Game data processing method and device and electronic equipment
Patent Information
- Application Number
- CN202410232294.4
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2024-02-29
- Publication Date
- 2025-08-29
AI Technical Summary
在实时战斗的游戏副本中,玩家数量过多导致游戏卡顿,无法进入副本场景,影响游戏体验。
Create multiple target processes based on the online state in the game system, generate game scenes that match the number of players, and update the attribute parameters of the virtual object through interactive data, and perform settlement processing in response to specified conditions.
It realizes that multiple players enter the game copy at the same time, improving the gaming experience and avoiding stuttering on the server and client.
Smart Images

Figure CN120550409A_ABST
Abstract
Description
Technical Field
[0001] The present disclosure relates to the field of game technology, and in particular to a method, device, and electronic device for processing game data. Background Art
[0002] In some games, players earn rewards by completing dungeons, which they use to increase their character's level and experience points. For real-time combat dungeons, a dungeon scene is typically created first. Non-player characters, such as monsters, are then placed in the dungeon scene. Players then enter the dungeon scene to attack the non-player characters. Due to performance limitations of the game server and client, the number of players a dungeon scene can accommodate is limited. Excessive simultaneous player counts can cause game lag. When the upper limit is reached, players are restricted from entering the dungeon, potentially preventing them from playing for extended periods, resulting in a poor gaming experience. Summary of the Invention
[0003] In view of this, the purpose of the present disclosure is to provide a method, device and electronic device for processing game data, so that online players can enter the game copy to play the game, thereby improving the players' gaming experience.
[0004] In a first aspect, an embodiment of the present disclosure provides a method for processing game data, the method comprising: creating at least one target process based on the online status of a game account in a target game system; the target process is used to: generate a preset target game scene; the target game scene includes a target virtual object; the target virtual object has preset interactive properties; the target game scene is generated through the target process, and interactive data for the target virtual object is obtained; the interactive data is generated by the game account of a controlled virtual character that controls entry into the target game scene; based on the interactive data obtained by at least one target process, attribute parameters of the interactive properties of the target virtual object are updated; in response to the attribute parameters of the interactive properties meeting specified conditions, settlement processing is performed on the target game scene.
[0005] In a second aspect, an embodiment of the present disclosure provides a device for processing game data, which includes: a process creation module for creating at least one target process based on the online status of a game account in a target game system; the target process is used to: generate a preset target game scene; the target game scene includes a target virtual object; the target virtual object has preset interactive properties; a data acquisition module for generating a target game scene through the target process, and obtaining interactive data for the target virtual object; the interactive data is generated by the game account of a controlled virtual character that controls entry into the target game scene; an attribute parameter update module for updating the attribute parameters of the interactive attributes of the target virtual object based on the interactive data obtained by at least one target process; a settlement processing module for performing settlement processing on the target game scene in response to the attribute parameters of the interactive attributes meeting specified conditions.
[0006] In a third aspect, an embodiment of the present disclosure provides an electronic device, including a processor and a memory, wherein the memory stores machine-executable instructions that can be executed by the processor, and the processor executes the machine-executable instructions to implement the above-mentioned method for processing game data.
[0007] In a fourth aspect, an embodiment of the present disclosure provides a machine-readable storage medium, which stores machine-executable instructions. When the machine-executable instructions are called and executed by a processor, the machine-executable instructions prompt the processor to implement the above-mentioned method for processing game data.
[0008] The embodiments of the present disclosure bring the following beneficial effects:
[0009] The aforementioned method, device, and electronic device for processing game data create at least one target process based on the online status of a game account in a target game system; generate a target game scene through the target process; and obtain interaction data for a target virtual object in the target game scene; update attribute parameters of the target virtual object's interaction properties based on the interaction data obtained by the at least one target process; and perform settlement processing for the target game scene in response to the attribute parameters of the interaction properties meeting specified conditions. This method can generate one or more dungeon scenes that match the number of online players in the game system. The method also uses the interaction data of all players entering the dungeon scene to modify the interaction properties of monster objects in the dungeon scene, such as reducing the monster's health. This allows all online players to enter the game dungeon and play, thereby improving the player experience.
[0010] Other features and advantages of the present disclosure will be described in the following description, and in part will become apparent from the description, or understood by practicing the present disclosure. The objectives and other advantages of the present disclosure are realized and obtained by the structures particularly pointed out in the description, claims and drawings.
[0011] In order to make the above-mentioned objectives, features and advantages of the present disclosure more obvious and easy to understand, preferred embodiments are given below and described in detail with reference to the accompanying drawings. BRIEF DESCRIPTION OF THE DRAWINGS
[0012] In order to more clearly illustrate the specific embodiments of the present disclosure or the technical solutions in the prior art, the drawings required for use in the specific embodiments or the description of the prior art will be briefly introduced below. Obviously, the drawings described below are some embodiments of the present disclosure. For those skilled in the art, other drawings can be obtained based on these drawings without paying any creative work.
[0013] Figure 1 A flowchart of a method for processing game data provided by an embodiment of the present disclosure;
[0014] Figure 2 A communication structure diagram of a master control and replica scenario provided by an embodiment of the present disclosure;
[0015] Figure 3 A communication flow chart between a master control and a replica scenario provided in an embodiment of the present disclosure;
[0016] Figure 4 A schematic diagram of the structure of a game data processing device provided by an embodiment of the present disclosure;
[0017] Figure 5 A schematic structural diagram of an electronic device provided in an embodiment of the present disclosure. DETAILED DESCRIPTION
[0018] To make the purpose, technical solutions, and advantages of the embodiments of the present disclosure more clear, the technical solutions of the present disclosure will be clearly and completely described below in conjunction with the accompanying drawings. Obviously, the embodiments described are only part of the embodiments of the present disclosure, not all of them. Based on the embodiments of the present disclosure, all other embodiments obtained by those skilled in the art without making any creative efforts shall fall within the scope of protection of the present disclosure.
[0019] For some games, especially massively multiplayer online games (MMOG or MMO), many players will obtain rewards by playing dungeons to improve the strength of their game characters, so the production of game dungeons is also a very important task.
[0020] For the production of real-time combat game copies, the common method is: first create a copy scene, place a target virtual object in the copy scene, usually the virtual object is called "BOSS", and then the player enters the copy scene to attack the BOSS.
[0021] However, a dungeon scene can only accommodate a limited number of players, especially in real-time combat MMOs. If a large number of players enter the same dungeon scene, the server will not be able to process data in a timely manner, which can also cause the player client to display lags. With a limited number of players in a dungeon, the overall combat power of the dungeon scene is limited, and the attributes of the bosses designed for the dungeon scene are also restricted. When designing a boss, the boss's health and combat power can only be designed within the combat power range of the number of players the scene can accommodate. It is impossible to create a boss that can be attacked by tens of thousands or more players at the same time, which to a certain extent reduces the fun of the game.
[0022] Based on this, the embodiments of the present disclosure provide a method, device, and electronic device for processing game data. This technology can be applied to various game scenarios that require dispatching multiple game teams.
[0023] See also Figure 1 First, a method for processing game data provided by an embodiment of the present disclosure is introduced. The method includes the following steps:
[0024] Step S102: creating at least one target process based on the online status of the game account in the target game system; the target process is used to: generate a preset target game scene; the target game scene includes a target virtual object; the target virtual object has preset interactive properties.
[0025] The online status typically indicates whether a game account is currently online or offline. By reading the online status of game accounts in the game system, we can count the number of game accounts currently online. Furthermore, by querying the historical online status of game accounts, we can estimate the number of game accounts likely to be online at a certain time on a particular day. For example, if we want to start a real-time combat game instance at 7 p.m. on Friday, we can retrieve the online status of game accounts at 7 p.m. on Fridays for the past six months to estimate the number of players online at 7 p.m. on Fridays. The specific settings can be customized and are not limited here.
[0026] After determining the number of currently online game accounts, or estimating the number of online game accounts, the number of target processes to be generated can be calculated based on the player capacity of the target game scene. For example, if there are 2000 game accounts and each target game scene can accommodate 100 players, 20 target processes will need to be established. If the number of online game accounts is small, for example, less than the player capacity of the target game scene, only one target process can be generated.
[0027] The target process described above is typically used to generate a preset target game scene. Each target process generates a target game scene. Therefore, when multiple target processes are established, multiple target game scenes are generated. The initial display content of each target game scene is typically identical, so players entering different target game scenes will experience the same experience. These target game scenes are typically time-sensitive, limited-time game dungeon scenes. Because the number of target processes is determined based on the number of online players, players typically won't be unable to control their virtual characters to enter a target game scene.
[0028] The target game scene typically includes a pre-set target virtual object. This target virtual object can be a virtual character simulating a living organism, or another virtual object simulating a non-living organism. For example, the target virtual object can be a designated monster character, a fortress to be breached, a tower, a robot, or the like. Interactive attributes typically include the target virtual object's health, completion level, occupied area, height, and the like, which can be determined based on the target virtual object. There can be one or more target virtual objects. When there are multiple target virtual objects, they can simulate the same living organism or non-living organism, or they can include multiple target virtual objects that simulate both living organisms and non-living organisms.
[0029] The attribute parameters of interactive properties are typically changed by the interaction between a player-controlled virtual character and a target virtual object. Changing the attribute parameters of interactive properties is typically a player's task within the target game scene. For example, a player could control a controlled virtual object to attack a tower that is a target virtual object to lower its height, or build a building that is a target virtual object to improve its completion. Specific settings can be customized based on needs and are not limited here.
[0030] Step S104: generating a target game scene through a target process, and obtaining interaction data for a target virtual object; the interaction data is generated by a game account of a controlled virtual character that controls entry into the target game scene.
[0031] The relevant setting data of the above-mentioned target game scene has usually been generated by relevant staff through the game server, and the target process can read the relevant setting data of the target game scene, thereby generating rendering data corresponding to the target game scene. The target process can send the rendering data of the target game scene to the terminal device that controls the controlled virtual character entering the target game scene, so that the terminal device displays the target game scene on the graphical user interface based on the rendering data. The target process can also generate a display image of the target game scene based on the rendering data of the target game scene, and send the display image data to the terminal device, so that the terminal device displays the target scene on the graphical user interface based on the display image data. The specific implementation method can be set according to demand and is not limited here.
[0032] When a player controls a virtual character to enter a target game scene, the game system typically randomly assigns the player's virtual character to a target game scene that does not contain the maximum number of players. The player can then operate the terminal device controlling the virtual character to cause the virtual character to interact with the target virtual object. This process typically generates interaction data, which the terminal device then sends to the game server, where it is processed by the target process corresponding to the target game scene.
[0033] The target process can use this interaction data to determine the impact of the controlled virtual character on the interactive properties of the target virtual object and typically generates effect rendering data reflecting this impact, thereby displaying the interactive effect between the controlled virtual character and the target virtual object in the target game scene. Because the interaction data in the multiple target game scenes created when multiple target processes are generated will all change the attribute parameters of the target virtual object's interactive properties, the target process typically does not directly modify the attribute parameters of the target virtual object's interactive properties based on the interaction data, to prevent inconsistent interaction properties of the target virtual object in different target game scenes.
[0034] Step S106: updating attribute parameters of the interaction attributes of the target virtual object based on the interaction data acquired by the at least one target process.
[0035] When only one target process is created, only one target game scene is generated. In this case, the target process can directly process the acquired interaction data to determine the change in the attribute parameters of the interaction attributes of the target virtual object caused by the controlled virtual character controlled by the player, and then change the attribute parameters of the interaction attributes of the target virtual object based on the change.
[0036] When multiple target processes are created, multiple target game scenes are generated accordingly. In this case, it is necessary to count the changes in the attribute parameters of the interactive attributes of the target virtual objects by the controlled virtual characters in each target game scene, and then change the attribute parameters of the interactive attributes of the target virtual objects based on the counted changes.
[0037] Since the above method needs to distinguish whether one target process or multiple target processes are generated, in order to facilitate data processing, when generating a target process, the method of reading interaction data from the target process and updating the attribute parameters of the interaction attributes of the target virtual object based on the interaction data is also adopted.
[0038] The change in the attribute parameter of the target virtual object's interactive attribute corresponding to the aforementioned interaction data can be either positive or negative. That is, the player can control the controlled virtual character to increase or decrease the attribute parameter of the target virtual object's interactive attribute. The specific change depends on the character or item simulated by the target virtual object, as well as the task the player needs to complete in the target game scene, and is not limited here.
[0039] Step S108: In response to the attribute parameters of the interactive attributes satisfying the specified conditions, settlement processing is performed on the target game scene.
[0040] The above-mentioned specified conditions are usually pre-set and include parameter thresholds corresponding to the attribute parameters of the interactive attributes. For example, when the interactive attribute parameter is the health value of the target virtual object, the specified condition can be that the health value of the target virtual object is less than or equal to a specified value, and the specified value can be 0. When the interactive attribute parameter is the height of the target virtual object, the specified condition can be that the height of the target virtual object is greater than or equal to a specified height. When there are multiple target virtual objects, the specified conditions can limit the interactive attributes of multiple target virtual objects respectively. The specific settings can be based on the needs and are not limited here.
[0041] Once the interaction attribute parameters meet specified conditions, settlement is performed for the target game scene based on the interaction data generated by the game accounts within the target game scene. During the settlement process, the contribution of each game character to the current game match can be determined based on the changes in the attribute parameters of the target virtual object generated by the interaction data generated by each game account, and corresponding virtual gifts or virtual props can be distributed to them. At the same time, the target virtual scene can be closed, and the corresponding target process can be deleted, ending the current game instance.
[0042] This method can be applied to a game server that runs the target game system. If cloud gaming is used, this method can also be applied to a cloud server. The specific configuration can be based on the needs and is not limited here.
[0043] The aforementioned method for processing game data creates at least one target process based on the online status of a game account in a target game system; generates a target game scene through the target process, and obtains interaction data for a target virtual object in the target game scene; updates attribute parameters of the target virtual object's interaction properties based on the interaction data obtained by the at least one target process; and performs settlement processing for the target game scene in response to the attribute parameters of the interaction properties meeting specified conditions. This method can generate one or more dungeon scenes that match the number of online players in the game system. The method also uses the interaction data of all players entering the dungeon scene to modify the interaction properties of monster objects in the dungeon scene, such as reducing the monster's health. This allows all online players to enter the game dungeon and play, thereby improving the player experience.
[0044] The following embodiment provides an implementation method for generating at least one target process based on the online status of a game account in a target game system.
[0045] The online status is used to indicate whether a game account is currently logged into the game system, so the online status is typically either online or offline. The number of online game accounts in the target game system can be counted to determine the number of online game accounts in the target game system. Based on the number of accounts and the account capacity corresponding to the target game scenario, a target number is determined, and a target process matching the target number is generated. The account capacity is typically determined when designing the target game scenario and is typically related to the size of the target game scenario, the performance of the game server, and other factors. If the target game scenario has an account capacity of 200 and the number of accounts is 2050, since some players may not want to enter the target game scenario, the target number can be set to 10.
[0046] If all players want to enter the target game scene, or a newly logged-in game account wants to enter the target game scene, and the number of controlled virtual characters in the target game scene corresponding to each target process is greater than or equal to a specified threshold, a new target process will be created. This specified threshold can be the account capacity, or 90%, 95%, etc. The specific setting can be based on needs and is not limited here.
[0047] The following embodiment provides an implementation method for updating attribute parameters of interactive attributes of a target virtual object based on interactive data acquired by at least one target process.
[0048] When there are many online game accounts, multiple target processes are typically generated to create multiple target game scenes. The game server typically sets a refresh rate for interaction data in the target game scenes. The game server obtains interaction data from the target processes at this specified rate. Based on this acquired interaction data, the game server determines the current attribute parameters of the interaction attributes of the target virtual objects and, through the target processes, updates the attribute parameters of the interaction attributes of the target virtual objects in the target game scenes to the current attribute parameters.
[0049] In specific implementations, the aforementioned interactive attributes typically have preset initial attribute parameters. These initial attribute parameters can be determined based on the number of target processes or the number of online game accounts. For example, if the number of controllable virtual objects that can be accommodated in the target game scene is A, and each controlled virtual object generates a damage value of B per unit time, and the designed time to defeat the target virtual object is 1 minute, then the initial attribute parameters of the target virtual object can be calculated as A×B×60.
[0050] When interaction data is first acquired, the current attribute parameter of the target virtual object's interaction attribute can be determined based on the attribute parameter change value indicated by the acquired interaction data and the preset initial attribute parameter. If the initial attribute parameter is 200, and the attribute parameter change value indicated by the interaction data is -50, the current attribute parameter is 150. In response to acquiring new interaction data, the current attribute parameter of the target virtual object's interaction attribute is updated based on the new interaction data and the current attribute parameter. The calculation method is similar to the above process and is not repeated here.
[0051] After obtaining the interaction data, the target process will not directly update the attribute parameters of the interaction attributes of the target virtual object based on the interaction data. However, in order to generate the effect of the target virtual object being attacked, it is necessary to determine the attribute parameter change value corresponding to the interaction attribute of the target virtual object based on the interaction data; and then determine the interaction display effect corresponding to the interaction data based on the attribute parameter change value, and then generate the corresponding rendering data to display the corresponding interaction effect in the target game scene.
[0052] The following embodiment provides an implementation method for performing settlement processing on a target game scene in response to attribute parameters of an interactive attribute satisfying specified conditions.
[0053] In a specific implementation, the above-mentioned specified condition can be that the attribute parameter of the interactive attribute is less than or equal to a preset parameter threshold, or the attribute parameter is greater than the preset parameter threshold. Taking the specified condition that the attribute parameter of the interactive attribute is less than or equal to the preset parameter threshold as an example, after updating the attribute parameter of the interactive attribute parameter, it is necessary to determine whether the attribute parameter of the interactive attribute is less than or equal to the preset parameter threshold; if so, settlement processing is performed for the target game scene; if not, interaction data is continuously obtained from multiple target processes to update the attribute parameter of the interactive attribute parameter.
[0054] The present disclosure also provides another method for processing game data. Figure 1 This method is based on the method shown in the figure. It aims to solve the problem of tens of thousands or more players being unable to attack the boss together. It can create target virtual objects in the dungeon scene based on the number of online game players, no longer limited to the number of people that the dungeon scene can accommodate, and there will be no lag on both the server and the client.
[0055] The number of people that a dungeon scene can accommodate is limited, but the number of people that an infinite number of dungeon scenes can accommodate is infinite, so players in multiple dungeon scenes can all fight the same BOSS. As long as there are enough dungeon scenes, tens of thousands or more players can attack the BOSS together.
[0056] This method is mainly implemented through the main process (which can be called "master control") and the target process that manages the copy scene (which can be simply called "copy scene"). The communication relationship between the two is shown in the following diagram: Figure 2 shown. Figure 2 In this article, we take the creation of three copy scenes as an example to explain the communication relationship between the master control and the copy scenes. Each copy scene usually includes a set BOSS and a controlled virtual character controlled by the player. Figure 2 Indicated by "player" in the text.
[0057] In this method, the master controller can be regarded as the manager of the copy, responsible for managing the copy scene and synchronizing the BOSS attributes; the copy scene represents the battle scene where the BOSS and the players are. Figure 3 As shown, the execution steps of this method at the master control end are as follows Figure 3 As shown in the left figure, the execution steps at the copy scene end are as follows Figure 3 As shown in the right figure in , during the execution of this method, the master control also needs to communicate with the copy scene, such as Figure 3 As shown by the dotted line in .
[0058] When a dungeon begins, the master control creates several dungeon scenes based on the current number of players online. The master control then sends the boss's attributes to each scene, allowing each scene to generate a boss based on those attributes. This means the boss generated in each scene is just a representation; the real boss resides in the master control. The master control then begins ticking, synchronizing the boss's attributes with each scene every second. This interval can be adjusted based on the situation.
[0059] When a player enters a dungeon scene, the scene sends this event to the master control, which then counts the number of people in each dungeon scene. If the number of people in each scene reaches a certain threshold, the master control will create a new dungeon scene and spawn a boss based on the current boss's attributes. Next players entering this dungeon will enter this new scene. Once the threshold is reached again, the master control will create a new scene and spawn a boss.
[0060] When a boss is attacked by a player, everything will behave normally, except that its health will not be deducted. Instead, the damage will be cached. When the scene receives a command from the master controller to synchronize boss attributes, it will synchronize the boss's attributes to the generated boss. If the synchronized boss's health is less than or equal to 0, the boss can be killed directly without performing the following operations.
[0061] At this time, the boss will deduct the cached damage from the health. When the health is less than or equal to 0, 1 drop of health will be reserved for the boss to prevent the boss from dying, because the boss's death can only be determined by the master controller and the cached damage will be sent to the master controller to calculate the boss's attributes.
[0062] When the master controller receives the cached damage of the BOSS in each scene, it starts to count the BOSS attributes. When the BOSS's health is less than 0, it means the BOSS is dead, and the BOSS attributes will also be sent to each scene through synchronization.
[0063] This method sets up multiple copy scenes, allowing tens of thousands of players or more to attack the BOSS together, so that neither the server nor the client will experience any lag.
[0064] For the above method embodiments, see Figure 4 The embodiment of the present disclosure shown provides a device for processing game data, the device comprising:
[0065] The process creation module 402 is used to create at least one target process based on the online status of the game account in the target game system; the target process is used to: generate a preset target game scene; the target game scene includes a target virtual object; the target virtual object has preset interactive properties;
[0066] The data acquisition module 404 is used to generate a target game scene through a target process and obtain interaction data for a target virtual object; the interaction data is generated by the game account of the controlled virtual character that controls the entry into the target game scene;
[0067] An attribute parameter updating module 406 is configured to update attribute parameters of interactive attributes of a target virtual object based on interaction data acquired by at least one target process;
[0068] The settlement processing module 408 is used to perform settlement processing on the target game scene in response to the attribute parameters of the interactive attributes meeting the specified conditions.
[0069] The aforementioned game data processing device creates at least one target process based on the online status of a game account in a target game system; generates a target game scene through the target process; and obtains interaction data for a target virtual object in the target game scene; updates attribute parameters of the target virtual object's interaction properties based on the interaction data obtained by the at least one target process; and performs settlement processing for the target game scene in response to the attribute parameters of the interaction properties meeting specified conditions. This method can generate one or more dungeon scenes that match the number of online players in the game system. The interactive properties of monster objects in the dungeon scenes can be modified, such as by reducing monster health, based on the interaction data of all players entering the dungeon scenes. This allows all online players to enter the game dungeon and play, thereby improving the player experience.
[0070] The above-mentioned online status includes online or offline; the process creation module is also used to: determine the number of game accounts in the target game system whose online status is online; determine the target number based on the number of accounts and the account capacity corresponding to the target game scene; and generate target processes whose number matches the target number.
[0071] The above-mentioned target processes include multiple ones; the attribute parameter update module is also used to: obtain the interaction data in the corresponding target game scene from the multiple target processes at a specified frequency; determine the current attribute parameters of the interaction attributes of the target virtual object based on the obtained interaction data; and update the attribute parameters of the interaction attributes of the target virtual object in the corresponding target game scene to the current attribute parameters through the target process.
[0072] The above-mentioned interaction attributes have preset initial attribute parameters; the attribute parameter update module is also used to: determine the current attribute parameters of the interaction attributes of the target virtual object based on the attribute parameter change value indicated by the acquired interaction data and the preset initial attribute parameters; in response to acquiring new interaction data, update the current attribute parameters of the interaction attributes of the target virtual object based on the new interaction data and the current attribute parameters.
[0073] The above-mentioned device also includes: an initial attribute parameter determination module, which is used to determine the initial attribute parameters of the interactive attributes of the target virtual object based on the number of target processes.
[0074] The above-mentioned specified conditions include that the attribute parameters of the interactive attributes are less than or equal to the preset parameter threshold; the settlement processing module is also used to: determine whether the attribute parameters of the interactive attributes are less than or equal to the preset parameter threshold; if so, perform settlement processing for the target game scene.
[0075] The apparatus further includes: a second process creation module configured to create a new target process in response to the number of controlled virtual characters in the target game scene corresponding to each target process in at least one target process being greater than or equal to a specified threshold.
[0076] The above-mentioned device also includes: an attribute change value determination module, which is used to determine the attribute parameter change value corresponding to the interactive attribute of the target virtual object based on the interactive data through the target process; and an interactive display effect determination module, which is used to determine the interactive display effect corresponding to the interactive data based on the attribute parameter change value.
[0077] This embodiment also provides an electronic device, including a processor and a memory, wherein the memory stores machine-executable instructions that can be executed by the processor, and the processor executes the machine-executable instructions to implement the above-mentioned game data processing method. The details are as follows:
[0078] Based on the online status of a game account in a target game system, at least one target process is created; the target process is used to: generate a preset target game scene; the target game scene includes a target virtual object; the target virtual object has preset interactive properties; the target game scene is generated through the target process, and interactive data for the target virtual object is obtained; the interactive data is generated by the game account of the controlled virtual character that controls entry into the target game scene; based on the interactive data obtained by at least one target process, the attribute parameters of the interactive properties of the target virtual object are updated; in response to the attribute parameters of the interactive properties meeting specified conditions, settlement processing is performed for the target game scene.
[0079] The above method can generate one or more copy scenes that match the number of online players in the game system, and change the interactive properties of monster objects in the copy scene through the interaction data of all players entering the copy scene, such as reducing the monster's health, so that all online players can enter the game copy to play the game, thereby improving the player's gaming experience.
[0080] Optionally, the above-mentioned online status includes online or offline; the step of generating at least one target process based on the online status of the game account in the target game system includes: determining the number of game accounts in the target game system whose online status is online; determining the target number based on the number of accounts and the account capacity corresponding to the target game scene; and generating target processes whose number matches the target number.
[0081] Optionally, the above-mentioned target processes include multiple; the step of updating the attribute parameters of the interactive attributes of the target virtual object based on the interactive data obtained by at least one target process includes: obtaining the interactive data in the corresponding target game scene from multiple target processes at a specified frequency; determining the current attribute parameters of the interactive attributes of the target virtual object based on the obtained interactive data; and updating the attribute parameters of the interactive attributes of the target virtual object in the corresponding target game scene to the current attribute parameters through the target process.
[0082] Optionally, the above-mentioned interaction attributes have preset initial attribute parameters; the step of determining the current attribute parameters of the interaction attributes of the target virtual object based on the acquired interaction data includes: determining the current attribute parameters of the interaction attributes of the target virtual object based on the attribute parameter change value indicated by the acquired interaction data and the preset initial attribute parameters; in response to obtaining new interaction data, updating the current attribute parameters of the interaction attributes of the target virtual object based on the new interaction data and the current attribute parameters.
[0083] Optionally, the above method further includes: determining initial attribute parameters of the interactive attributes of the target virtual object based on the number of target processes.
[0084] Optionally, the above-mentioned specified conditions include that the attribute parameters of the interactive attributes are less than or equal to the preset parameter threshold; in response to the attribute parameters of the interactive attributes satisfying the specified conditions, the step of performing settlement processing for the target game scene includes: determining whether the attribute parameters of the interactive attributes are less than or equal to the preset parameter threshold; if so, performing settlement processing for the target game scene.
[0085] Optionally, the above method further includes: creating a new target process in response to the number of controlled virtual characters in the target game scene corresponding to each target process in the at least one target process being greater than or equal to a specified threshold.
[0086] Optionally, the above method also includes: determining, through the target process, a property parameter change value corresponding to the interactive property of the target virtual object based on the interactive data; and determining an interactive display effect corresponding to the interactive data based on the property parameter change value.
[0087] See also Figure 5As shown, the electronic device includes a processor 100 and a memory 101. The memory 101 stores machine executable instructions that can be executed by the processor 100. The processor 100 executes the machine executable instructions to implement the above-mentioned game data processing method.
[0088] Furthermore, Figure 5 The electronic device shown further includes a bus 102 and a communication interface 103 , and the processor 100 , the communication interface 103 and the memory 101 are connected via the bus 102 .
[0089] The memory 101 may include a high-speed random access memory (RAM), and may also include a non-volatile memory, such as at least one disk storage. The communication connection between the system network element and at least one other network element is achieved through at least one communication interface 103 (which may be wired or wireless), and the Internet, wide area network, local area network, metropolitan area network, etc. may be used. The bus 102 may be an ISA bus, a PCI bus, or an EISA bus, etc. The bus can be divided into an address bus, a data bus, a control bus, etc. For ease of representation, Figure 5 Only one bidirectional arrow is used in the diagram, but this does not mean that there is only one bus or one type of bus.
[0090] The processor 100 may be an integrated circuit chip with signal processing capabilities. During implementation, each step of the above method can be completed by an integrated logic circuit of hardware in the processor 100 or by instructions in the form of software. The above-mentioned processor 100 may be a general-purpose processor, including a central processing unit (CPU), a network processor (NP), etc.; it may also be a digital signal processor (DSP), an application-specific integrated circuit (ASIC), a field-programmable gate array (FPGA), or other programmable logic devices, discrete gates or transistor logic devices, discrete hardware components. The various methods, steps, and logic block diagrams disclosed in the embodiments of the present disclosure can be implemented or executed. The general-purpose processor may be a microprocessor or the processor may also be any conventional processor, etc. The steps of the method disclosed in conjunction with the embodiments of the present disclosure can be directly embodied as being executed by a hardware decoding processor, or executed by a combination of hardware and software modules in the decoding processor. The software module can be located in a storage medium well-known in the art, such as a random access memory, flash memory, read-only memory, programmable read-only memory, electrically erasable programmable memory, or register. The storage medium is located in the memory 101. The processor 100 reads the information in the memory 101 and, in conjunction with its hardware, completes the steps of the method of the aforementioned embodiment.
[0091] This embodiment also provides a machine-readable storage medium, which stores machine-executable instructions. When the machine-executable instructions are called and executed by a processor, the machine-executable instructions prompt the processor to implement the above-mentioned game data processing method.
[0092] The present disclosure provides a method, apparatus, and electronic device for processing game data, including a computer-readable storage medium storing program code. The program code includes instructions that can be used to execute the methods described in the previous method embodiments. Specifically,
[0093] Based on the online status of a game account in a target game system, at least one target process is created; the target process is used to: generate a preset target game scene; the target game scene includes a target virtual object; the target virtual object has preset interactive properties; the target game scene is generated through the target process, and interactive data for the target virtual object is obtained; the interactive data is generated by the game account of the controlled virtual character that controls entry into the target game scene; based on the interactive data obtained by at least one target process, the attribute parameters of the interactive properties of the target virtual object are updated; in response to the attribute parameters of the interactive properties meeting specified conditions, settlement processing is performed for the target game scene.
[0094] The above method can generate one or more copy scenes that match the number of online players in the game system, and change the interactive properties of monster objects in the copy scene through the interaction data of all players entering the copy scene, such as reducing the monster's health, so that all online players can enter the game copy to play the game, thereby improving the player's gaming experience.
[0095] Optionally, the above-mentioned online status includes online or offline; the step of generating at least one target process based on the online status of the game account in the target game system includes: determining the number of game accounts in the target game system whose online status is online; determining the target number based on the number of accounts and the account capacity corresponding to the target game scene; and generating target processes whose number matches the target number.
[0096] Optionally, the above-mentioned target processes include multiple; the step of updating the attribute parameters of the interactive attributes of the target virtual object based on the interactive data obtained by at least one target process includes: obtaining the interactive data in the corresponding target game scene from multiple target processes at a specified frequency; determining the current attribute parameters of the interactive attributes of the target virtual object based on the obtained interactive data; and updating the attribute parameters of the interactive attributes of the target virtual object in the corresponding target game scene to the current attribute parameters through the target process.
[0097] Optionally, the above-mentioned interaction attributes have preset initial attribute parameters; the step of determining the current attribute parameters of the interaction attributes of the target virtual object based on the acquired interaction data includes: determining the current attribute parameters of the interaction attributes of the target virtual object based on the attribute parameter change value indicated by the acquired interaction data and the preset initial attribute parameters; in response to obtaining new interaction data, updating the current attribute parameters of the interaction attributes of the target virtual object based on the new interaction data and the current attribute parameters.
[0098] Optionally, the above method further includes: determining initial attribute parameters of the interactive attributes of the target virtual object based on the number of target processes.
[0099] Optionally, the above-mentioned specified conditions include that the attribute parameters of the interactive attributes are less than or equal to the preset parameter threshold; in response to the attribute parameters of the interactive attributes satisfying the specified conditions, the step of performing settlement processing for the target game scene includes: determining whether the attribute parameters of the interactive attributes are less than or equal to the preset parameter threshold; if so, performing settlement processing for the target game scene.
[0100] Optionally, the above method further includes: creating a new target process in response to the number of controlled virtual characters in the target game scene corresponding to each target process in the at least one target process being greater than or equal to a specified threshold.
[0101] Optionally, the above method also includes: determining, through the target process, a property parameter change value corresponding to the interactive property of the target virtual object based on the interactive data; and determining an interactive display effect corresponding to the interactive data based on the property parameter change value.
[0102] See also Figure 5 As shown, the electronic device includes a processor 100 and a memory 101. The memory 101 stores machine executable instructions that can be executed by the processor 100. The processor 100 executes the machine executable instructions to implement the above-mentioned game data processing method.
[0103] Those skilled in the art will clearly understand that, for the convenience and brevity of description, the specific working processes of the above-described systems and devices can refer to the corresponding processes in the aforementioned method embodiments and will not be repeated here.
[0104] In addition, in the description of the embodiments of the present disclosure, unless otherwise expressly specified or limited, the terms "installed," "connected," and "connected" should be understood in a broad sense. For example, they can refer to fixed connections, detachable connections, or integral connections; they can refer to mechanical connections or electrical connections; they can refer to direct connections or indirect connections through an intermediate medium; and they can refer to internal connections between two components. Those skilled in the art will understand the specific meanings of the above terms in the present disclosure based on the specific circumstances.
[0105] If the functions are implemented in the form of software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present disclosure, or the part that contributes to the prior art or the part of the technical solution, can be embodied in the form of a software product, and the computer software product is stored in a storage medium, including a number of 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 disclosure. The aforementioned storage medium includes: various media that can store program codes, such as a USB flash drive, a mobile hard disk, a read-only memory (ROM), a random access memory (RAM), a magnetic disk or an optical disk.
[0106] In the description of this disclosure, it should be noted that the terms "center," "upper," "lower," "left," "right," "vertical," "horizontal," "inner," and "outer," etc., indicating orientations or positional relationships, are based on the orientations or positional relationships shown in the accompanying drawings and are intended solely to facilitate the description of this disclosure and simplify the description. They do not indicate or imply that the devices or components referred to must have a specific orientation, be constructed, or operate in a specific orientation. Therefore, they should not be construed as limitations on this disclosure. Furthermore, the terms "first," "second," and "third" are used for descriptive purposes only and should not be construed as indicating or implying relative importance.
[0107] Finally, it should be noted that the above embodiments are only specific implementation methods of the present disclosure, which are used to illustrate the technical solutions of the present disclosure, rather than to limit them. The scope of protection of the present disclosure is not limited thereto. Although the present disclosure has been described in detail with reference to the above 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 embodiments within the technical scope disclosed in the present disclosure, or replace some of the technical features therein with equivalents. Such modifications, changes, or replacements do not deviate from the spirit and scope of the technical solutions of the embodiments of the present disclosure, and should be included in the scope of protection of the present disclosure. Therefore, the scope of protection of the present disclosure should be based on the scope of protection of the claims.
Claims
1. A method for processing game data, characterized in that: The method comprises: Based on the online status of a game account in a target game system, at least one target process is created; the target process is used to: generate a preset target game scene; the target game scene includes a target virtual object; the target virtual object has preset interactive properties; Generating the target game scene through the target process, and obtaining interaction data for the target virtual object; the interaction data is generated by the game account of the controlled virtual character that controls the entry into the target game scene; Based on the interaction data acquired by the at least one target process, updating the attribute parameters of the interaction attributes of the target virtual object; In response to the attribute parameters of the interactive attributes satisfying specified conditions, settlement processing is performed on the target game scene.
2. The method according to claim 1, characterized in that The online status includes online or offline; The step of generating at least one target process based on the online status of the game account in the target game system includes: Determining the number of game accounts in the target game system whose online status is online; Determining a target number based on the number of accounts and the account capacity corresponding to the target game scenario; Spawns a number of target processes matching the stated target number.
3. The method according to claim 1, characterized in that The target process includes multiple; The step of updating the attribute parameters of the interactive attributes of the target virtual object based on the interactive data acquired by the at least one target process includes: Obtaining interaction data in corresponding target game scenes from the plurality of target processes at a specified frequency; Determining current attribute parameters of the interactive attributes of the target virtual object based on the acquired interaction data; The target process updates the attribute parameters of the interactive attributes of the target virtual object in the corresponding target game scene to the current attribute parameters.
4. The method according to claim 3, characterized in that The interactive attribute has preset initial attribute parameters; The step of determining current attribute parameters of the interaction attributes of the target virtual object based on the acquired interaction data includes: Determining current attribute parameters of the interactive attributes of the target virtual object based on attribute parameter change values indicated by the acquired interaction data and preset initial attribute parameters; In response to acquiring new interaction data, the current attribute parameters of the interaction attributes of the target virtual object are updated based on the new interaction data and the current attribute parameters.
5. The method according to claim 4, characterized in that The method further comprises: Based on the number of the target processes, initial attribute parameters of the interactive attributes of the target virtual object are determined.
6. The method according to claim 1, characterized in that The specified condition includes that the attribute parameter of the interaction attribute is less than or equal to a preset parameter threshold; In response to the attribute parameters of the interactive attribute meeting a specified condition, the step of performing settlement processing on the target game scene includes: Determining whether an attribute parameter of the interaction attribute is less than or equal to a preset parameter threshold; If so, settlement processing is performed for the target game scene.
7. The method according to claim 1, characterized in that The method further comprises: In response to the number of controlled virtual characters in the target game scene corresponding to each target process of the at least one target process being greater than or equal to a specified threshold, a new target process is created.
8. The method according to claim 1, characterized in that The method further comprises: determining, by the target process based on the interaction data, a property parameter change value corresponding to the interaction property of the target virtual object; Based on the changed value of the attribute parameter, an interactive display effect corresponding to the interactive data is determined.
9. A device for processing game data, characterized in that: The device comprises: A process creation module is configured to create at least one target process based on the online status of a game account in a target game system; the target process is configured to generate a preset target game scene; the target game scene includes a target virtual object; and the target virtual object has preset interactive properties. a data acquisition module, configured to generate the target game scene through the target process, and to acquire interaction data for the target virtual object; the interaction data being generated by a game account of a controlled virtual character that controls access to the target game scene; an attribute parameter updating module, configured to update attribute parameters of the interactive attributes of the target virtual object based on the interactive data acquired by the at least one target process; The settlement processing module is used to perform settlement processing on the target game scene in response to the attribute parameters of the interactive attributes meeting specified conditions.
10. An electronic device, characterized in that: The game data processing method comprises a processor and a memory, wherein the memory stores machine executable instructions that can be executed by the processor, and the processor executes the machine executable instructions to implement the game data processing method according to any one of claims 1 to 8.
11. A machine-readable storage medium, characterized in that The machine-readable storage medium stores machine-executable instructions. When the machine-executable instructions are called and executed by a processor, the machine-executable instructions prompt the processor to implement the game data processing method according to any one of claims 1 to 8.