art
[0002] In the field of games, User Generated Content (UGC) maps enable players to design various unique maps according to their own creativity and ideas. However, the quality and playability of UGC maps are often affected by various factors. Currently, the developers of UGC maps have limited ways to obtain player feedback, and the convenience is low. Summary of the Invention
[0003] Embodiments of the present application provide a game interaction method, apparatus, electronic device, and storage medium, so as to facilitate a user to more intuitively and efficiently view the game process of a player during the map editing process.
[0004] In a first aspect, an embodiment of the present application provides a game interaction method. A graphical user interface is provided on a terminal device, and a map editing interface of a target game is displayed on the graphical user interface. The map editing interface includes a first to-be-edited game scene corresponding to the target game. The method includes:
[0005] Displaying, on the map editing interface, prompt information for a first to-be-edited position in the first to-be-edited game scene, where the prompt information is used to indicate a preset game event that occurs at a first position corresponding to the first to-be-edited position in a game running scene of the target game during the game process of the target game, where the game running scene is a game scene in a running stage of the target game generated according to the first to-be-edited game scene;
[0006] In response to a video viewing operation, displaying, through the map editing interface, an event recording video corresponding to the first to-be-edited position, where the event recording video is a recording video of at least one target game character occurring at the preset area at the first position during the game process of the target game.
[0007] In a second aspect, an embodiment of the present application provides a game interaction apparatus, and the apparatus includes:
[0008] A first display unit, configured to display, on a map editing interface, prompt information for a first to-be-edited position in a first to-be-edited game scene, where the prompt information is used to indicate a preset game event that occurs at a first position corresponding to the first to-be-edited position in a game running scene of a target game during the game process of the target game. The game running scene is a game scene in the running stage of the target game generated according to the first to-be-edited game scene;
[0009] A second display unit, configured to, in response to a video viewing operation, display, through the map editing interface, an event recording video corresponding to the first to-be-edited position, where the event recording video is a recording video of at least one target game character having the preset game event occur in a preset area of the first position during the game process of the target game.
[0010] In a third aspect, an embodiment of the present application further provides an electronic device, including a memory storing multiple instructions; a processor loads the instructions from the memory to execute the steps of any one of the game interaction methods provided by the embodiments of the present application.
[0011] In a fourth aspect, an embodiment of the present application further provides a computer-readable storage medium storing multiple instructions, and the instructions are suitable for being loaded by a processor to execute the steps of any one of the game interaction methods provided by the embodiments of the present application.
[0012] In a fifth aspect, an embodiment of the present application further provides a computer program product, including a computer program or instructions, and when the computer program or instructions are executed by a processor, the steps in any one of the game interaction methods provided by the embodiments of the present application are implemented.
[0013] By adopting the solution of the embodiment of the present application, the prompt information for the first to-be-edited position is set in the map editing interface, so that developers can more accurately locate the position where the preset game event occurs during the editing stage of the target game. By responding to the video viewing operation and displaying, on the map editing interface, the event recording video of at least one target game character having the preset game event occur at the first position, developers can more intuitively and accurately observe the game process screen of the target game character, which is convenient for developers to more intuitively obtain the impact of the game scene at the first position corresponding to the first to-be-edited position on the player's game experience when editing the map, thereby improving the convenience for UGC map developers to obtain player feedback and contributing to the subsequent adjustment and optimization of the game running scene. Description of the Drawings
[0014] To more clearly illustrate the technical solutions in the embodiments of the present application, the following will briefly introduce the accompanying drawings required for the description of the embodiments. Obviously, the accompanying drawings in the following description are only some embodiments of the present application. For those skilled in the art, without creative efforts, other accompanying drawings can be obtained based on these drawings.
[0015] Figure 1 It is a schematic flowchart of an embodiment of the game interaction method provided in the embodiments of the present application;
[0016] Figure 2 It is a schematic flowchart of an embodiment of the first position to be edited provided in the embodiments of the present application;
[0017] Figure 3 It is a schematic flowchart of an embodiment of the target game character provided in the embodiments of the present application;
[0018] Figure 4 It is a schematic flowchart of an embodiment of the character marking operation provided in the embodiments of the present application;
[0019] Figure 5 It is a schematic flowchart of an embodiment of updating the display style of the first target game character provided in the embodiments of the present application;
[0020] Figure 6 It is a schematic flowchart of an embodiment of the switching control provided in the embodiments of the present application;
[0021] Figure 7 It is a schematic flowchart of an embodiment of the second target screen provided in the embodiments of the present application;
[0022] Figure 8 It is a schematic structural diagram of the game interaction device provided in the embodiments of the present application;
[0023] Figure 9 It is a schematic structural diagram of the electronic device provided in the embodiments of the present application. Detailed implementation manners
[0024] Next, the technical solutions in the embodiments of the present application will be clearly and completely described in conjunction with the accompanying drawings in the embodiments of the present application. Obviously, the described embodiments are only a part of the embodiments of the present application, rather than all the embodiments. Based on the embodiments in the present application, all other embodiments obtained by those skilled in the art without creative efforts belong to the scope of protection of the present application. At the same time, in the description of the embodiments of the present application, terms such as "first" and "second" are only used for distinguishing descriptions and cannot be understood as indicating or implying relative importance. Thus, features defined with "first" and "second" may explicitly or implicitly include one or more features. In the description of the embodiments of the present application, the meaning of "a plurality" is two or more, unless otherwise clearly and specifically defined.
[0025] Currently, most map editing tools only provide management and arrangement of static resources, such as functions like terrain construction, building placement, and path setting, lacking a feedback mechanism for the actual running data in the game. Especially in multiplayer online or open-world games, users (e.g., developers) need to frequently trace back the occurrence process of specific game events (such as character death, mission failure, abnormal enemy spawning, etc.) for targeted optimization. However, existing map editing interfaces usually only provide basic map views and manual debugging functions, unable to directly associate with player behavior data, resulting in developers' difficulty in quickly locating problem areas in the game running scenario and reducing the debugging efficiency.
[0026] In addition, in some complex game environments, certain preset game events (such as combat failure, trap trigger, mission interruption, etc.) may be caused by multiple factors, for example, the result of the combined action of multiple consecutive behaviors or environmental changes. Traditional methods often can only show the final position where the game event occurs, but cannot present the movement path, operation sequence of the game character before the event occurs, and the surrounding environmental state, affecting the effect of developers' map optimization.
[0027] In view of this, the present application proposes a game interaction method, which intuitively shows the game process of a preset game event occurring at a specific location by providing event record images of the specific location in the map editing interface, helping to improve the map optimization effect and user experience of developers.
[0028] The embodiments of the present application provide a game interaction method, device, electronic device, and computer-readable storage medium.
[0029] Specifically, this embodiment will be described from the perspective of a game interaction device, which can be specifically integrated into an electronic device. That is, the game interaction method in the embodiments of the present application can be executed by the electronic device. Optionally, the electronic device may include: a terminal device. The terminal device can be a mobile phone, a tablet computer, a smart Bluetooth device, a laptop computer, a game console, or a personal computer (PC), etc.
[0030] The game interaction method provided by the embodiments of the present application can be applied to a game interaction system. Among them, the game interaction system may include a player terminal device and a server. The terminal can be a device that includes both receiving and transmitting hardware, that is, a device with receiving and transmitting hardware capable of performing two-way communication on a two-way communication link. The player terminal device and the server can communicate bidirectionally through a network.
[0031] Optionally, the server can be an independent server, or a server network or server cluster composed of servers, including but not limited to a computer, a network host, a single network server, a set of multiple network servers, or a cloud server composed of multiple servers. Among them, the cloud server is composed of a large number of computers or network servers based on cloud computing.
[0032] The game interaction method in one of the embodiments of the present disclosure can run on a local terminal device or a server. When the game interaction method runs on the server, the method can be implemented and executed based on a cloud interaction system, where the cloud interaction system includes a server and a client device.
[0033] In an optional implementation, various cloud applications can 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 running entity of the game program and the presenting entity of the game screen are separated. The storage and operation of the interaction method in the game are completed on the cloud game server. The role of the client device is to receive, send, and present 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 television, a computer, a palm computer, etc.; but the information processing is performed by the cloud game server in the cloud. When playing a 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 data such as the game screen, returns it to the client device through the network, and finally, decodes and outputs the game screen through the client device.
[0034] In an optional embodiment, taking a game as an example, the 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, conventionally, the game program is downloaded and installed on an electronic device and run. The ways for the local terminal device to provide the graphical user interface to the player can include various methods. For example, it can be rendered and displayed on the display screen of the terminal, or provided to the player through holographic projection. For example, the local terminal device can include a display screen and a processor. The display screen is used to present the graphical user interface, and the graphical user interface includes a game screen. The processor is used to run the game, generate the graphical user interface, and control the display of the graphical user interface on the display screen.
[0035] The following will be described in detail with reference to the accompanying drawings. In this embodiment, the execution subject is a terminal device as an example. It should be noted that the description order of the following embodiments does not limit the preferred order of the embodiments. Although the logical order is shown in the flowchart, in some cases, the steps shown or described can be executed in an order different from that shown in the drawings.
[0036] The game interaction method of this embodiment can adjust the scene components in the first game scene to be edited according to the player's game process, and then obtain the design defects or problems of the first game scene to be edited, so as to achieve the effects of optimizing the map design and improving the player's game experience.
[0037] Please refer to Figure 1 , the specific process 100 of the game interaction method can be as follows: steps 110 to 120. Provide a graphical user interface on the terminal device, and a map editing interface of the target game is displayed on the graphical user interface. The map editing interface includes a first game scene to be edited corresponding to the target game, where:
[0038] Step 110: Display prompt information for a first position to be edited in the first game scene to be edited on the map editing interface.
[0039] The prompt information is used to indicate a preset game event that occurs at a first position corresponding to the first position to be edited in the game running scene of the target game during the game process of the target game. Here, the game running scene is the game scene in the running stage of the target game generated according to the first game scene to be edited.
[0040] The game running scene refers to the game scene that the player sees when the target game is actually running. The game running scene is the final version generated after the first game scene to be edited is developed and optimized.
[0041] In the game running scene, the first position is the actual position corresponding to the first position to be edited. The first position is a specific location or area where players interact or trigger preset game events when the game is running.
[0042] The first position to be edited refers to the specific position in the map editing interface where editing operations need to be performed. The first position to be edited can be a coordinate point or area on the map editing interface, where users can add, modify or set game elements (such as objects, events, terrain, etc.). For example, users can perform various operations at this position, such as: placing game objects (such as props, monsters, buildings, etc.); setting trigger events (such as triggering plots, battles or rewards when players enter this position); modifying terrain (such as adjusting height, adding obstacles, etc.); configuring environmental effects (such as adding sound effects, light and shadow effects, etc.), etc.
[0043] During the running phase of the target game, the first position to be edited will correspond to a specific position (referred to as the first position) in the game running scene.
[0044] The target game refers to the specific game that the user is editing the map for. The target game is the application object of the map editing function, and the user can edit and modify the first game scene to be edited of the target game through the map editing interface. For example, the target game can be any type of game, such as role-playing games, strategy games, action games, etc.
[0045] The map editing interface may include display areas such as a component bar and a map view, wherein the component bar is used to select editing tools, through which users can modify the layout, terrain, objects, etc. of the game scene; the map view is used to display the game scene currently being edited, etc. The game scene may include terrain, buildings, objects, characters, etc.
[0046] When the terminal device runs a game program, a map editing scene can be displayed in the graphical user interface. The game program can be a main game program, which provides a game scene editing function (such as a game editor built into the game program). When the user uses this function, the map editing interface can be displayed in the main game program. Alternatively, the game program can also be an editing program that is compatible with the main game program. The editing program can run independently without running the main game program. When the editing program is used to edit the game scene, the map editing interface is displayed.
[0047] In some embodiments, the user in this article may refer to a game producer of a game manufacturer, such as an artist, or may refer to a developer, tester, etc. The user may also be other game players, etc., depending on the actual application scenario.
[0048] The user can choose to edit an existing game scene. The map editing interface is the game scene being currently edited. The map editing interface may include the background of the scene and one or more generated scene components. These scene components can be the scene components built into the map editing interface (for example, the game program can provide multiple preset game scenes in different styles, and the user can choose a certain preset game scene for editing, and its initial built-in scene components), or can be scene components generated by the user's editing. The present disclosure does not make specific limitations on this.
[0049] In some embodiments, the map setting function controls can be collected through a function entry set, and through the trigger operation of the function controls set through this map editing interface, the scene component attributes of the default scene components carried by the current game scene can be set. For example, in response to the trigger operation of the function control, the valid area editing interface can be entered to edit the scene valid area corresponding to the scene component through the valid area editing interface.
[0050] The first game scene to be edited is a part of the game scene displayed in the map editing interface. The first game scene to be edited is associated with the player account of the terminal device. The player can control the game characters in the first game scene to be edited through the player account, and can also edit the first game scene to be edited in the map editing interface.
[0051] In some embodiments, the first position to be edited can be marked or displayed in the first game scene to be edited. The first position to be edited is the association point of the prompt information and the event recording image. The user can obtain the preset game events that occurred at the first position corresponding to the first position to be edited through the prompt information of the first position to be edited.
[0052] The prompt information can be in the form of text, icons, pop-up windows, etc. displayed in the map editing interface. The prompt information usually includes the name of the preset game event, the trigger conditions, the relevant game characters, etc. For example, as Figure 2 shown, the first position to be edited can be identified in the map editing interface with a preset icon (such as a red dot, etc.), and the prompt information can be a text prompt, such as "There are 88 drop events here".
[0053] The preset game event refers to a game event that is predefined and under specific trigger conditions. For example, the preset game event can include a death event, a mission event, etc.
[0054] In some embodiments, it is possible to determine whether a preset game event has occurred in various ways. For example, trigger conditions can be configured for the preset game event, and the trigger conditions can be judgment conditions related to the position of the game character, time, character state, player operations, etc. Exemplarily, the trigger conditions can include a certain health value or related parameters (such as oxygen, energy) of the game character being exhausted when reaching the first position, the game character failing to complete a specific task goal (such as failing to reach the end point) at the first position, the game character entering a dangerous area (such as a fire area, a water area, an electric area) near the first position, the game character being attacked by other characters (such as being attacked by an NPC character) at the first position, etc.
[0055] Step 120, in response to the video viewing operation, display the event record video corresponding to the first position to be edited through the map editing interface.
[0056] The event record video is a video record of at least one target game character occurring the preset game event at the first position during the game process of the target game.
[0057] The video viewing operation refers to an operation triggered by the user in the map editing interface for viewing the event record video related to a certain position in the first game scene to be edited.
[0058] In some embodiments, the video viewing operation can be triggered by clicking a button, selecting a menu item, etc., so that the user can view the event record video related to a specific position. Exemplarily, a button for "viewing the event record video" can be configured in the map editing interface, and after the user clicks the button, the viewing operation of the event record video is triggered.
[0059] The event record video is a video record of the preset game event occurring at the first position or the preset area of the first position during the game process. For example, the event record video can include records of all activity contents such as the movement, combat, and task completion of the character. The game process can be the actual game process of the player in the target game.
[0060] The preset area of the first position refers to an adjacent or similar neighboring area in space to the first position. The preset area of the first position can be defined according to the specific preset game event and the needs of game design.
[0061] In some embodiments, the preset area of the first position can be within a spatial range centered on the first position. For example, the preset area of the first position can be a circular area, a rectangular area, or an area of other shapes. Again, for example, a distance threshold can be set to define the preset area of the first position. For example, all areas within no more than 10 pixel units from the first position can be regarded as the preset area of the first position.
[0062] Displaying the event record image through the map editing interface can help users intuitively understand the situation of the preset game event that occurred at the first location, providing a reference for users to edit the map.
[0063] In some embodiments, the event record image can be in the form of a video, animation, screenshot, etc. The content of the event record image can also include the actions of game characters, changes in game scenes, etc.
[0064] The target game character refers to the game character controlled or interacted with by the player account of the terminal device or by other player accounts in the target game. For example, the target game character can be a player character, an NPC (Non-Player Character), a monster, etc.
[0065] By recording the image of the target game character at the first location, the specific game process of the preset game event can be displayed.
[0066] In some embodiments, the event record image includes different positions passed by the target game character, and the different positions include the first position and the positions before the first position.
[0067] The first position refers to the location in the game scene where a preset game event (such as character death, mission failure, etc.) is triggered.
[0068] The positions before the first position are all the positions passed by the target game character before reaching the first position, including the starting position and the positions on the movement path of the target game character between the starting position and the first position. For example, if a preset game event is triggered at the first position, the event record image records the image of the target game character in the first X seconds before the first position.
[0069] In some embodiments, the event record image can also include other relevant positions, that is, other positions related to the preset game event in the event record image. The other relevant positions can include the subsequent positions after the preset game event occurs. For example, if a preset game event is triggered at other positions after the first position, the event record image records the image of the target game character in the first X seconds before the first position and the image of the target game character in the first Y seconds after the first position.
[0070] In some embodiments, there are at least two target game characters, and the event record image includes at least one frame of recorded image. During the process of displaying the event record image corresponding to the first position to be edited through the map editing interface, the method further includes:
[0071] In response to a character marking operation on the first recorded image of the target game character in the recorded image, determining a first target game character from the target game characters;
[0072] The first target screen is displayed through the map editing interface, and the first target screen does not include the second target game character, where the second target game character is a game character among the target game characters other than the first target game character.
[0073] A recorded image is a single-frame image in the event recording video, and each frame of the recorded image is used to capture the position and state of at least one target game character at a specific moment.
[0074] In some embodiments, the event recording video is composed of multiple frames of recorded images in chronological order. Each frame of the recorded image records different moments when a preset game event occurs, and there is at least one target game character in each frame of the image.
[0075] As Figure 3 shown, there are at least two target game characters. The positions of at least two target game characters in each frame of the image are different. The position of the same target game character in different frames may be the same or different, depending on the position sequence corresponding to the movement path of the target game character: if each position in the position sequence corresponds to a frame of the recorded image, the positions of the target game characters in different frames are different; if one position in the position sequence corresponds to multiple frames of the recorded image, the positions of the target game characters in these multiple frames of the recorded image are the same. More details about the position sequence can be found in the relevant descriptions below.
[0076] It should be noted that the position of the first target game character in the recorded image during playback corresponds exactly one-to-one with the position of the first target game character in the map editing interface, so that the user can refer to the position of the target game character when editing the game scene.
[0077] The first recorded image refers to a specific frame in the event recording video, which is the frame that the user is currently viewing or interacting with. The first recorded image can be any one of at least one frame of the recorded image, depending on the user's character marking operation, and this specification does not limit this.
[0078] The character marking operation refers to the interaction operation performed by the user (such as a developer or a tester) on multiple target game characters in the first recorded image in the map editing interface.
[0079] As Figure 4 shown, the character marking operation can be implemented by, for example, clicking on the target game character, selecting the area of the target game character by dragging a box, selecting through a right-click menu, voice commands, etc. The character marking operation is used to select a certain target game character in the first recorded image and mark it as the first target game character.
[0080] The first target game character is a specific target game character selected by the user from the first recorded image through the character marking operation.
[0081] The first target screen refers to the screen displayed in the map editing interface. The first target screen includes the first target game character marked by the user and does not include other target game characters.
[0082] The second target game character refers to the target game character that exists in the event recording video but is not marked or selected by the user.
[0083] In some embodiments, the first target game character can be displayed at a preset position in the first target screen. The preset position can be the system default value or the system preset value, which can be consistent with any position in the position sequence corresponding to the first target game character in the multi-frame recorded image. For example, the preset position can be the first position, or the preset position can also be other positions in the position sequence corresponding to the first target game character in the multi-frame recorded image, etc.
[0084] In some embodiments, the position of the first target game character in the first target screen is the same as its position in the first recorded image, or the position of the first target game character in the first target screen is the position of the first target game character in the first frame image of the event recording video.
[0085] In some embodiments, when the user (such as a developer or a tester) performs a character marking operation on a certain target game character in the first recorded image, in the first game scene to be edited in the map editing interface, when generating the first target screen that only displays the first target game character, any frame of the recorded image can be selected as the display content. For example, the position of the first target game character remains the same as its position in the first recorded image, or, by selecting the starting frame (i.e., the first frame image) of the event recording video as a reference, in the first game scene to be edited in the map editing interface, the first target screen of the first target game character is displayed, and the position of the first target game character is the same as its position in the first frame image, rather than the position of the first target game character in the first recorded image currently selected by the user.
[0086] In some embodiments, the target game character is controlled by another terminal, and the first target screen is the second recorded image in the event recording video, or the first target screen is the second game scene to be edited corresponding to another terminal.
[0087] Being controlled by another terminal means that the target game character is not operated by the current terminal device but by another terminal device (such as another player or an AI server).
[0088] The second game scene to be edited is different from the first game scene to be edited shown in the current map editing interface, and is a game scene from the perspective of a player account on another terminal device. For example, the second game scene to be edited can be a game scene from the perspective of the player account controlling the first target game character.
[0089] The second recorded image refers to a specific frame in the event recording video, which is the frame that needs to show the first target game character in the map editing interface. The second recorded image can be any one of at least one recorded image, which can be the first recorded image or other frame images, and this specification is not limited thereto.
[0090] In some embodiments, when generating the first target screen that only shows the first target game character, a certain specific frame in the event recording video, that is, the second recorded image, can be selected as the display content. In the second recorded image, the position of the first target game character is the same as its position in the first recorded image, or the position of the first target game character is the same as its position in the first frame image.
[0091] In some embodiments, when generating the first target screen that only shows the first target game character, the second game scene to be edited can be selected as the display content. In the second game scene to be edited, the position of the first target game character is the same as its position in the first recorded image, or the position of the first target game character is the same as its position in the first frame image.
[0092] It can be understood that in the first target screen, the game state such as the game action and game operation of the first target game character can be the same as the game state of the first target game character in the second recorded image.
[0093] The first target screen can be the second recorded image in the event recording video or the second game scene to be edited corresponding to another terminal. By showing the first target screen from multiple perspectives, the optimization effect of the game scene can be improved.
[0094] In some embodiments, the first target screen is the second game scene to be edited, and a switching control is displayed on the map editing interface. The method further includes:
[0095] In response to a trigger operation on the switching control, determine a third recorded image corresponding to the trigger operation from the recorded images, and determine a second position of the first target game character in the third recorded image;
[0096] Switch the first target screen displayed on the map editing interface to a second target screen, where the position of the first target game character in the second target screen is the same as the second position.
[0097] The third recorded image refers to a specific frame in the event recording video, which is the frame corresponding to the position of the first target game character that needs to be controlled by a switching control in the map editing interface.
[0098] The switching control is an interface element of the graphical user interface that allows the user to select the position of the first target game character through a triggering operation. The switching control can be a button, a slider, a drop-down menu, or other forms of interface elements.
[0099] The second position is the position where the first target game character is located in the third recorded image.
[0100] In some embodiments, the range of the switching control can be set, and the correspondence between different states of the switching control and the positions of the first target game character in multiple frames of recorded images can be configured. The range of the switching control corresponds to the number of frames of the multiple frames of recorded images. When a triggering operation by the user on the switching control (such as clicking, dragging, selecting, etc.) is captured, the corresponding second position is obtained from multiple positions. For example, as Figure 6 shown, the switching control is a slider. When the user slides the slider, the second position of the first target game character is determined according to the current position of the slider, and the position of the first target game character in the second game scene to be edited is updated according to the second position, obtaining the second target screen, as Figure 7 shown.
[0101] It can be understood that in the second target screen, the game states such as the game actions and game operations of the first target game character can be the same as those of the first target game character in the third recorded image.
[0102] By switching the position allowed for the first target game character, it helps the user to dynamically view the behavior and position changes of the first target game character at different time points.
[0103] In some embodiments, the first target screen is the second game scene to be edited, and the method further includes:
[0104] Responding to an editing operation on the second game scene to be edited, and recording the editing information corresponding to the editing operation;
[0105] Editing the first game scene to be edited based on the editing information.
[0106] The editing information is used to record the modifications made by the user to the second game scene to be edited, including the modification content of the scene components within the second game scene to be edited, such as position changes, attribute adjustments, etc.
[0107] In some embodiments, in the second game scene to be edited, the second game scene to be edited can be edited based on the position of the first target game character as a reference.
[0108] In some embodiments, the first game scene to be edited may be edited based on editing information, such as the number of editing operations, the ID of the edited component, the type of the edited component, the type of the editing operation, the relative position between the edited scene component and the first target game character, etc.
[0109] Applying the above editing information to the actual game development process helps developers targetedly adjust the first game scene to be edited and optimize the game balance and interestingness. In this way, the map editing interface not only serves as a creation tool but also connects the actual experiences of developers and players, making each edit closer to the real feelings of players and thus improving the overall game quality.
[0110] In some embodiments, the first target screen is the second game scene to be edited, and the map editing interface is provided with an exit control. The method further includes:
[0111] In response to a trigger operation on the exit control, display the updated first game scene to be edited, where the position of the controlled virtual character controlled by the terminal device in the updated first game scene to be edited is the same as the position of the first target game character in the second game scene to be edited;
[0112] In response to an editing operation in the updated first game scene to be edited, edit the updated first game scene to be edited.
[0113] In some embodiments, if the first target screen is the second recorded image in the event recording video, then in response to a trigger operation on the exit control, display the updated first game scene to be edited.
[0114] In some embodiments, in the updated first game scene to be edited, the updated first game scene to be edited may be edited based on the position of the first target game character as a reference.
[0115] It should be noted that the first game scene to be edited is the main editing scene, which is the game scene that developers are building, adjusting, or testing the map, while the second game scene to be edited is the game scene of other terminal devices, which may be the game scene before and after a preset game event occurs or other related game scenes, etc.
[0116] When the user triggers the exit control, switch the second game scene to be edited displayed through the map editing interface to the first game scene to be edited, and adjust the position of the controlled virtual character in the first game scene to be edited to be consistent with the position of the first target game character in the second game scene to be edited.
[0117] By providing an exit control in the map editing interface, developers can flexibly switch between the first target screen (the second game scene to be edited) and the updated first game scene to be edited, allowing developers to return to the updated first game scene to be edited and ensure that the position of the controlled virtual character is consistent with the position of the first target character in the second game scene to be edited. Developers can perform editing operations in the updated first game scene to be edited, and update the first game scene to be edited according to the developer's editing operations, which not only improves development efficiency, but also helps developers better understand the player's gaming experience, thereby making more effective optimization suggestions.
[0118] In some embodiments, the method further comprises:
[0119] Providing scene component controls via the map editing interface;
[0120] In response to an editing operation acting on the scene component control, the map editing interface is edited to determine editing information of at least one scene component in the map editing interface.
[0121] In some embodiments, the game scene to be edited may include one or more scene components. Scene components are people, objects, or local people or objects in the scene, such as buildings, vehicles, plants, mechanisms, NPCs (non-player characters), etc. The game scene to be edited may include scene components that come with the scene, such as the game scene to be edited initially comes with a scene component that matches its scene style, and the scene component can be edited and configured by game developers when making the game running scene of the target game. The game scene to be edited may also include scene components added based on the user's previous editing operations, such as when the user edited the game scene last time, the scene component can be added to the game scene to be edited by custom modeling or using scene component controls.
[0122] The scene component control is configured with corresponding templated attribute parameters, such as one or more parameters including shape, color, texture, transparency, material, size, direction, physical properties, etc., and may also include other types of parameters. If a scene component is generated through a scene component control, the templated attribute parameters corresponding to the scene component control can be called to quickly generate a scene component in the game scene to be edited without the user having to set each parameter of the scene component from scratch, which is equivalent to applying the template of the scene component, thereby improving editing efficiency. Of course, after the scene component is generated, its scene component parameters can be modified, such as changing its size through a scaling operation, changing its direction through a rotation operation, and changing its color and transparency through a color setting operation, so as to form a more diverse scene component.
[0123] Exemplarily, the map editing interface may include a game scene corresponding to the map editing scene (which may be the first game scene to be edited or the second game scene to be edited), a set of function controls for interface editing, etc., and the present disclosure does not specifically limit this.
[0124] Exemplarily, in response to a scene component addition operation acting on a scene component control, an initialized scene component may be generated for the map editing interface and displayed in the map editing interface. The initialized scene component may adopt default attribute parameters, such as the interface display position, interface display size, interface display content, etc., and the present disclosure does not specifically limit this. Controlling the addition of the scene component through the scene component control enables the user to flexibly and conveniently add scene components according to their own needs, improving the freedom and richness of user editing.
[0125] In some embodiments, editing the map editing interface includes at least one of: removing a scene component in the map editing interface, moving a scene component in the map editing interface, editing the attribute parameters of a scene component in the map editing interface, or adding a new scene component in the map editing interface.
[0126] In some embodiments, providing a scene component control through the map editing interface includes:
[0127] A scene component bar is provided in the map editing interface, and the scene component bar contains scene component controls corresponding to one or more component types;
[0128] Among them, the editing operation acting on the scene component control is responded to, the map editing interface is edited, and the editing information of at least one scene component in the map editing interface is determined, including:
[0129] In response to a touch operation acting on any scene component control in the scene component bar, a target component type is determined from the one or more component types, and a scene component matching the target component type is added to the game scene corresponding to the map editing interface.
[0130] In some embodiments, the component type may include maps of large components, small components, etc. The large components can be further divided into types such as general large components, simple large components, and national style large components, and the present disclosure does not specifically limit this. The small components can be further divided into types such as general small components, simple small components, and national style small components, and the present disclosure does not specifically limit this. Scene components of different component types may have different default component attribute parameters, and there may be differences in aspects such as their display content and display style, and the present disclosure does not specifically limit this.
[0131] In some embodiments, the method further includes:
[0132] In the first target screen, update the display style of the first target game character.
[0133] The display style refers to the visual presentation mode of the first target game character in the first target screen, which may include but is not limited to parameters such as color, transparency, outline, icon mark, etc.
[0134] In some embodiments, the display style of the first target game character can be dynamically adjusted and updated according to user settings or system presets, etc. For example, as Figure 5 shown, add an outline to the first target game character to facilitate differentiation from the background. Another example is to display specific icons, such as flags, stars, etc., above the first target game character.
[0135] In some embodiments, the event recording video is generated based on the game behavior data of a preset game event that occurs at the first position.
[0136] In some embodiments, the event recording video can be determined by the server, and the method further includes:
[0137] Determine the second game behavior data of the preset game event that occurs at the first position from the first game behavior data of multiple player accounts;
[0138] According to the multiple second game behavior data, determine the game behavior data of the at least one target game character, where the at least one target game character is the game character corresponding to at least some of the multiple player accounts.
[0139] A player account refers to the unique identity identifier that a player registers in the game system and uses to log in and store game data.
[0140] Each player account may include the player's basic information (such as username, password, bound email or mobile phone number), game progress, virtual assets (gold coins, items, equipment, etc.), and game behavior logs (historical data). Multiple player accounts can be owned by the same user or created by different users.
[0141] The first game behavior data refers to the game behavior records within a specific historical time period extracted from multiple player accounts. For example, the first game behavior data may include but is not limited to information such as the level change of the game character, task completion status, battle records, item acquisition and use, social interaction behavior, etc.
[0142] The second game behavior data is the game behavior data filtered from the first game behavior data where a preset game event occurs at the first position.
[0143] Game behavior data is a set of data that records the behaviors and state changes of game characters during the game process. For example, game behavior data includes the types of game behaviors in which game characters occur events, location information, action parameters, etc.
[0144] The target game character is a game character selected from multiple player accounts. For example, the target game character can be a highly active player, a high-level game character, a special class configuration, or a character that exhibits unique behaviors in a preset game event. The number of target game characters can be one or more, etc.
[0145] In some embodiments, the first game behavior data of all relevant player accounts can be collected from the game server, including but not limited to the location information of game characters, the actions performed by game characters (such as combat, trading, exploration, etc.), timestamps, interactions with other characters or NPCs, etc. Multiple-dimensional data screening is performed on the game behavior data of all relevant players. For example, compare whether the location information of the game character is consistent with the first location (or a preset area of the first location, etc.), and compare whether a preset game event (such as a death event, etc.) occurs in the first game behavior data of the relevant player accounts at the first location or within the preset area of the first location. If so, use the first game behavior data as the second game behavior data.
[0146] In some embodiments, according to the multiple second game behavior data, the game behavior data of at least one target game character is determined by means of random selection, manual input, statistical analysis, etc.
[0147] By extracting data related to specific locations and preset game events from the first game behavior data of multiple player accounts, determining the target game character, and further analyzing the behavior patterns and event occurrence situations of the target game character, it can help developers understand the behavior patterns of players at specific locations, optimize the design of the game map, and enhance the game experience of players.
[0148] In some embodiments, the preset game events occurring at the first location are different, and the preset game events occurring at the first location in each of the event recording images are the same.
[0149] The difference in preset game events can refer to different types of preset game events. For example, preset game events can include large types such as death game events, mission failure events, etc. For the death game event, it can be further divided into subtypes such as drop events, trigger traps, energy depletion, etc. according to game behaviors.
[0150] In some embodiments, the determining the game behavior data of the at least one target game character according to the multiple second game behavior data includes:
[0151] Cluster the multiple second game behavior data according to the game behavior types to determine multiple second game behavior data corresponding to different game behavior types, where the game behavior types are used to indicate game behaviors that trigger preset game events at the first position.
[0152] For the multiple second game behavior data of each game behavior type, filter out the game behavior data of the target game character corresponding to the game behavior type.
[0153] In some embodiments, the game behavior types of preset game events of specific types can be predefined. For example: Game behavior type 1: triggered by an enemy's attack; Game behavior type 2: triggered by the player's first operation method; Game behavior type 3: triggered by the player's second operation method, etc.
[0154] In some embodiments, cluster analysis can be performed on the second game behavior data according to the game behavior types. For example, it can be achieved by using machine learning algorithms (such as K-Means clustering, etc.) or setting filtering conditions. Divide the multiple second game behavior data into different groups, with each group corresponding to a game behavior type. For the second game behavior data of each group, filter out the game behavior data of one or more target game characters corresponding to the group.
[0155] In some embodiments, for the second game behavior data of each group, according to preset rules, filter out the game behavior data of the target game character corresponding to the group. For example, the game character closest to the clustering center can be selected from each group, and the second game behavior data corresponding to this game character is used as the game behavior data of the target game character. For example, for the second game behavior data of each group, by calculating the distance (such as Euclidean distance) between each game character and the clustering center, select the game character with the smallest distance, and use the second game behavior data of this game character as the game behavior data of the target game character.
[0156] Clustering helps to determine the characteristics and differences of the game behavior data in different groups. Based on this, it is possible to more specifically explore the specific game characters and their behavior patterns within each group, determine the typical behavior patterns of a certain type of game behavior, and contribute to optimizing the design of the game scene.
[0157] In some embodiments, the game behavior data of the target game character includes at least one of the position sequence, action sequence, time axis, and game behavior type of the target game character within a preset time period when the preset game event occurs.
[0158] A position sequence refers to the set of all positions passed by a target character within a preset time period. The position sequence can be the movement path of the target game character recorded in chronological order, and each position point of the movement path contains specific coordinate information, such as (x, y) or (x, y, z).
[0159] An action sequence refers to the set of all actions performed by a target character within a preset time period. Each action can be movement, attack, skill use, item pickup, etc.
[0160] The game behavior type can refer to the classification of game behaviors of a target character within a preset time period that cause preset game events to occur.
[0161] A timeline refers to the chronological record of all events and actions of a target game character within a preset time period.
[0162] In some embodiments, the prompt information includes the preset game event that occurred and / or the target quantity of the preset game event.
[0163] The target quantity refers to the number of times a preset game event occurs at a first position or the number of game characters involved, etc. In some embodiments, the position information and the game behavior type can be compared, and from the first game behavior data of multiple player accounts, multiple second game behavior data in which a specific preset game event occurs at the first position can be filtered out, and then the target quantity of the specific preset game event occurring at the first position can be obtained.
[0164] In some embodiments, on the map editing interface, a preset icon is displayed above the first position to be edited or the adjacent area of the first position to be edited, and the prompt information is displayed when the mouse hovers over the preset icon. The content of the prompt information can include the preset game event that occurred at this position, the game behavior type, and / or the frequency of its occurrence. For example, "A total of 30 character deaths caused by traps occurred at this location".
[0165] In some embodiments, the prompt information can be presented through different visual effects, such as color coding (red indicates a high-risk area), pop-up windows, floating tips, etc.
[0166] In some embodiments, a heat map can be used to represent the density of preset game events occurring at different positions to be edited, enabling users to determine the positions in the game scene where players encounter difficulties or the positions with a relatively large number of deaths.
[0167] In some embodiments, in response to a video viewing operation, the method further includes:
[0168] Providing an exit control through the map editing interface;
[0169] In response to a trigger operation on the exit control, the display of the event recording image is exited, and the first game scene to be edited is displayed.
[0170] The exit control can be a button, an icon, or other forms of user interface elements to allow the user to stop the playback of the current event recording image at any time. For example, as Figure 2 and Figure 3 shown, buttons with "Stop" or "Exit" labels can be added to the toolbar or playback control area of the map editing interface.
[0171] In some embodiments, by listening to mouse click events, touch screen touch events, etc., the operation of the user clicking or touching the exit control can be captured, and corresponding instructions are executed to exit the currently playing event recording image, so that the user can continue other editing operations on the map editing interface.
[0172] In some embodiments, the map editing interface is provided with a prompt information display control, and prompt information for the first position to be edited in the game scene is displayed on the map editing interface, including:
[0173] In response to a trigger operation on the prompt information display control, prompt information for the first position to be edited in the game scene is displayed on the map editing interface.
[0174] The prompt information display control can be an interface element used to control the display of prompt information related to a specific position to be edited in the first game scene to be edited on the map editing interface. For example, the prompt information display control can be a button, an icon, or other forms of interactive elements for starting or switching the display state of the prompt information.
[0175] In some embodiments, in the game running scene, different types of preset game events occur at multiple positions. If a specific type of preset game event has occurred at a certain position, relevant prompt information is configured at the position to be edited corresponding to that position. Different positions can be associated with specific types of preset game events (such as character death, mission failure, etc.).
[0176] In some embodiments, by listening for mouse click events, touch screen touch events, etc., the operations of the user clicking or touching the hint information display control can be captured. According to the operations of the user, corresponding hint information is dynamically loaded and displayed at multiple to-be-edited positions (such as the first to-be-edited position, the second to-be-edited position, etc.) in the first to-be-edited game scene. The content of the hint information can be set according to the type. For example, for a game event of "game character death", the content of the hint information can include the number of deaths, the type of enemies, the average health loss, etc.; while for a game event of "mission failure", the content of the hint information can include the reasons for failure (such as not enough time, the goal not being achieved), etc.
[0177] In some embodiments, the preset game event includes a death game event.
[0178] The death game event refers to an event in the game process where the game character loses all its health or reaches the failure condition for various reasons, resulting in the end of the game or the failure of the mission. For example, the death game event can include, but is not limited to, drop events, triggering traps, running out of energy, etc.
[0179] This embodiment also provides a game interaction device, which can be specifically integrated in a terminal device. For example, as Figure 8 shown, the game interaction device can include:
[0180] A first display unit 801, configured to display hint information for a first to-be-edited position in the first to-be-edited game scene on the map editing interface, where the hint information is used to indicate a preset game event that occurs at a first position corresponding to the first to-be-edited position in the game running scene of the target game during the game process of the target game. Wherein, the game running scene is the game scene in the running stage of the target game generated according to the first to-be-edited game scene;
[0181] A second display unit 802, configured to, in response to a video viewing operation, display an event recording video corresponding to the first to-be-edited position through the map editing interface, where the event recording video is a recording video of at least one target game character in the preset area at the first position during the game process of the target game when the preset game event occurs.
[0182] By adopting the solution of the embodiment of the present application, hint information can be generated based on the game behavior data of players, which helps developers view the corresponding event record images in a targeted manner, helps developers identify the key nodes that need to be optimized according to the event record images, avoid repeated trial and error, make more scientific game scene adjustments, and provide a feedback basis for map design, such as whether the enemy configuration is too high or the terrain is too complex. Through the event record images, it is convenient for users to directly watch the operations of actual players in specific situations, and the game scene can be adjusted or the difficulty can be reduced accordingly.
[0183] Correspondingly, the embodiment of the present application also provides an electronic device, which can be a terminal, and the terminal can be a smart phone, a tablet computer, a notebook computer, a touch screen, a game console, a personal computer (PC, Personal Computer), a personal digital assistant (Personal Digital Assistant, PDA) and other terminal devices. Or, the electronic device can be a server.
[0184] As Figure 9 shown, Figure 9 is a schematic structural diagram of the electronic device provided by the embodiment of the present application. The electronic device 900 includes a processor 901 with one or more processing cores, a memory 902 with one or more computer-readable storage media, and a computer program stored in the memory 902 and executable on the processor. Among them, the processor 901 is electrically connected to the memory 902. Those skilled in the art can understand that the structural diagram of the electronic device shown in the figure does not constitute a limitation on the electronic device, and it may include more or fewer components than shown, or combine certain components, or have different component arrangements.
[0185] The processor 901 is the control center of the electronic device 900, connects various parts of the entire electronic device 900 through various interfaces and lines, executes various functions of the electronic device 900 and processes data by running or loading software programs and / or units stored in the memory 902, and calling the data stored in the memory 902, so as to monitor the electronic device 900 as a whole. The processor 901 can be a central processing unit CPU, a graphics processing unit GPU, a network processor (Network Processor, NP), etc., and can implement or execute the various methods, steps and logic block diagrams disclosed in the embodiments of the present application.
[0186] In the embodiment of the present application, the processor 901 in the electronic device 900 will load the instructions corresponding to the processes of one or more application programs into the memory 902 according to the following steps, and the processor 901 will run the application programs stored in the memory 902 to implement various functions, such as:
[0187] In the map editing interface, prompt information for a first position to be edited in the first game scene to be edited is displayed. The prompt information is used to indicate a preset game event that occurs at a first position corresponding to the first position to be edited in the game running scene of the target game during the game process of the target game. Wherein, the game running scene is the game scene in the running stage of the target game generated according to the first game scene to be edited;
[0188] In response to a video viewing operation, an event recording video corresponding to the first position to be edited is displayed through the map editing interface. The event recording video is a recording video of at least one target game character occurring the preset game event at the first position during the game process of the target game.
[0189] By adopting the solution of the embodiment of the present application, prompt information can be generated based on the game behavior data of players, which helps developers view the corresponding event recording videos targeted, helps developers identify key nodes that need to be optimized according to the event recording videos, avoids repeated trial and error, makes more scientific game scene adjustments, and provides a feedback basis for map design. For example: whether the enemy configuration is too high or the terrain is too complex, etc. Through the event recording video, it is convenient for users to directly watch the operations of actual players in specific situations, and the game scene can be adjusted targeted or the difficulty can be reduced.
[0190] For the specific implementation of each of the above operations, reference can be made to the previous embodiments and will not be elaborated here.
[0191] Optionally, as Figure 9 shown, the electronic device 900 further includes: a touch display screen 903, a radio frequency circuit 904, an audio circuit 905, an input unit 906, and a power supply 907. Among them, the processor 901 is electrically connected to the touch display screen 903, the radio frequency circuit 904, the audio circuit 905, the input unit 906, and the power supply 907 respectively. Those skilled in the art can understand that Figure 9 the structure of the electronic device shown in
[0192] The touch display screen 903 can be used to display a graphical user interface and receive operation instructions generated by a user's interaction with the graphical user interface. The touch display screen 903 may include a display panel and a touch panel. Among them, the display panel can be used to display information input by the user or information provided to the user, as well as various graphical user interfaces of the electronic device. These graphical user interfaces can be composed of graphics, text, icons, videos, and any combination thereof. Optionally, the display panel can be configured in the form of a liquid crystal display (LCD), an organic light-emitting diode (OLED), etc. The touch panel can be used to collect touch operations of the user on or near it (such as operations of the user using a finger, a stylus, or any suitable object or accessory on or near the touch panel), and generate corresponding operation instructions, and the operation instructions execute the corresponding program. Optionally, the touch panel can include two parts: a touch detection device and a touch controller. Among them, the touch detection device detects the touch position of the user and detects the signal brought by the touch operation, and transmits the signal to the touch controller; the touch controller receives the touch information from the touch detection device, converts it into contact coordinates, and then sends it to the processor 901, and can also receive and execute commands sent by the processor 901. The touch panel can cover the display panel. When the touch panel detects a touch operation on or near it, it is transmitted to the processor 901 to determine the type of touch event. Subsequently, the processor 901 provides a corresponding visual output on the display panel according to the type of touch event. In the embodiments of the present application, the touch panel and the display panel can be integrated into the touch display screen 903 to implement input and output functions. However, in some embodiments, the touch panel and the touch panel can be implemented as two independent components to implement input and output functions. That is, the touch display screen 903 can also be used as a part of the input unit 906 to implement the input function.
[0193] The radio frequency circuit 904 can be used to transmit and receive radio frequency signals to establish wireless communication with a network device or other electronic devices through wireless communication, and transmit and receive signals with the network device or other electronic devices.
[0194] The audio circuit 905 can be used to provide an audio interface between the user and the electronic device through a speaker and a microphone. The audio circuit 905 can transmit the electrical signal converted from the received audio data to the speaker, and the speaker converts it into a sound signal for output; on the other hand, the microphone converts the collected sound signal into an electrical signal, which is received by the audio circuit 905 and then converted into audio data. After the audio data is output to the processor 901 for processing, it is transmitted through the radio frequency circuit 904 to, for example, another electronic device, or the audio data is output to the memory 902 for further processing. The audio circuit 905 may also include an earphone jack to provide communication between a peripheral earphone and the electronic device.
[0195] The input unit 906 can be used to receive input digital, character information or user characteristic information (such as fingerprint, iris, facial information, etc.), and generate keyboard, mouse, joystick, optical or trackball signal inputs related to user settings and function control.
[0196] The power supply 907 is used to supply power to various components of the electronic device 900. Optionally, the power supply 907 can be logically connected to the processor 901 through a power management system, so as to realize functions such as management of charging, discharging, and power consumption management through the power management system. The power supply 907 can also include any components such as one or more DC or AC power supplies, a recharge system, a power failure detection circuit, a power converter or inverter, and a power status indicator.
[0197] Although Figure 9 not shown in the figure, the electronic device 900 may further include a camera, a sensor, a Wi-Fi module, a Bluetooth module, etc., which will not be elaborated here.
[0198] In the above embodiments, the descriptions of each embodiment have their own emphases. For parts not detailed in a certain embodiment, reference can be made to the relevant descriptions of other embodiments.
[0199] Those of ordinary skill in the art can understand that all or part of the steps in the various methods of the above embodiments can be completed by instructions, or by controlling relevant hardware through instructions. The instructions can be stored in a computer-readable storage medium and loaded and executed by a processor.
[0200] Therefore, an embodiment of the present application provides a computer-readable storage medium, in which multiple computer programs are stored. The computer programs can be loaded by a processor to execute any game interaction method provided by the embodiments of the present application. The computer programs can execute the following steps of the game interaction method:
[0201] Display prompt information for a first position to be edited in the first game scene to be edited in the map editing interface. The prompt information is used to indicate a preset game event that occurs at a first position corresponding to the first position to be edited in the game running scene of the target game during the game process of the target game. Wherein, the game running scene is the game scene in the running stage of the target game generated according to the first game scene to be edited;
[0202] In response to a video viewing operation, display an event recording video corresponding to the first position to be edited through the map editing interface. The event recording video is a recording video of at least one target game character occurring the preset game event at the first position during the game process of the target game.
[0203] By adopting the solution of the embodiment of the present application, prompt information can be generated based on the game data of players, which helps users view the corresponding event record images targeted, helps users identify the key nodes that need to be optimized according to the event record images, avoid repeated trial and error, make more scientific game scene adjustments, and provide a feedback basis for map design. For example, whether the enemy configuration is too high or the terrain is too complex, etc.
[0204] Through the event record images, it is convenient for users to directly watch the operations of actual players in specific situations, and the game scene can be adjusted targeted or the difficulty can be reduced.
[0205] For the specific implementation of each of the above operations, reference can be made to the previous embodiments, and details will not be described herein again.
[0206] Among them, the computer-readable storage medium may include: read-only memory (ROM, Read Only Memory), random access memory (RAM, Random Access Memory), magnetic disk or optical disc, etc.
[0207] Since the computer program stored in the computer-readable storage medium can execute any one of the game interaction methods provided by the embodiments of the present application, the beneficial effects that can be achieved by any one of the game interaction methods provided by the embodiments of the present application can be realized. For details, reference can be made to the previous embodiments, and details will not be described herein again.
[0208] According to one aspect of the present application, a computer program product or a computer program is further provided. The computer program product or the computer program includes computer instructions, and the computer instructions are stored in a computer-readable storage medium. The processor of the electronic device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, so that the electronic device executes the methods provided in the various optional implementation manners in the above embodiments.
[0209] In the above embodiments of the game interaction device, computer-readable storage medium, electronic device, and computer program product, the descriptions of the respective embodiments have their own emphases. For the parts not detailed in a certain embodiment, reference can be made to the relevant descriptions of other embodiments. Those skilled in the art can clearly understand that for the convenience and brevity of description, the specific working processes and the beneficial effects that can be brought by the above-described game interaction device, computer-readable storage medium, computer program product, electronic device and their corresponding units can refer to the description of the game interaction method in the above embodiments, and details will not be described herein again.
[0210] The above has introduced in detail a game interaction method, device, electronic device, computer-readable storage medium, and computer program product provided by the embodiments of the present application. Specific examples are used in this article to elaborate on the principle and implementation manner of the present application. The description of the above embodiments is only used to help understand the method and its core idea of the present application. At the same time, for those skilled in the art, according to the idea of the present application, there will be changes in the specific implementation manner and application scope. In summary, the content of this specification should not be construed as a limitation on the present application.
Claims
1. A game interaction method, characterized in that, Provide a graphical user interface on a terminal device, where a map editing interface of a target game is displayed on the graphical user interface, and the map editing interface includes a first game scene to be edited corresponding to the target game. The method includes: Display prompt information for a first position to be edited in the first game scene to be edited in the map editing interface. The prompt information is used to indicate a preset game event that occurs at a first position corresponding to the first position to be edited in the game running scene of the target game during the game process of the target game. Wherein, the game running scene is the game scene of the target game in the running stage generated according to the first game scene to be edited; In response to a video viewing operation, display an event recording video corresponding to the first position to be edited through the map editing interface. The event recording video is a recording video of at least one target game character occurring at the first position during the game process of the target game.
2. The method according to claim 1, wherein The event recording video includes different positions passed by the target game character, and the different positions include the first position and the positions before the first position.
3. The method according to claim 1, wherein The target game character includes at least two, and the event recording video includes at least one frame of recording image. During the process of displaying the event recording video corresponding to the first position to be edited through the map editing interface, the method further includes: In response to a character marking operation on the target game character on the first recording image in the recording image, determine a first target game character from the target game characters; Display a first target screen through the map editing interface. The first target screen does not include a second target game character, and the second target game character is a game character other than the first target game character among the target game characters.
4. The method according to claim 3, characterized in that, The position of the first target game character in the first target screen is the same as the position in the first recording image, or the position of the first target game character in the first target screen is the position of the first target game character in the first frame image of the event recording video.
5. The method according to claim 3, characterized in that The target game character is controlled by another terminal. The first target screen is the second recording image in the event recording video, or the first target screen is a second game scene to be edited corresponding to another terminal.
6. The method according to claim 5, characterized in that The first target screen is the second game scene to be edited, and a switching control is displayed on the map editing interface. The method further includes: In response to a triggering operation on the switching control, determine a third recording image corresponding to the triggering operation from the recording images, and determine a second position of the first target game character in the third recording image; Switch the first target screen displayed on the map editing interface to a second target screen, and the position of the first target game character in the second target screen is the same as the second position.
7. The method according to claim 5, wherein The first target screen is the second game scene to be edited. The method further includes: In response to an editing operation on the second game scene to be edited, record the editing information corresponding to the editing operation; Edit the first game scene to be edited based on the editing information.
8. The method according to claim 5, wherein The first target screen is the second game scene to be edited, and an exit control is provided on the map editing interface. The method further includes: In response to a trigger operation on the exit control, display the updated first game scene to be edited, and the position of the controlled virtual character controlled by the terminal device in the updated first game scene to be edited is the same as the position of the first target game character in the second game scene to be edited; In response to an editing operation on the updated first game scene to be edited, edit the updated first game scene to be edited.
9. The method according to claim 3, wherein The method further includes: In the first target screen, update the display style of the first target game character.
10. The method according to claim 1, wherein The event recording video is generated based on the game behavior data of a preset game event occurring at the first position.
11. The method according to claim 10, wherein The preset game events occurring at the first position are different, and the preset game event occurring at the first position in each event recording video is the same.
12. The method according to claim 1, wherein The prompt information includes the preset game event that occurred and / or the target quantity of the preset game event.
13. The method according to claim 1, characterized in that, In response to a video viewing operation, the method further includes: Provide an exit control through the map editing interface; In response to a trigger operation on the exit control, exit the display of the event recording video and display the first game scene to be edited.
14. The method according to claim 1, characterized in that, The map editing interface is provided with a prompt information display control. Displaying prompt information for the first position to be edited in the first game scene to be edited on the map editing interface includes: In response to a trigger operation on the prompt information display control, display prompt information for the first position to be edited in the first game scene to be edited on the map editing interface.
15. The method according to any one of claims 1 to 14, characterized in that, The preset game event includes a death game event.
16. A game interaction device, characterized in that, The device includes: A first display unit, configured to display prompt information for the first position to be edited in the first game scene to be edited on the map editing interface. The prompt information is used to indicate a preset game event occurring at a first position corresponding to the first position to be edited in the game running scene of the target game during the game process of the target game, where the game running scene is the game scene in the running stage of the target game generated according to the first game scene to be edited; A second display unit, configured to, in response to a video viewing operation, display through the map editing interface the event recording video corresponding to the first position to be edited. The event recording video is a recording video of at least one target game character having the preset game event occur in a preset area at the first position during the game process of the target game; 17. An electronic device, characterized in that, It includes a processor and a memory, and the memory stores multiple instructions; the processor loads the instructions from the memory to execute the steps of the game interaction method according to any one of claims 1 to 15.
18. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores multiple instructions, and the instructions are suitable for being loaded by a processor to execute the steps of the game interaction method according to any one of claims 1 to 15.