Game testing method and device, electronic equipment and storage medium
By configuring two test characters in the game and dividing the graphical user interface into two sub-interfaces, the problem of inefficient testing in the existing technology is solved, and efficient game testing is achieved.
Patent Information
- Application Number
- CN202510594862.X
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-05-09
- Publication Date
- 2025-08-15
AI Technical Summary
In the existing game testing mode, users can only control one virtual character at a time. When switching to another virtual character, they need to exit the trial test mode and reload the game, resulting in inefficient testing.
Configure two test characters in the game, and divide the graphical user interface into two sub-interfaces, respectively displaying the game test screen taken through the virtual camera. In response to the test character's behavior in the game scene, the game screen of each sub-interface is independently controlled and updated.
The independent control of two test characters through split-screen is improved, the efficiency of game testing is reduced, the role switching process is simplified.
Smart Images

Figure CN120478962A_ABST
Abstract
Description
Technical Field
[0001] The present application relates to the field of game technology, and in particular to a game testing method, device, electronic device, and storage medium. Background Art
[0002] With the rapid development of the gaming industry, user-generated content (UGC) editors have become a crucial tool for driving game creation. Through low-code or no-code development models, UGC editors allow creators to freely design levels, characters, and plots within the game, significantly enriching the diversity and depth of game content. However, while UGC editors offer significant convenience during the creation phase, they present significant efficiency bottlenecks during testing.
[0003] Currently, when testing a game, a trial play experience is often required to verify the game's integrity and playability. However, existing trial play testing modes have significant limitations. Specifically, users can only control one virtual character at a time during a trial play. Each time they switch to a different virtual character, they must exit the trial play testing mode and reload the game. This process is time-consuming and significantly reduces testing efficiency.
[0004] It should be noted that the information disclosed in the above background technology section is only used to enhance the understanding of the background of the present disclosure, and therefore may include information that does not constitute prior art known to ordinary technicians in the field. Summary of the Invention
[0005] In view of this, the purpose of this application is to provide a game testing method, device, electronic device and storage medium, which can improve the testing efficiency of the game.
[0006] This application mainly includes the following aspects:
[0007] In a first aspect, an embodiment of the present application provides a method for testing a game, wherein a graphical user interface is provided through a terminal device, wherein the game is configured with at least a first test character and a second test character, and the method comprises:
[0008] Controlling the first test character and the second test character to enter a game test scene respectively, and configuring a first virtual camera for the first test character and a second virtual camera for the second test character;
[0009] Dividing the graphical user interface into a first sub-interface and a second sub-interface;
[0010] Displaying the game test screen shot by the first virtual camera in the first sub-interface, and displaying the game test screen shot by the second virtual camera in the second sub-interface;
[0011] In response to the first test character performing a first game behavior in the game test scenario, and / or the second test character performing a second game behavior in the game test scenario, control is performed to update and display the game screen corresponding to the first game behavior in the first sub-interface, and / or update and display the game screen corresponding to the second game behavior in the second sub-interface.
[0012] In a second aspect, an embodiment of the present application further provides a game testing device, which provides a graphical user interface through a terminal device, wherein the game is configured with at least a first test character and a second test character, and the device includes:
[0013] a control module, configured to control the first test character and the second test character to enter a game test scene respectively, and configure a first virtual camera for the first test character and a second virtual camera for the second test character;
[0014] a division module, configured to divide the graphical user interface into a first sub-interface and a second sub-interface; displaying the game test screen shot by the first virtual camera in the first sub-interface, and displaying the game test screen shot by the second virtual camera in the second sub-interface;
[0015] The display module is used to control the updating and display of the game screen corresponding to the first game behavior in the first sub-interface and / or the updating and display of the game screen corresponding to the second game behavior in the second sub-interface in response to the first test character performing the first game behavior in the game test scenario and / or the second test character performing the second game behavior in the game test scenario.
[0016] In a third aspect, an embodiment of the present application further provides an electronic device comprising: a processor, a memory and a bus, wherein the memory stores machine-readable instructions executable by the processor, and when the electronic device is running, the processor and the memory communicate through the bus, and the machine-readable instructions are executed by the processor to execute the steps of the game testing method described in the first aspect or any possible implementation of the first aspect.
[0017] In a fourth aspect, an embodiment of the present application further provides a computer-readable storage medium, on which a computer program is stored. When the computer program is executed by a processor, the steps of the game testing method described in the first aspect or any possible implementation of the first aspect are executed.
[0018] An embodiment of the present application provides a game testing method, device, electronic device and storage medium, which configure at least a first test character and a second test character in the game, and divide the graphical user interface into a first sub-interface and a second sub-interface, wherein a game test screen shot by a first virtual camera is displayed in the first sub-interface, and a game test screen shot by a second virtual camera is displayed in the second sub-interface, and in response to different test characters performing game behaviors in the game test scene, the game screen corresponding to the game behavior is updated and displayed in the corresponding sub-interface. Compared with the related art in which the user can only control one virtual character at a time during trial play, and each time another virtual character is switched, the user needs to exit the trial play mode and reload the game, which is a relatively time-consuming process and greatly reduces the test efficiency, the present application uses split-screen technology to independently control the behavior of the two test characters, which can improve the test efficiency of the game.
[0019] In order to make the above-mentioned objects, features and advantages of the present application more obvious and easy to understand, preferred embodiments are given below and described in detail with reference to the accompanying drawings. BRIEF DESCRIPTION OF THE DRAWINGS
[0020] In order to more clearly illustrate the technical solutions of the embodiments of the present application, the following is a brief introduction to the drawings required for use in the embodiments. It should be understood that the following drawings only show certain embodiments of the present application and therefore should not be regarded as limiting the scope. For ordinary technicians in this field, other relevant drawings can be obtained based on these drawings without creative work.
[0021] Figure 1 A flowchart of a game testing method provided by an embodiment of the present application is shown;
[0022] Figure 2 One of the schematic diagrams of the graphical user interface provided in the embodiment of the present application is shown;
[0023] Figure 3 A second schematic diagram of a graphical user interface provided in an embodiment of the present application is shown;
[0024] Figure 4 One of the schematic diagrams of a game testing device provided in an embodiment of the present application is shown;
[0025] Figure 5 A second schematic diagram of a game testing device provided in an embodiment of the present application is shown;
[0026] Figure 6 A schematic structural diagram of an electronic device provided in an embodiment of the present application is shown. DETAILED DESCRIPTION
[0027] In order to make the purpose, technical solutions and advantages of the embodiments of the present application clearer, the technical solutions in the embodiments of the present application will be clearly and completely described below in conjunction with the drawings in the embodiments of the present application. It should be understood that the drawings in the present application only serve the purpose of illustration and description and are not used to limit the scope of protection of the present application. In addition, it should be understood that the schematic drawings are not drawn to scale. The flowcharts used in this application illustrate the operations implemented according to some embodiments of the present application. It should be understood that the operations of the flowcharts can be implemented out of sequence, and steps without logical context can be reversed or implemented simultaneously. In addition, those skilled in the art, under the guidance of the contents of this application, can add one or more other operations to the flowchart, or remove one or more operations from the flowchart.
[0028] In addition, the described embodiments are only a part of the embodiments of the present application, rather than all of the embodiments. The components of the embodiments of the present application generally described and shown in the drawings here can be arranged and designed in various configurations. Therefore, the following detailed description of the embodiments of the present application provided in the drawings is not intended to limit the scope of the claimed application, but merely represents selected embodiments of the present application. Based on the embodiments of the present application, all other embodiments obtained by those skilled in the art without making creative work are within the scope of protection of the present application.
[0029] In order to enable those skilled in the art to use the contents of this application, the following implementation methods are given in combination with the specific application scenario "game testing". For those skilled in the art, the general principles defined here can be applied to other embodiments and application scenarios without departing from the spirit and scope of this application.
[0030] The following methods, devices, electronic devices or computer-readable storage media of the embodiments of the present application can be applied to any scenario requiring game testing. The embodiments of the present application are not limited to specific application scenarios. Any scheme using the game testing method and device provided by the embodiments of the present application is within the scope of protection of this application.
[0031] It's worth noting that when testing a game, a playable experience is often required to verify its integrity and playability. However, existing playable testing modes have significant limitations. Specifically, users can only control one virtual character at a time during a playable game. Each time they switch to a different virtual character, they must exit playable testing mode and reload the game, a time-consuming process that significantly reduces testing efficiency.
[0032] To address the above issues, embodiments of the present application provide a game testing method, device, electronic device, and storage medium. The method includes configuring at least a first test character and a second test character in the game, and dividing a graphical user interface into a first sub-interface and a second sub-interface. The first sub-interface displays a game test screen captured by a first virtual camera, while the second sub-interface displays a game test screen captured by a second virtual camera. In response to different test characters performing game behaviors in a game test scenario, the corresponding sub-interface is controlled to update the game screen corresponding to the game behavior. In this way, by independently controlling the behaviors of the two test characters through split-screen operation to perform game testing, the efficiency of game testing can be improved.
[0033] In one optional embodiment, a terminal device is designed as a tool for testing games designed by creators. This terminal device not only installs and runs game applications but also features a graphical user interface (GUI) that allows users (who can be creators or other individuals) to manipulate virtual characters. Using this terminal device, users can conduct game testing to verify game mechanics, optimize the user experience, and collect feedback data. Specifically, the terminal device can be a local terminal or a client device in a cloud-based interactive system, including but not limited to laptops, smartphones, tablets, desktop computers, game consoles, MP4 players, personal digital assistants (PDAs), or e-book readers. These devices support running two-dimensional or three-dimensional game applications, both stand-alone and online. During testing, the terminal device not only provides an intuitive graphical interface but also allows users to experience the game content by manipulating virtual characters. Furthermore, the terminal device can record user operation data to help analyze the game's balance, fluidity, and playability.
[0034] In an optional embodiment, a graphical user interface is an interface display format for communication between humans and computers, allowing users to manipulate icons, logos or menu options on the screen using input devices such as a mouse or keyboard, and also allowing users to manipulate icons or menu options on the screen by performing touch operations on the touch screen of a touch terminal to select commands, start programs or perform other tasks.
[0035] In an optional embodiment, UI controls refer to any visual controls or elements visible on the user interface of an application, such as images, input boxes, text boxes, buttons, labels and other controls. UI controls include game controls used to control test characters in game testing, where these UI controls can respond to user operations, such as skill controls, movement controls, avoidance controls, prop controls, etc.
[0036] In one optional implementation, the virtual game scene is an interactive screen generated when the creator's game content runs on a terminal device or server. This interactive playable environment is presented to users via a graphical user interface (GUI). This scene serves as a home for virtual characters, enabling real-time user control of the test character's movements, skill activation, and other behaviors through graphical controls. The GUI performs dual functions in this process: rendering the creator's virtual scene in real time and capturing user control commands through interactive controls to provide data support for testing. Depending on design requirements, the virtual game scene can be presented in 2D, 2.5D, or 3D formats, supporting a variety of environments, including sky, land, and ocean. Land scenes can include environmental elements such as buildings, trees, rocks, and deserts, while sky and ocean scenes support dynamic weather effects and water simulation. Furthermore, scene designs can range from fully simulated environments based on the real world, hybrid environments that are partially simulated and partially fictional, to completely imaginary worlds. During game testing, the GUI not only displays elements such as the game background, dynamic objects, props, and supplies, but also records user actions and interactions, providing behavioral analysis data for the creator.
[0037] In one optional implementation, within a virtual world, different virtual teams belonging to at least two enemy factions occupy their own map areas and engage in a competitive game with specific victory conditions as their goal. These victory conditions can vary, such as capturing or destroying enemy strongholds, killing enemy virtual objects, maintaining one's own survival within a specified scenario and timeframe, seizing resources, or outscoring the opponent within a specified timeframe. Tactical competition can be conducted in rounds, with each round featuring the same or different maps. Each virtual team includes one or more virtual objects, etc.
[0038] This application provides a game testing method, wherein in one embodiment, the game testing method can be run on a local terminal device or a server. When the game testing method 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.
[0039] In an optional embodiment, various cloud applications, such as cloud gaming, can be run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming is based on cloud computing technology, and its core feature is the separation of operation and presentation: the game program is run by the cloud server, while the game screen is presented by the client device. In the cloud gaming operation mode, the game testing method, storage, and operation are all completed on the cloud gaming server, and the client device is mainly responsible for receiving and sending data and presenting the screen. The client device can be a display terminal close to the user side, such as a mobile terminal, TV, computer, or PDA, but all identification processing work is performed by the cloud server. The user sends instructions to the cloud gaming server by operating the client device. The server runs the game according to the instructions, encodes and compresses the screen data, and transmits it to the client device via the network. Finally, the client decodes and outputs the game screen. Cloud gaming is also suitable for game testing scenarios. It can complete complex calculations and testing processes in the cloud while ensuring a lightweight experience on the user side.
[0040] In an optional embodiment, the local terminal device stores a game program and is used to present the game screen. The local terminal device is used to interact with the user through a graphical user interface, that is, the game program is downloaded and installed and run by an electronic device in a conventional manner. The local terminal device may provide the graphical user interface to the user in a variety of ways, for example, it may be rendered and displayed on the terminal display, or provided to the user through a holographic projection. For example, the local terminal device may include a display and a processor, the display being used to present a graphical user interface, the graphical user interface including the game screen, the processor being used to run the game, generate the graphical user interface, and control the display of the graphical user interface on the display. In addition, in the game testing scenario and in the cloud game mode, the game operation entity is the cloud server, and the local terminal device is only responsible for receiving, sending data and screen presentation. All test calculation process flows are completed in the cloud, thereby achieving lightweight and efficient testing of the device.
[0041] In an optional implementation, an embodiment of the present application provides a game testing method that provides a graphical user interface through a terminal device, wherein the terminal device can be the local terminal device mentioned above or a client device in the cloud interaction system mentioned above. The following description uses the example of the game testing method running on a local terminal device (hereinafter referred to as the terminal device).
[0042] To facilitate understanding of the present application, the technical solutions provided in the present application are described in detail below in conjunction with specific embodiments.
[0043] Figure 1 This is a flow chart of a game testing method provided in an embodiment of the present application. Figure 1As shown, the game testing method provided in the embodiment of the present application provides a graphical user interface through a terminal device, and the game is configured with at least a first test character and a second test character. The method includes the following steps:
[0044] S101: Control the first test character and the second test character to enter a game test scene respectively, and configure a first virtual camera for the first test character and a second virtual camera for the second test character.
[0045] It should be noted that the game testing in the related art adopts a single-character testing mode, that is, the user controls a virtual character through a terminal device to try out the game. This testing method is relatively inefficient. To address this pain point, the embodiment of the present application proposes an innovative solution based on dual-character synchronous testing. Its technical core lies in using a terminal device to simultaneously and independently control two test characters, thereby achieving synchronous testing of the behavior of two test characters using a single terminal device, which can improve testing efficiency.
[0046] In practice, users need to pre-configure two test characters for the game test, for example, a first test character and a second test character, before the game test begins. After the game test begins, the first and second test characters are controlled to enter the game test scene, respectively. At the same time, a virtual camera is assigned to each test character so that each virtual camera can capture the corresponding test character's game test footage. For example, the first virtual camera specifically captures the first test character's gaming behavior in the game scene, while the second virtual camera records the second test character's gaming behavior. This allows for simultaneous testing of both test characters and simultaneous observation of their gaming behaviors.
[0047] S102: Divide the graphical user interface into a first sub-interface and a second sub-interface; display the game test screen shot by the first virtual camera in the first sub-interface, and display the game test screen shot by the second virtual camera in the second sub-interface.
[0048] In a specific implementation, the present application provides a graphical user interface through a terminal device, and the graphical user interface is divided into two independent sub-interfaces, namely a first sub-interface and a second sub-interface. Here, each sub-interface displays at least part of the scene of the target virtual game, and is used to control different test characters respectively. The user can control two test characters at the same time through a terminal device, that is, the first test character and the second test character are both controlled through the terminal device, so that the synchronous game test of the dual characters can be achieved without repeatedly switching modes. The embodiment of the present application adopts an independent input processing technology of split-screen touch, which divides the graphical user interface into two touch areas to achieve complete isolation and parallel response of dual-character instructions, ensuring zero interference and high efficiency of the operation. In addition, the design of dual-character synchronous control enables users to test the behavioral logic of both characters at the same time, which can reduce the role switching link, thereby significantly simplifying the test process.
[0049] Here, in terms of interface functions, the functions of the first sub-interface and the second sub-interface are different. Specifically, the first sub-interface is mainly used for users to control the character behavior of the first test character, such as movement behavior, execution of action behavior, interaction with the environment, etc. The second sub-interface is mainly used for users to control the character behavior of the second test character. Similarly, users can perform similar operations through the second sub-interface. In addition, with respect to the game test screen displayed on the interface, the first sub-interface and the second sub-interface have in common that both display at least part of the game scene of the target virtual game, which means that users can see the environment, map or other related elements in the game in both sub-interfaces; the difference between the first sub-interface and the second sub-interface is that the scene content displayed in the two sub-interfaces may be different. One case is due to the different perspectives or positions of the test characters. That is, the first sub-interface and the second sub-interface may display game test screens corresponding to different parts or different perspectives in the same game scene. For example, the first test character may be at a certain position on the map, while the second test character may be at a certain position on the map. can be in another position; another case is the difference caused by different scene information related to the characters, that is, the two sub-interfaces may display specific scene information related to the character according to the different characters. For example, the first sub-interface may display the field of view of the first test character, and the second sub-interface may display the field of view of the second test character; another case is the difference caused by dynamically changing scenes, that is, if the game scene is dynamic (such as battles, weather changes, etc.), the two sub-interfaces may display different dynamic states of the same scene. For example, the first sub-interface may display the scene in which the first test character is fighting, and the second sub-interface may display the scene in which the second test character is exploring.
[0050] It's understandable that while both the first and second sub-interfaces display the game scene, their displayed content may differ depending on the character's position, perspective, mission, or dynamic changes. This design allows users to control two characters simultaneously while clearly understanding each character's environment and status, allowing for simultaneous game testing.
[0051] Among them, in terms of the interface division form, the graphical user interface can be flexibly set according to actual needs. For example, the interface can be divided into two parts, or it can be divided into different proportions according to the specific needs of the user. The embodiment of the present application does not specifically limit this. In addition, the display position relationship of the two sub-interfaces can also be adjusted according to the test requirements. For example, the left and right side-by-side display can facilitate user comparison, while the top and bottom vertical display is more suitable for certain specific game scenes. Regardless of the division method adopted, the present application supports flexible configuration to meet the needs of different test scenarios. Users can choose the most appropriate interface division form according to actual needs, thereby achieving the best test experience. This flexibility not only improves test efficiency, but also provides greater freedom for multi-role testing.
[0052] For example, Figure 2 FIG1 shows one of the schematic diagrams of the graphical user interface provided in the embodiment of the present application. Figure 2 As shown, the graphical user interface includes a first sub-interface 10 and a second sub-interface 20. The first sub-interface 10 displays a first test character 11, and the second sub-interface 20 displays a second test character 21. In addition, a first operation panel for a user to manipulate the first test character 11 may be displayed on the first sub-interface, and a second operation panel for a user to manipulate the second test character 21 may be displayed on the second sub-interface.
[0053] S103: In response to the first test character performing a first game behavior in the game test scenario, and / or the second test character performing a second game behavior in the game test scenario, control the updating and display of the game screen corresponding to the first game behavior in the first sub-interface, and / or the updating and display of the game screen corresponding to the second game behavior in the second sub-interface.
[0054] It should be noted that the test method of the embodiment of the present application has a dual function. On the one hand, it supports independent testing of the game behavior of two test characters. In this case, the game screens displayed by the two sub-interfaces do not interfere with each other, that is, any test character performs a game behavior and only updates the game test screen of the sub-interface corresponding to itself. On the other hand, it also supports synchronous testing of the interaction logic between the two test characters. In this case, the game behavior of one test character will directly affect the game screen display of the corresponding sub-interface of the other test character, that is, when one or two test characters perform a game behavior, the game screens of the two sub-interfaces will be updated accordingly. For example, the user manipulates the first test character to perform a task, and the second sub-interface will display the corresponding task progress bar according to the game logic. The advantage of the test method provided by the embodiment of the present application is that it can verify the correctness of the function of a single test character, and can verify whether it is reasonably updated according to the global scene changes by observing the interface changes of the test character that is not directly manipulated, thereby effectively testing the correctness of the interaction logic design.
[0055] In an embodiment of the present application, at least a first test character and a second test character are configured in the game, and a graphical user interface is divided into a first sub-interface and a second sub-interface; the first sub-interface displays a game test screen captured by a first virtual camera, and the second sub-interface displays a game test screen captured by a second virtual camera; in response to different test characters performing game behaviors in the game test scene, the corresponding sub-interface is controlled to update and display the game screen corresponding to the game behavior. In this way, by independently controlling the behaviors of the two test characters in a split screen to perform game testing, the game testing efficiency can be improved.
[0056] It should also be noted that the testing method provided in the embodiments of the present application supports not only a dual-role testing mode, but also a single-role testing mode (i.e., a game trial mode). When a user selects any game experience mode, the system automatically loads the game scene corresponding to that game experience mode, as well as the map configuration data of the target virtual game, such as map data, character presets, victory conditions, interaction rules, etc.
[0057] In one possible implementation, if a first test character and a second test character are configured in the game, the dual-character test mode is automatically entered by default. Specifically, the test character configuration implementation process is described below, that is, the first test character and the second test character are configured in the game according to the following steps: displaying a game experience control in the graphical user interface; displaying the character identifiers of multiple test characters configured in the game in response to a trigger operation on the game experience control; and configuring the first test character and the second test character in the game in response to a selection operation on the first test character identifier and the second test character identifier.
[0058] In a specific implementation, before conducting a game test, a game setting interface is usually displayed on the graphical user interface provided by the terminal device, on which game experience controls are displayed. When a user trigger operation on the game experience control is detected, a character display interface is controlled to be called out, which displays the character identifiers of multiple test characters configured in the target virtual game. Different game experience modes are triggered according to the different number of characters selected on the character display interface. Specifically, if the user selects two test characters on the character display interface, in addition to configuring the two test characters, it also triggers entry into the dual-character test mode.
[0059] Here, after the first and second test characters are configured in the game, the two test characters will be automatically controlled to enter the game test scene respectively, and the first and second test characters will be bound to the corresponding sub-interfaces respectively. The binding relationship can be pre-set by the user or automatically assigned by the system according to default rules.
[0060] In one possible implementation, if a test character is configured in the game, the single-character test mode is automatically entered by default. Specifically, the configuration and implementation process of the test character is described below. That is, after the character identifications of the multiple test characters configured in the game are displayed in response to a trigger operation on the game experience control, the method further includes: in response to a selection operation on a third test character, configuring the third test character in the game; the graphical user interface is used to control the third test character, and the graphical user interface displays at least a portion of the game scene of the target virtual game.
[0061] The graphical user interface (GUI) used in this single-character test mode is consistent with the display format of a regular game interface, displaying a single game scene in full screen. When the user triggers a game test, the independent test environment for the selected third test character is loaded onto the GUI.
[0062] For example, Figure 3 The second schematic diagram of the graphical user interface provided by an embodiment of the present application is shown. A user can click on a game experience control to trigger a character display interface displaying character identifiers 31 (represented by grids in the figure) of multiple test characters configured in a target virtual game. The user can select one test character to enter a single-character test mode, or the user can select two test characters to enter a dual-character test mode.
[0063] In one possible implementation, another configuration implementation process of the test character is described below, that is, displaying a game experience control on the graphical user interface; displaying a synchronous test selection control and a single-character test selection control in response to a trigger operation on the game experience control; displaying the character identifications of multiple test characters configured in the target virtual game in response to a trigger operation on the synchronous test selection control; and configuring the first test character and the second test character in the game in response to a selection operation on the first test character and the second test character.
[0064] In a specific implementation, when a user trigger operation on a game experience control is detected, the control calls out an interface displaying a synchronous test selection control and a single-character test selection control. If the user triggers the synchronous test selection control, that is, the user has selected the dual-character test mode, at this time, a character display interface displaying the character identifications of multiple test characters configured for the target virtual game is called out, and the user can select two test characters on this interface to complete the configuration of the test characters; if the user triggers the single-character test selection control, that is, the user has selected the single-character test mode, at this time, a character display interface displaying the character identifications of multiple test characters configured for the target virtual game is also called out, and the user can usually only select one test character on this interface.
[0065] Here, the contents displayed on the first sub-interface and the second sub-interface included in the graphical user interface and their differences are illustrated below.
[0066] In one possible embodiment, the game includes at least two camps; the first test character and the second test character are characters of the same camp or characters of different camps; wherein, the first sub-interface displays the character identification and the camp identification of the first test character, and the second sub-interface displays the character identification and the camp identification of the second test character.
[0067] In a specific implementation, the graphical user interface includes two independent sub-interfaces, and the two sub-interfaces can also be used to display relevant information of the first test character and the second test character. Specifically, each test character has its own character ID and belongs to a virtual camp, which is also equipped with a unique camp ID. To help users quickly identify the test character and its camp, the first sub-interface will display the character ID of the first test character and the ID of its camp, while the second sub-interface will display the character ID of the second test character and the ID of its camp.
[0068] It's important to note that this interface design ensures that users can intuitively understand each character's attributes and affiliation in dual-character testing mode. For example, when a user selects two characters from different factions for testing, two sub-interfaces will display the corresponding character and faction information, respectively, to avoid confusion. Based on these indicators, users can quickly determine the character's skill characteristics and faction characteristics, allowing for more efficient collaborative or competitive testing.
[0069] The following describes the implementation process of controlling the test character to perform game behavior during the game testing process. That is, in one possible implementation, after the step of controlling the first test character and the second test character to enter the game testing scene respectively in S101, the method further includes: in response to the selection operation for the first test character / the second test character, controlling the configuration of the control authority corresponding to the first test character / the second test character for the terminal device; and in response to the control instruction for the first test character / the second test character triggered by the terminal device, controlling the first test character / the second test character to perform the first game behavior / the second game behavior in the game testing scene.
[0070] In a specific implementation, the user can use two sub-interfaces to issue control instructions to the two test characters respectively. Specifically, the first sub-interface is used to issue control instructions to the first test character, so that the first test character performs the first game behavior in the game test scene; the second sub-interface is used to issue control instructions to the second test character, so that the second test character performs the second game behavior. Among them, the user can issue control instructions to only one test character at the same time, or issue control instructions to two test characters at the same time. The embodiment of the present application divides the graphical user interface into two sub-interfaces to achieve complete isolation and parallel response of dual-role control instructions, ensuring that in the same terminal device, the operations on the two test characters can be independent of each other and will not interfere with each other, thereby achieving precise and independent control of the two.
[0071] In a possible implementation, in response to the control authority corresponding to the first test character / the second test character being configured on the terminal device, the control authority of the first test character / the second test character is controlled to be hosted on a game server.
[0072] In specific implementation, controlling the test character to perform game behaviors can be achieved through interaction between the terminal device and the server. That is, the control authority of the test character can be transferred from the terminal device to the game server to realize the processing and management of matters related to the control of the test character, ensure the normal progress of the game test and the reasonable allocation of relevant permissions, etc.
[0073] Here, after the terminal device receives a control instruction for any sub-interface, it sends the control instruction to the game server; then, the game server assigns the control instruction to the corresponding role instance based on the role identifier carried in the control instruction to obtain a processing result (corresponding game behavior), and the game server returns the processing result to the terminal device, and the terminal device controls the corresponding test character to perform the game behavior according to the processing result.
[0074] In a possible embodiment, the displaying of the game test screen shot by the first virtual camera in the first sub-interface and the displaying of the game test screen shot by the second virtual camera in the second sub-interface in S102 include: shooting and displaying the game test screen in the first sub-interface with the first perspective of the first test character through the first virtual camera, and shooting and displaying the game test screen in the second sub-interface with the second perspective of the second test character through the second virtual camera.
[0075] In a specific implementation, the first sub-interface and the second sub-interface can display the game scene from the perspectives of the first test character and the second test character, respectively. Specifically, the first sub-interface displays the game scene from the first perspective of the first test character, and the second sub-interface displays the game scene from the second perspective of the second test character. In addition, to ensure that the realistic game scene of each sub-interface is always consistent with the character perspective of the corresponding test character, the virtual camera corresponding to any test character will move in real time as the test character moves. For example, when the first test character moves forward, the position of the virtual camera of the first sub-interface is adjusted accordingly, and the picture rendering layer is synchronously output to the corresponding screen area to ensure the real-time and smoothness of the picture. Similarly, the movement of the second test character will also trigger the update of the game scene displayed on the second sub-interface. This dual-perspective display mechanism can highlight the difference in character perspectives, allowing users to observe the actions and perspective changes of the two characters at the same time, facilitating strategy adjustments and collaborative operations in dual-character synchronization tests.
[0076] The switching process of the test characters is explained below, that is, in one possible embodiment, a character switching control is displayed on the graphical user interface, and in response to a triggering operation on the character switching control, a character identification corresponding to the character to be tested in the game is displayed in the graphical user interface, and the first test character identification and the second test character identification in the character identification are distinguished and displayed; in response to a selection operation on a third test character among the characters to be tested, the test character currently controlled by the terminal device is replaced with the third test character, wherein the currently controlled test character is the first test character or the second test character.
[0077] In a specific implementation, when a user wants to switch test characters, they can trigger a character switching control to call out a character display interface that displays the character identifier corresponding to the character to be tested. In this character display interface, the first and second test characters are displayed in a prominent manner, so that the user is clearly aware of the test characters selected for the current game test. The user can cancel the operation for the first or second test character and select a third test character. In this way, the first or second test character can be switched to the third test character for game testing.
[0078] In a possible embodiment, after controlling the updating and displaying of the game screen corresponding to the first game behavior in the first sub-interface and / or the updating and displaying of the game screen corresponding to the second game behavior in the second sub-interface in S103, the method further includes: displaying an error prompt message in the graphical user interface in response to a triggering event that the first game behavior is different from the first preset behavior and / or the second game behavior is different from the second preset behavior.
[0079] Here, if the test character's in-game behavior during gameplay testing doesn't match the pre-set behavior, it indicates a possible game error. At this point, an error message will be displayed in the graphical user interface, letting the user know of the issue so they can make appropriate adjustments and fixes to ensure proper game operation and quality.
[0080] In a possible implementation, the camp relationship between the first test character and the second test character includes one of the following situations: the first test character and the second test character both belong to the first camp; the first test character and the second test character both belong to the second camp; the first test character belongs to the first camp and the second test character belongs to the second camp.
[0081] Here, in the dual-character testing mode, the first test character and the second test character can belong to the same virtual camp or different virtual camps. When the two test characters belong to the same virtual camp, the user can conduct collaborative interaction tests on the two test characters, such as jointly completing tasks or coordinating attacks. When the two test characters belong to different virtual camps, they can conduct confrontational interaction tests, such as simulated combat or strategic confrontation. This design allows users to flexibly select test scenarios in dual-character synchronous testing. Whether testing the collaborative mechanism within the same virtual camp or the confrontation strategy between different virtual camps, it can be achieved through dual-character operation. Users can choose the appropriate role combination according to the test requirements, so as to comprehensively evaluate the performance and interaction effects of the test characters in different scenarios. This flexible testing method helps to gain a deeper understanding of the character characteristics and the dynamic relationship between camps.
[0082] It should be noted that, the first sub-interface can be displayed with the first operation panel for manipulating the first test character, the first operation panel is displayed with at least one first operation control, the first operation control can be a prop bar (flare gun, wristband, etc.), interactive key, etc.; the second sub-interface is displayed with the second operation panel for manipulating the second test character, the second operation panel is displayed with at least one second operation control, the second operation control can be, for example, a skill wheel (flash, patrol, etc.), an attack key, etc. The user can realize the dynamic allocation of control instructions according to the role type by triggering operations for different operation panels. Specifically, the user can touch the first sub-interface and the second sub-interface at the same time to parse the touch position in real time, and then distribute instructions to the corresponding role controller, and the role game behavior is synchronously updated to the split screen (such as the first test character on the left opens the door and the second test character on the right chases). In addition, skill slots can be independently assigned to each test character, and skill trigger effects are instantly calculated locally (such as the second test character releases control skills and the first test character uses puzzle props). The embodiment of the present application distributes independent rendering pipelines for the left and right pictures by adopting viewport segmentation technology, dynamically adjusts the camera viewport parameters, and ensures that the picture ratio adapts to different device resolutions.
[0083] Here, the following example illustrates the implementation process of dual-role synchronization testing through a graphical user interface. In one possible implementation, the first sub-interface displays a first operation control for manipulating the first test character to perform a first game behavior, and the second sub-interface displays a second operation control for manipulating the second test character to perform a second game behavior; S103 describes that in response to the first test character performing the first game behavior in the game test scene, and / or the second test character performing the second game behavior in the game test scene, the game screen corresponding to the first game behavior is updated and displayed in the first sub-interface, and / or the game screen corresponding to the second game behavior is updated and displayed in the second sub-interface, including the following three situations:
[0084] Scenario 1: In response to a triggering operation on the first operation control, the game screen displaying the first game behavior is synchronously updated in the first sub-interface and the second sub-interface.
[0085] In a specific implementation, when the user triggers the first operation control in the first sub-interface, the system recognizes the control instruction and synchronously updates the display content in the two sub-interfaces. Specifically, when the user clicks an operation control (such as an attack button) on the first sub-interface, the system immediately responds to this operation, not only displaying the scene of the first test character performing the corresponding first game behavior (such as launching an attack) in the first sub-interface, but also synchronously displaying the first game behavior of the first test character in the second sub-interface. This synchronous update mechanism ensures that the user's operations in any sub-interface can be reflected in real time in both interfaces, allowing the user to intuitively observe the impact of the operation on the entire game scene.
[0086] Scenario 2: In response to a triggering operation on the second operation control, the game screen corresponding to the second game behavior is synchronously updated and displayed in the first sub-interface and the second sub-interface.
[0087] In the specific implementation, situation 2 is similar to situation 1, except that the test role being manipulated is different. The operation form and display method correspond to situation 1, and thus will not be repeated.
[0088] Scenario three: In response to triggering operations on the first operation control and the second operation control, the game screens showing the execution of both the first game behavior and the second game behavior are synchronously updated and displayed in the first sub-interface and the second sub-interface.
[0089] In a specific implementation, the user triggers the operation controls on the first sub-interface and the second sub-interface at the same time. After the system responds, the two sub-interfaces respectively display the scenes of the corresponding test characters performing their respective game behaviors, or display the scenes of the two characters interacting at the same time. For example, when the user triggers the first operation control (such as the attack button) on the first sub-interface and triggers the second operation control (such as the defense button) on the second sub-interface, the system will recognize these two independent control instructions and synchronously update the game scenes of the two sub-interfaces. At this time, the first sub-interface displays the first test character performing an attack action, while the second sub-interface displays the second test character performing a defense action.
[0090] It's important to note that this synchronized display mechanism allows users to observe the independent actions of two test characters simultaneously, ensuring that each character's actions are reflected in real time within their respective sub-screens. Users can initiate attack commands in one sub-screen while simultaneously setting defense commands in another, observing the interaction between the two characters. This mechanism is particularly useful for testing the effectiveness of character collaboration or confrontation, such as assessing the smooth transition between attack and defense, or testing the interaction logic between two characters under different operations.
[0091] The following is an example of an implementation process of a collaborative interaction test between two test characters in the same camp, that is, in a possible implementation, if the first test character and the second test character both belong to the first camp; in response to the trigger operation on the first operation control and the second operation control, the game screen displaying that the first game behavior and the second game behavior are both executed is controlled to be updated synchronously in the first sub-interface and the second sub-interface, including: in response to the character collaboration event corresponding to the trigger operation, the game screen displaying that the first test character and the second test character jointly perform the collaborative action, and the collaborative gain identifier triggered by the collaborative action are controlled to be updated synchronously in the first sub-interface and the second sub-interface; the collaborative action includes the first game behavior and the second game behavior.
[0092] In practice, in dual-role testing mode, users can trigger collaboration commands, causing two test characters in the same first team to perform collaborative actions together. When a collaboration command is issued, the first and second sub-interfaces will simultaneously display scenes of the two test characters performing collaborative actions, such as two-person decryption or joint rescue. A collaboration bonus indicator, such as "decryption speed +20%," can also be displayed to provide feedback on the benefits of collaboration.
[0093] The following is an example of another implementation process of conducting collaborative interactive testing between two test characters in the same camp, that is, in a possible implementation, if the first test character and the second test character both belong to the second camp, and the first operation control and the second operation control are the same skill control; in response to the triggering operation on the first operation control and the second operation control, the game screen displaying that the first game behavior and the second game behavior are both executed is controlled to be updated synchronously in the first sub-interface and the second sub-interface, including: in response to the triggering operation on the first operation control and the second operation control, the game screen displaying that the first game behavior and the second game behavior are both game behaviors of releasing the virtual skills corresponding to the skill controls, and the skill superposition effect triggered by jointly releasing the virtual skills is controlled to be updated synchronously in the first sub-interface and the second sub-interface.
[0094] In specific implementations, in dual-character testing mode, when a user simultaneously triggers a skill control with the same function on both the first and second sub-interfaces, the system will respond by synchronously displaying scenes of the two test characters releasing their corresponding skills on both sub-interfaces, and showcasing the effects of the skill stacking. For example, if a user selects two test characters for testing, and simultaneously triggers their range skills, both sub-interfaces will synchronously display the skill release scenes, while the ground will display the effective area of the skill stacking, providing intuitive feedback on the effect of the skill stacking.
[0095] Here, the embodiments of the present application synchronously display skill release and stacking effects, allowing users to intuitively observe the interactive logic and actual effects of skills. For example, when two characters simultaneously release range skills, users can see the range and effect strength of the stacking area, thereby evaluating the practicality of the skill combination. This testing method is particularly suitable for verifying skill stacking mechanisms and optimizing character pairing strategies, providing users with a more comprehensive skill interaction experience.
[0096] The following is an example of an implementation process of conducting a single-character behavior test on two test characters in different camps, that is, in one possible implementation, if the first test character belongs to the first camp and the second test character belongs to the second camp; the response to the trigger operation on the first operation control, controlling the synchronous update of the display of the game screen corresponding to the first game behavior in the first sub-interface and the second sub-interface, including: in response to the trigger operation on the first operation control, controlling the synchronous update of the game screen corresponding to the first game behavior corresponding to the first operation control performed by the first test character in the first sub-interface and the second sub-interface, and the game progress identifier of the first test character performing the game.
[0097] In specific implementation, in the dual-character test mode, users can select any test character from different camps to conduct single-character behavior testing. For example, when the user triggers the first operation control of the first test character in the first sub-interface (such as clicking on the password lock), the system responds and synchronously displays the scene of the first test character performing the unlocking action on the two sub-interfaces; the system verifies the unlocking conditions, and after success, the password lock status prompt is synchronized to the UI interface of both parties, and the progress bar of both parties is updated. This synchronous display mechanism ensures that when the user tests the behavior of a single character, he can simultaneously observe the impact of the behavior on the overall game progress, even if the other test character belongs to a different camp. This design allows users to evaluate the effect of single-character behavior in dual-character testing, while dynamically feeding back the game progress to help users better understand the relationship between character behavior and game goals.
[0098] The following is an example of another implementation process of conducting a single-character behavior test on two test characters in different camps, that is, in one possible implementation, if the first test character belongs to the first camp, the second test character belongs to the second camp, and the second operation control is a mobile control control; in response to the trigger operation on the second operation control, the game screen corresponding to the second game behavior is controlled to be synchronously updated and displayed in the first sub-interface and the second sub-interface, including: in response to the trigger operation on the mobile control control, the second game behavior of the second test character approaching the first test character is displayed on the second sub-interface, and the action trace mark of the second test character and the fear indication mark of the first test character are displayed on the first sub-interface.
[0099] For example, in dual-character test mode, if the first and second test characters are in different virtual camps, the user can observe the interaction between the camps through operation. When the user triggers the movement control of the second test character on the second sub-interface, the second test character will approach the first test character, and the approach trigger event will be displayed on the second sub-interface. At the same time, the first sub-interface will display the second test character's approaching movement traces, such as footprints on the ground, and the first test character's fear indicator, such as an accelerated heartbeat prompt.
[0100] It's important to note that this mechanism allows users to observe the interactions between characters from different factions during testing. For example, when a user controls a second test character to run, they can see their movement trajectory on the second sub-screen, while simultaneously observing whether the second test character's footprints are visible on the first sub-screen. This synchronized display helps users evaluate the visibility and interaction logic of character behaviors. Through this cross-faction testing, users can gain a deeper understanding of the perception and feedback mechanisms between characters and optimize their game strategies.
[0101] The following example illustrates the implementation process of event data synchronization testing for two test characters in different camps. This test can also be understood as a multi-camp effectiveness verification test, and multiple triggering methods and result events for different camps for a mechanism can be set. In one possible implementation, if the first test character belongs to the first camp and the second test character belongs to the second camp, and the virtual skill corresponding to the second operation control is pre-set to produce a debuff effect on the virtual action corresponding to the first operation control; in response to the triggering operation on the first operation control and the second operation control, the game screen displaying the execution of the first game behavior and the second game behavior in the first sub-interface and the second sub-interface is controlled to be updated synchronously, including: in response to the triggering operation on the first operation control and the second operation control, the game screen displaying the second test character releasing the virtual skill corresponding to the second game behavior, the first test character performing the debuff, and the debuff mark are controlled to be updated synchronously in the first sub-interface and the second sub-interface.
[0102] Here, in dual-character test mode, users can conduct interactive tests against characters from different factions. For example, the second test character's skills can have a debuffing effect on the first test character's actions. Specifically, when the user simultaneously triggers the second test character's skill control and the first test character's deciphering control, the system will synchronously display the second test character releasing the skill and the first test character performing the deciphering action after the debuff on both sub-interfaces, and also display a debuff indicator (such as "deciphering speed -30%").
[0103] It should be noted that this mechanism allows users to test the effectiveness of skill confrontations. For example, when the second test character releases a range skill, the first test character's decoding speed will decrease, and users can observe this change simultaneously on both sub-screens. Compared to the existing single-character test mode, which can only verify the effects of a single faction, the dual-character test mode provided by the embodiments of this application can verify the chain reaction of events across factions.
[0104] In dual-character testing mode, users can verify the interaction between characters from different factions by following these steps. For example, first, the user pre-configures multiple faction triggering rules for the same mechanism (e.g., a cipher machine). For example, when the second test character triggers, the first test character's deciphering speed for that mechanism is reduced by 50%, while the first test character maintains normal deciphering speed when triggering alone. These rules define the behavioral logic of the characters from different factions when interacting. Next, the user initiates deciphering using the decipher button on the first sub-interface and triggers the deciphering speed reduction effect using the skill button on the second sub-interface. The system synchronizes these two actions, ensuring that the chain reaction of cross-faction events can be accurately verified. Finally, during the interface feedback verification phase, the second test character's screen will display the cipher machine's red "deciphering speed reduction" light effect and a skill cooldown countdown. The first test character's screen will display the deciphering progress bar slowed by 50% and a warning icon indicating "second test character interference." This synchronized feedback mechanism helps users intuitively observe the interaction between characters from different factions.
[0105] The following example illustrates the implementation process of a conflict operation arbitration test for two test characters in different camps. This test can also be understood as a cross-camp priority verification test. The second test character and the first test character are simultaneously operated to verify the conflict: the second test character and the first test character are operated simultaneously to check the effects of skills released simultaneously on the screen, and to check the effects and triggering priorities when the same mechanism is operated simultaneously. In one possible embodiment, if the first test character belongs to the first camp and the second test character belongs to the second camp, and the first operation control and the second operation control are pre-set as controls that trigger the same target event, the priority of the target event triggered by the second operation control is greater than the priority of the target event triggered by the first operation control; in response to the triggering operation of the first operation control and the second operation control, controlling the synchronous updating of the display of the game screen of the execution of the first game behavior and the second game behavior in the first sub-interface and the second sub-interface includes: in response to the triggering operation of the first operation control and the second operation control, controlling the synchronous display of the game screen corresponding to the second game behavior corresponding to the successful triggering of the target event by the second test character, the game screen corresponding to the first game behavior corresponding to the unsuccessful triggering of the target event by the first test character, and a failure prompt message.
[0106] Here, in the dual-role test mode, users can perform conflicting operation arbitration tests on characters from different camps. This test can also be understood as a cross-camp priority verification test. For example, if the first test character and the second test character are test characters from different virtual camps, and the operation controls of both are set to trigger the same target event, but the triggering event priority of the second test character is higher than that of the first test character. When the user triggers the operation controls of the two characters at the same time, the system will determine the event execution results according to the priority rules. Specifically, in the two sub-interfaces, the second test character successfully triggers the action corresponding to the target event, while the trigger attempt of the first test character fails and a failure prompt message is displayed.
[0107] It should be noted that the single-role test mode in the prior art cannot simultaneously observe the interactive responses of both camps to the same map element (such as triggering the door switch at the same time), while the embodiment of the present application can provide real-time progress feedback. Specifically, it dynamically displays the target progress and realization status of both parties, which can directly expose rule design loopholes. The mechanism provided by the embodiment of the present application allows users to verify the priority logic of different camp characters on the same event, ensuring that the operations of high-priority characters can take effect first, while the operations of low-priority characters are reasonably ruled as failures. Through this test, users can deeply understand the arbitration mechanism for operational conflicts between roles and optimize the priority settings and interactive logic in the game.
[0108] For example, in the conflict operation arbitration test, first, the event conflict rules are set in advance in the editor, and the trigger priority of the second test role is defined as the first level, and the trigger priority of the first test role is defined as the second level, and the first level is greater than the second level. Then, the user performs dual-role synchronous operations, and the second test role side performs the door opening operation after triggering the event, and the first test role side performs the door closing operation after triggering the event at the same time. The key to the test is to verify the correctness of the conflict arbitration logic. For example, the test results show that the second test role successfully opens the door, while the first test role fails to be triggered due to a lower priority, that is, the door is not closed successfully. Compared with the single-role test in the prior art that cannot perform conflict operations at the same time, the dual-role test method provided in the embodiment of the present application can verify the cross-camp priority arbitration logic through synchronous operations. This test can verify whether the conflict rules are valid.
[0109] The following example illustrates the implementation process of a dynamic environment interaction test for two test characters in different camps. This test can also be understood as a time-dependent mechanism synchronization test. When a time-dependent mechanism (such as a 30-second door opening and closing) is triggered, it verifies whether the two characters can use the time difference to escape or be intercepted. In one possible embodiment, if the first test character belongs to the first camp and the second test character belongs to the second camp, and the first event triggered by the first operation control is preset to last for a first time period and the second event triggered by the second operation control is preset to last for a second time period, the first event and the second event are mutually exclusive events, and the first time period is greater than the second time period; in response to the triggering operation of the first operation control and the second operation control, controlling the synchronous updating of the display of the game screen of the execution of the first game behavior and the second game behavior in the first sub-interface and the second sub-interface includes: in response to the triggering operation of the first operation control and the second operation control, controlling the synchronous updating of the display of the first game behavior corresponding to the first event triggered by the first test character within the second time period, and then displaying the game screen corresponding to the second game behavior corresponding to the second event triggered by the second test character for the first time period.
[0110] Here, in the dynamic environment interaction test, two test characters from different camps conduct a time-sensitive mechanism synchronization test in a synchronous environment. The goal of the test is to verify the synchronous display effect of mutually exclusive events. During the test, when the two characters trigger their respective operation controls at the same time, the system will make a judgment based on the duration of the event. Among them, the first test character successfully completes the action corresponding to the first event within the second duration, while the second event of the second test character fails to take full effect due to its shorter duration. In the end, the action of the first test character is displayed synchronously on the first sub-interface and the second sub-interface, and the correctness of the synchronization logic and event duration of the time-sensitive mechanism is verified. This test verifies the synchronization and timeliness of mutually exclusive events in a multi-role interaction scenario.
[0111] For example, in a time-sensitive mechanism synchronization test for interactive verification in a dynamic environment, the first step is to configure a time-dependent mechanism in the editor. For example, set the mechanism gate to open for 10 seconds and allow a second test character to close the gate using a skill for 3 seconds. Then, a dual-screen synchronization operation is performed: the first test character attempts to pass through the gate, while the second test character simultaneously uses a skill to close the gate. The key to this test is verifying the synchronization and timeliness of the mechanism events. The results show that the first test character successfully passes through the gate, and the screen displays the successful event triggering feedback; the second test character sees the event triggering effect. Compared to the existing single-character testing mode, which only verifies the time logic of one side and makes it difficult to switch character perspectives within a short time limit, the dual-character testing mode provided in this application can verify the synchronization and timeliness of mechanism events in multi-character interaction scenarios through synchronized operations, allowing for simultaneous observation of the impact of both parties' actions on the game scene. This entire process verifies the synchronization mechanism of time-dependent mechanisms in multi-character interaction, ensuring that the interaction logic of characters from different factions in a dynamic environment meets the design expectations.
[0112] It should be noted that the embodiments of the present application can solve the efficiency pain points of game testing through the three core technologies of split-screen touch isolation, dual-role command parallel processing, and global event synchronization. It is also applicable to the testing of asymmetric competitive games. In addition, through the split-screen scene display and progress feedback mechanism, users can intuitively verify the consistency of rule logic, significantly shortening the game debugging cycle.
[0113] Based on the same application concept, the embodiments of the present application also provide a game testing device corresponding to the game testing method provided in the above embodiments. Since the principle of solving the problem by the device in the embodiments of the present application is similar to the game testing method in the above embodiments of the present application, the implementation of the device can refer to the implementation of the method, and the repeated parts will not be repeated.
[0114] Figure 4 This is one of the functional module diagrams of a game testing device 400 provided in an embodiment of the present application. Figure 5 This is a second functional module diagram of a game testing device 400 provided in an embodiment of the present application. Figure 4 As shown, a game testing device 400 provides a graphical user interface through a terminal device. The game is configured with at least a first test character and a second test character. The game testing device 400 includes:
[0115] A control module 410 is configured to control the first test character and the second test character to enter a game test scene respectively, and configure a first virtual camera for the first test character and a second virtual camera for the second test character;
[0116] a division module 420 configured to divide the graphical user interface into a first sub-interface and a second sub-interface; displaying the game test screen shot by the first virtual camera in the first sub-interface, and displaying the game test screen shot by the second virtual camera in the second sub-interface;
[0117] The display module 430 is used to control the updating and display of the game screen corresponding to the first game behavior in the first sub-interface and / or the updating and display of the game screen corresponding to the second game behavior in the second sub-interface in response to the first test character performing a first game behavior in the game test scenario and / or the second test character performing a second game behavior in the game test scenario.
[0118] In one possible implementation, Figure 5 As shown, the game testing device 400 further includes a configuration module 440; the configuration module 440 is used to configure the first test character and the second test character in the game according to the following steps:
[0119] displaying gaming experience controls on the graphical user interface;
[0120] In response to a triggering operation on the game experience control, displaying character identifications of multiple test characters configured in the game;
[0121] In response to selection operations on the first test character identifier and the second test character identifier, the first test character and the second test character are configured in the game.
[0122] In one possible implementation, Figure 4 As shown, the control module 410 is also used for: after the step of controlling the first test character and the second test character to enter the game test scene respectively, in response to the selection operation for the first test character / the second test character, controlling the control authority corresponding to the first test character / the second test character to be configured for the terminal device; in response to the control instruction for the first test character / the second test character triggered by the terminal device, controlling the first test character / the second test character to perform the first game behavior / the second game behavior in the game test scene.
[0123] In one possible implementation, Figure 4 As shown, the control module 410 is further used to: in response to the control authority corresponding to the first test role / the second test role being configured to the terminal device, control the control authority of the first test role / the second test role to be hosted on the game server.
[0124] In one possible implementation, Figure 4 As shown, the division module 420 is specifically used to shoot and display the game test screen in the first sub-interface with the first virtual camera from the first perspective of the first test character, and to shoot and display the game test screen in the second sub-interface with the second virtual camera from the second perspective of the second test character.
[0125] In one possible implementation, Figure 4 As shown, a role switching control is displayed on the graphical user interface, and the display module 430 is also used to: in response to a trigger operation on the role switching control, display the role identification corresponding to the character to be tested in the game in the graphical user interface, and distinguish and display the first test role identification and the second test role identification in the role identification; in response to a selection operation on the third test role in the characters to be tested, replace the test character currently controlled by the terminal device with the third test character, wherein the currently controlled test character is the first test character or the second test character.
[0126] In an embodiment of the present application, at least a first test character and a second test character are configured in the game, and a division module is used to divide the graphical user interface into a first sub-interface and a second sub-interface; the first sub-interface displays a game test screen captured by a first virtual camera, and the second sub-interface displays a game test screen captured by a second virtual camera; the display module controls the updating and display of the game screen corresponding to the game behavior in the corresponding sub-interface in response to different test characters performing game behaviors in the game test scene. In this way, by independently controlling the behaviors of the two test characters through split-screen to perform game testing, the game testing efficiency can be improved.
[0127] Based on the same application concept, see Figure 6 As shown, it is a structural diagram of an electronic device 600 provided in an embodiment of the present application, including: a processor 610, a memory 620 and a bus 630, wherein the memory 620 stores machine-readable instructions executable by the processor 610. When the electronic device 600 is running, the processor 610 and the memory 620 communicate with each other through the bus 630, and the machine-readable instructions are executed by the processor 610 when running to perform the steps of the game testing method as described in any of the above embodiments.
[0128] In an embodiment of the present application, at least a first test character and a second test character are configured in the game, and a graphical user interface is divided into a first sub-interface and a second sub-interface; the first sub-interface displays a game test screen captured by a first virtual camera, and the second sub-interface displays a game test screen captured by a second virtual camera; in response to different test characters performing game behaviors in the game test scene, the corresponding sub-interface is controlled to update and display the game screen corresponding to the game behavior. In this way, by independently controlling the behaviors of the two test characters in a split screen to perform game testing, the game testing efficiency can be improved.
[0129] Based on the same application concept, an embodiment of the present application further provides a computer-readable storage medium, on which a computer program is stored. When the computer program is run by a processor, the steps of the game testing method provided in the above embodiment are executed.
[0130] Specifically, the storage medium can be a general storage medium, such as a mobile disk, a hard disk, etc. When the computer program on the storage medium is run, the above-mentioned game testing method can be executed, and the game test of the dual-character behavior can be realized by independently controlling the two characters through split screen, which can improve the testing efficiency of the game.
[0131] In the embodiment of the present application, the computer program can also execute other machine-readable instructions when run by the processor to execute other methods described in the embodiment. For the specific execution method steps and principles, please refer to the description of the embodiment and will not be repeated here.
[0132] The computer program product of the game testing method provided in the embodiments of the present application 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 and will not be repeated here.
[0133] The game testing device provided in the embodiment of the present application can be specific hardware on the device or software or firmware installed on the device. The implementation principle and technical effects of the device provided in the embodiment of the present application are the same as those of the aforementioned method embodiment. For the sake of brief description, any part not mentioned in the device embodiment can be referred to the corresponding content in the aforementioned method embodiment. Those skilled in the art can clearly understand that for the convenience and brevity of description, the specific working processes of the systems, devices and units described above can all refer to the corresponding processes in the aforementioned method embodiment, and will not be repeated here.
[0134] In the embodiments provided in this application, it should be understood that the disclosed devices and methods can be implemented in other ways. The device embodiments described above are merely schematic. For example, the division of the units is only a logical function division. There may be other division methods in actual implementation. For example, multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the mutual coupling or direct coupling or communication connection shown or discussed can be through some communication interface, indirect coupling or communication connection of devices or units, which can be electrical, mechanical or other forms.
[0135] The units described as separate components may or may not be physically separate, and the components shown as units may or may not be physical units, that is, they may be located in one place or distributed across multiple network units. Some or all of these units may be selected to achieve the purpose of this embodiment according to actual needs.
[0136] In addition, each functional unit in the embodiments provided in the present application may be integrated into one processing unit, or each unit may exist physically separately, or two or more units may be integrated into one unit.
[0137] 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 application, 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. The computer software product is stored in a storage medium and includes several instructions for enabling a computer device (which can be a personal computer, a server, or a network device, etc.) to execute all or part of the steps of the method described in each embodiment of the present application. 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.
[0138] It should be noted that similar numbers and letters represent similar items in the following figures. Therefore, once an item is defined in one figure, it does not need to be further defined and explained in subsequent figures. In addition, the terms "first", "second", "third", etc. are only used to distinguish the description and are not to be understood as indicating or implying relative importance.
[0139] Finally, it should be noted that the above-described embodiments are only specific implementation methods of the present application, which are used to illustrate the technical solutions of the present application, rather than to limit them. The scope of protection of the present application is not limited thereto. Although the present application has been described in detail with reference to the above-described embodiments, those skilled in the art should understand that any person skilled in the art can modify or easily conceive of changes to the technical solutions described in the above-described embodiments within the technical scope disclosed in the present application, or perform equivalent replacements for some of the technical features thereof. However, these modifications, changes, or replacements do not deviate from the essence of the corresponding technical solutions from the spirit and scope of the technical solutions of the embodiments of the present application. They should all be included in the scope of protection of the present application. Therefore, the scope of protection of the present application shall be subject to the scope of protection of the claims.
Claims
1. A game testing method, characterized in that: A graphical user interface is provided by a terminal device, wherein at least a first test character and a second test character are configured in the game, and the method includes: Controlling the first test character and the second test character to enter a game test scene respectively, and configuring a first virtual camera for the first test character and a second virtual camera for the second test character; Dividing the graphical user interface into a first sub-interface and a second sub-interface; Displaying the game test screen shot by the first virtual camera in the first sub-interface, and displaying the game test screen shot by the second virtual camera in the second sub-interface; In response to the first test character performing a first game behavior in the game test scenario, and / or the second test character performing a second game behavior in the game test scenario, control is performed to update and display the game screen corresponding to the first game behavior in the first sub-interface, and / or update and display the game screen corresponding to the second game behavior in the second sub-interface.
2. The method according to claim 1, characterized in that Configure the first test character and the second test character in the game according to the following steps: displaying gaming experience controls on the graphical user interface; In response to a triggering operation on the game experience control, displaying character identifications of multiple test characters configured in the game; In response to selection operations on the first test character identifier and the second test character identifier, the first test character and the second test character are configured in the game.
3. The method according to claim 2, characterized in that The game includes at least two camps; the first test character and the second test character are characters from the same camp or characters from different camps.
4. The method according to claim 3, characterized in that After the step of controlling the first test character and the second test character to enter the game test scene respectively, the method further includes: In response to a selection operation for the first test role / the second test role, controlling configuration of control permissions corresponding to the first test role / the second test role for the terminal device; In response to a control instruction for the first test character / the second test character triggered by the terminal device, the first test character / the second test character is controlled to perform the first game behavior / the second game behavior in the game test scenario.
5. The method according to claim 4, characterized in that The method further comprises: In response to the control authority corresponding to the first test character / the second test character being configured to the terminal device, the control authority of the first test character / the second test character is controlled to be hosted on the game server.
6. The method according to any one of claims 1 to 5, characterized in that: The step of displaying the game test screen shot by the first virtual camera in the first sub-interface and displaying the game test screen shot by the second virtual camera in the second sub-interface includes: In the first sub-interface, the first virtual camera is used to shoot and display the game test screen from the first perspective of the first test character. In the second sub-interface, the second virtual camera is used to shoot and display the game test screen from the second perspective of the second test character.
7. The method according to claim 6, characterized in that A role switching control is displayed on the graphical user interface, and the method further includes: In response to a triggering operation on the character switching control, displaying a character identifier corresponding to the character to be tested in the game in the graphical user interface, and distinguishing and displaying the first test character identifier and the second test character identifier among the character identifiers; In response to a selection operation on a third test role among the roles to be tested, the test role currently controlled by the terminal device is replaced with the third test role, wherein the currently controlled test role is the first test role or the second test role.
8. A game testing device, characterized in that: A graphical user interface is provided by a terminal device, wherein at least a first test character and a second test character are configured in the game, and the apparatus comprises: a control module, configured to control the first test character and the second test character to enter a game test scene respectively, and configure a first virtual camera for the first test character and a second virtual camera for the second test character; a division module, configured to divide the graphical user interface into a first sub-interface and a second sub-interface; displaying the game test screen shot by the first virtual camera in the first sub-interface, and displaying the game test screen shot by the second virtual camera in the second sub-interface; The display module is used to control the updating and display of the game screen corresponding to the first game behavior in the first sub-interface and / or the updating and display of the game screen corresponding to the second game behavior in the second sub-interface in response to the first test character performing the first game behavior in the game test scenario and / or the second test character performing the second game behavior in the game test scenario.
9. An electronic device, characterized in that: include: A processor, a memory and a bus, wherein the memory stores machine-readable instructions executable by the processor. When the electronic device is running, the processor and the memory communicate via the bus. When the processor is running, the machine-readable instructions execute the steps of the game testing method as described in any one of claims 1 to 7.
10. A computer-readable storage medium, characterized in that The computer-readable storage medium stores a computer program, and when the computer program is executed by a processor, the steps of the game testing method according to any one of claims 1 to 7 are executed.