A game level management method, device, storage medium and electronic equipment
By sending level data to the terminal and analyzing the level completion data to generate statistical analysis charts, the problem that existing game level editors cannot be used by ordinary players has been solved. This has enabled intelligent management of game levels and collaborative editing by multiple people, reducing the difficulty of level editing and improving the quality of level editing.
Patent Information
- Application Number
- CN202411082822.9
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2024-08-08
- Publication Date
- 2025-12-09
- Estimated Expiration
- 2044-08-08
AI Technical Summary
Existing game level editors are not suitable for ordinary players, which makes it impossible to achieve intelligent and unified management of game levels, increasing the difficulty of level editing for developers.
This invention provides a game level management method that sends pre-designed level data to the terminal in response to the operation instructions of the target object, obtains and analyzes the level completion data, generates and displays statistical analysis charts, supports multi-person collaborative editing and data verification, and is suitable for both professional and casual players.
It achieves intelligent and comprehensive management of game levels, reduces the difficulty of level editing, improves the quality of level editing and user experience, and is suitable for multi-player collaborative editing by both professional and casual players.
Smart Images

Figure CN120679172B_ABST
Abstract
Description
TECHNICAL FIELD
[0001] The present application relates to the technical field of game management, in particular to a game level management method and device, a storage medium and an electronic device. BACKGROUND
[0002] With the increasing enhancement of various functions of electronic devices, games on interactive terminals are more and more abundant, and gradually become the activities of people's daily leisure and entertainment.
[0003] At present, when game developers edit game levels, the game level editor is only suitable for professional game level editors and cannot be applied to ordinary players. In this case, the game level editor cannot learn the game pass situation of ordinary players in time, which leads to the fact that the game level cannot be intelligently and uniformly managed, and the difficulty of game development is increased.
[0004] Therefore, how to provide a game level management method with high intelligence has become a technical problem to be solved. SUMMARY
[0005] Some embodiments of the present application aim to provide a game level management method, device, storage medium and electronic device, and the technical solutions of the embodiments of the present application can realize intelligent comprehensive management of game levels, reduce the difficulty of game development, improve the quality of game development, and have good universality.
[0006] In a first aspect, some embodiments of the present application provide a game level management method, comprising: in response to an operation instruction of a target object, sending pre-designed level data to a terminal; obtaining pass data related to the level data; analyzing the pass data to obtain an analysis result, wherein the analysis result represents the difficulty and / or stability of a game level corresponding to the level data; and generating and displaying a statistical analysis graph corresponding to the analysis result.
[0007] Some embodiments of the present application send level data to a terminal through an operation instruction of a target object, and then obtain pass data related thereto. By analyzing the pass data, an analysis result can be obtained, and a corresponding statistical analysis graph can be displayed. Some embodiments of the present application can obtain the relevant situation of a game level in time, can realize intelligent comprehensive management of game levels, reduce the difficulty of game development, improve the quality of game development, and have good universality.
[0008] In some embodiments, before the step of sending pre-designed level data to a terminal in response to an operation instruction of a target object, the method comprises: in response to an editing instruction of at least one target object, obtaining the level data and synchronously storing the level data to a level database; and confirming that the level data passes verification.
[0009] Some embodiments of the present application can realize multiple target object editing by responding to editing instructions of at least one target object, obtaining and storing and checking level data, thereby reducing the difficulty of editing.
[0010] In some embodiments, the level data corresponds to a level category including a main line level, a main line candidate level, a comparison test level, a special level, an activity level, a test level, a special purpose level and a personal space.
[0011] In some embodiments, when the level category is the personal space, the obtaining of the level data in response to the editing instructions of at least one target object includes: after the login of the account of each target object in the at least one target object is confirmed, obtaining the personal level data corresponding to the account in response to the editing instructions of each target object; and the synchronously storing of the level data to a level database includes: synchronously storing the personal level data of each target object to the level database.
[0012] Some embodiments of the present application can realize the cooperation of multiple objects and improve the editing efficiency by obtaining personal level data of each target object in the editing interface corresponding to the account of each target object and synchronously storing the personal level data to a level database.
[0013] In some embodiments, the obtaining of the level data related data includes: obtaining an account and a management authority of a level clearing object, wherein the level clearing object includes a level editing object and a real player object; and obtaining the level clearing data marked by the level clearing role through the account and the management authority, wherein the level clearing data is stored in different databases according to the level clearing role.
[0014] Some embodiments of the present application can realize the partition management of the level clearing data by marking and separately storing the level clearing data through the account and the management authority of the level clearing object, thereby facilitating subsequent analysis.
[0015] In some embodiments, the obtaining of the analysis result by analyzing the level data through the level clearing data includes: calculating the personal level clearing data of the real player object in the level clearing data to obtain a personal level difficulty value; and calculating the level clearing data of all real player objects in the level clearing data to obtain a level average difficulty value; wherein the level difficulty value and the level average difficulty value constitute the analysis result; and the higher the level difficulty value and the level average difficulty value are, the higher the difficulty level of the level data is.
[0016] Some embodiments of the present application obtain an analysis result related to the difficulty of the level data by analyzing the personal pass data in the pass data and the pass data of all real player objects, and automatically analyze the difficulty of the level to provide an effective reference for subsequent level adjustment.
[0017] In some embodiments, the analyzing the level data by using the pass data to obtain an analysis result comprises: sorting the personal level difficulty values to obtain a sorting queue; taking data before a first position in the sorting queue as a first index set and taking data after a second position in the sorting queue as a second index set; and determining a level difficulty fluctuation multiple based on the first index set and the second index set, wherein the level difficulty fluctuation multiple is the analysis result, and the level difficulty fluctuation multiple represents the stability of the level data.
[0018] Some embodiments of the present application can realize the stability analysis of the game level by determining the level difficulty fluctuation multiple through sorting the personal level difficulty values, and provide an effective reference for subsequent level adjustment.
[0019] In some embodiments, the analyzing the level data by using the pass data to obtain an analysis result comprises: filtering all pass data corresponding to any level from the pass data; and calculating a difficulty variance value of the any level by using all pass data corresponding to the any level, wherein the difficulty variance value is the analysis result, and the greater the difficulty variance value is, the lower the stability of the level data is.
[0020] Some embodiments of the present application can realize the stability analysis of the game level by determining the difficulty variance value through analyzing and calculating all pass data corresponding to any level, and provide an effective reference for subsequent level adjustment.
[0021] In a second aspect, some embodiments of the present application provide a device for game level management, comprising: a sending module configured to send pre-designed level data to a terminal in response to an operation instruction of a target object; an obtaining module configured to obtain pass data related to the level data; an analyzing module configured to analyze the level data by using the pass data to obtain an analysis result, wherein the analysis result represents the difficulty and / or stability of a game level corresponding to the level data; and a displaying module configured to generate and display a statistical analysis graph corresponding to the analysis result.
[0022] In a third aspect, some embodiments of the present application provide a computer readable storage medium having a computer program stored thereon, wherein the program, when executed by a processor, can implement the method according to any one of the embodiments of the first aspect.
[0023] In a fourth aspect, some embodiments of the present application provide an electronic device, comprising a memory, a processor, and a computer program stored in the memory and executable on the processor, wherein the processor implements the method according to any one of the embodiments of the first aspect when executing the program.
[0024] In a fifth aspect, some embodiments of the present application provide a computer program product, comprising a computer program, wherein the computer program, when executed by a processor, implements the method according to any one of the embodiments of the first aspect. BRIEF DESCRIPTION OF DRAWINGS
[0025] In order to more clearly illustrate the technical solutions of some embodiments of the present application, the following will briefly introduce the drawings needed to be used in some embodiments of the present application. It should be understood that the following drawings only show some embodiments of the present application, and therefore should not be regarded as a limitation on the scope, and for those skilled in the art, other related drawings can also be obtained without creative labor on the basis of these drawings.
[0026] Figure 1 An editing interface schematic diagram of a game level editor provided by some embodiments of the present application;
[0027] Figure 2 One of the method flowcharts of game level management provided by some embodiments of the present application;
[0028] Figure 3 A statistical analysis chart provided by some embodiments of the present application;
[0029] Figure 4 The second method flowchart of game level management provided by some embodiments of the present application;
[0030] Figure 5 The block diagram of the device composition of game level management provided by some embodiments of the present application;
[0031] Figure 6 A schematic diagram of an electronic device provided by some embodiments of the present application. DETAILED DESCRIPTION
[0032] The technical solutions of some embodiments of the present application will be described below in combination with the drawings in some embodiments of the present application.
[0033] It should be noted that: similar reference numerals and letters represent similar items in the following drawings, and therefore, once an item is defined in one drawing, it does not need to be further defined and explained in the subsequent drawings. Meanwhile, in the description of the present application, the terms “first”, “second”, etc. are only used for distinguishing description, and cannot be understood as indicating or implying relative importance.
[0034] In the related art, taking the elimination game as an example, a traditional elimination game level editor is an editor specially made for the elimination game, which is complicated to make and has a high use threshold, so it is difficult to become a universal editor. Neither industry insiders, game level enthusiasts, nor game players can easily have a tool to easily arrange levels.
[0035] Therefore, the present application provides a game level editor, which makes the elimination level editing more simple and efficient. The editor is not only suitable for professional game level editors, but also suitable for ordinary players, greatly reducing the difficulty of traditional level editing. Moreover, it supports multi-person collaborative editing of levels, can automatically analyze the level difficulty, and provides various parameters and auxiliary functions to improve the quality of the level. In the method for managing game levels provided by the present application, the pre-designed level data can be pushed to the terminal by one key, and the corresponding level data can be obtained to analyze the level data and display the corresponding statistical analysis results. Through the method, intelligent, timely and comprehensive management of game levels can be realized, the difficulty of level editing is reduced, and the user's level experience is improved.
[0036] The following will be combined with the accompanying drawings to illustrate the game level editor provided by some embodiments of the present application. Figure 1 The game level editor provided by some embodiments of the present application is exemplarily illustrated.
[0037] As Figure 1As shown, some embodiments of the present application provide an editing interface of a game level editor, which includes a menu area, a level difficulty statistics area, a level partition and list, a level menu, a level paging, a chessboard editing, a level information area, and a brush area, etc. The menu area can include account management, running levels, system settings, etc. The level difficulty statistics area is used to query the difficulty information and detailed data of the levels. The level partition and list can be divided into mainline levels, A / B test levels, mainline candidate levels, special levels, activity levels, test levels, special levels (i.e., QA special levels, which are levels specially used by the Quality Assurance department, and can also be considered as a manifestation of multi-department cooperation), personal spaces, etc. according to different functions and roles of the levels. The target object can select a level in the level list for operation. If the current level is locked for editing, a lock icon will be displayed to ensure that only one person can edit the level in the same period and prevent tampering. The level menu includes copy, delete, move, and other operations. The levels under different partitions have different menu functions. The level paging is used to provide quick paging and positioning to the currently selected level when there are many levels. The elements in the chessboard editing area can be selected, edited, and set to collect targets, etc. The level information area can edit and preview various information of the levels, and set the specific elements (chess pieces) in the chessboard editing area. The brush area can provide brush functions, and after selection, the desired elements (chess pieces) can be added or brushed in the chessboard editing area. Through operations on the game level editor, game level design such as level design can be achieved.
[0038] In some embodiments of the present application, the game level editor can be deployed on a mobile terminal or a non-portable mobile device, which is not specifically limited in the embodiments of the present application.
[0039] The following will be described in conjunction with the accompanying drawings Figure 2 The implementation process of the game level management provided by some embodiments of the present application is exemplarily described.
[0040] Please refer to the accompanying drawings Figure 2 , Figure 2 A game level management method flowchart is provided for some embodiments of the present application. The game level management method can be executed by a terminal, a server, or both, which is not specifically limited in the present application.
[0041] Specifically, the game level management method can include:
[0042] S210, in response to the operation instruction of the target object, sending the pre-designed level data to the terminal.
[0043] For example, in some embodiments of the present application, a terminal (e.g., a mobile phone, a tablet, a computer, etc.) can establish a socket connection with a game level editor (referred to as an editor), and then by selecting a button on the editor, the terminal can push the saved level data to the terminal (e.g., a simulator or a mobile phone terminal) for running. The type of operation can be clicking, double-clicking, selecting, etc., which is not specifically limited in the present application. Specifically, the terminal opens a game and waits for level data, and then by clicking a "run on mobile phone" button or menu on the editor, the editor sends the currently edited level data to the terminal through a socket. After receiving the new level data, the terminal can load the new level.
[0044] In some embodiments of the present application, before performing S210, the game level management method can further include:
[0045] S201, in response to an editing instruction of at least one target object, obtaining the level data and synchronously storing the level data to a level database.
[0046] For example, in some embodiments of the present application, an operator (as a specific example of a target object) can arrange a level chessboard in a chessboard editing area in the editor, and the operator can perform various layouts and settings. The level data generated during this editing process is saved to the level database in real time, ensuring the persistence and security of all operations. In the same time period, multiple operators can edit different level categories in the level partition and list, and the operators do not affect each other. The data structure of a level (i.e., level data) can include: level name, level step, collection target, chessboard size, elements of each grid of the chessboard, drop probability, and configuration of basic chess pieces color and special obstacles. The level data can use any of the following formats as a storage format, such as FlatBuffers, Protobuf, JSON, XML, custom binary format, etc. The level output by the editor will be synchronized to the level database, and the corresponding partition field will be set according to the level category, and the partition field will also be used for screening when querying.
[0047] Specifically, the level categories in some embodiments of the present application include: mainline levels, mainline candidate levels, comparison test levels, special levels, activity levels, test levels, special-purpose levels, and personal spaces.
[0048] In some embodiments of the present application, S201 can include: after confirming that the account logins of each target object in the at least one target object are passed, in response to the editing instruction of each target object, obtaining personal level data corresponding to the account; and synchronously storing the personal level data of each target object to the level database.
[0049] For example, in some embodiments of the present application, each operator has his own independent "personal space", which is essentially an isolated data storage area. This design ensures that the operator's edited content cannot be viewed or operated by others, ensuring the privacy and security of the data. The most special category in the checkpoint category is the personal space, which is only seen by the account currently logged in by the editor, and others have no permission to view and modify. That is, the operator can log in to his own account and then edit the checkpoint to obtain personal checkpoint data and store it.
[0050] In addition to the checkpoints in the personal space, after the user completes the locking of the checkpoint, others cannot edit it at the same time, but can view or copy it to their own personal space for editing. Multi-person collaborative checkpoint editing is realized on this basis, that is, it is ensured that the checkpoint will not be modified at the same time to cause data damage. That is, the present application also provides some public data storage areas for all users to view and use. The editing operation of these public areas is controlled by the operator's permission, and the checkpoint has a locking mechanism. The locked checkpoint cannot be edited by other users at the same time, ensuring the safety and consistency of collaboration.
[0051] In addition, the editor can set corresponding permissions for different categories of checkpoints. For example, the main line checkpoint can be set to require higher permissions to edit and lock. When the operator edits the main line checkpoint, the operator's permission needs to be verified. The test checkpoint in the test partition requires lower permissions, and everyone can edit, move, copy, delete, etc. operation on the checkpoint in this area. The editable level of different categories of checkpoints can be set according to actual conditions, and the embodiments of the present application are not limited thereto.
[0052] S202, confirming that the checkpoint data passes the verification.
[0053] For example, in some embodiments of the present application, the conditions can be customized and written in the extension script of the editor. The editor will verify the checkpoint data according to these conditions written. If there is an error in the checkpoint data, an error prompt will be popped up after the user performs the checkpoint editing or saving operation. For example, the editor will check whether the drop-off and collection target elements are reasonable, whether some values exceed the set threshold, etc., to ensure the playability and logic of the checkpoint design. The specific condition content can be written according to the actual situation, and the present application is not limited thereto.
[0054] The entire editing process described above is simple and easy to use. The operator can save, undo, redo, copy, share and run the checkpoint at any time, significantly improving the operator's operation experience and work efficiency.
[0055] S220, obtain the game data related to the level data.
[0056] For example, in some embodiments of the present application, the relevant game data after the player completes the level is immediately sent to the server related to the editor, and the game data includes whether to pass the level, the remaining number of steps, the use of props, etc.
[0057] Specifically, after the game terminal completes the level, all behaviors occurring in this level (for example, the player's operation, the game generated data, etc. game data) are sent to the server and stored in the database. Then a special service is arranged to sort the game data, and the generated level analysis data is stored in a special database table for real-time query in the subsequent editor.
[0058] In some embodiments of the present application, S220 can include: obtaining the account and management authority of the game data object, wherein the game data object includes: a level editing object and a real player object; through the account and the management authority, the game data marked by the game data role is obtained, wherein the game data is stored in different databases according to the game data role.
[0059] For example, in some embodiments of the present application, through account and authority management, the editor can distinguish different levels of game data objects, such as professional level editors (as a specific example of a level editing object), ordinary players (as a specific example of a real player object), etc. to record the game data of different types of game data objects. For example, the level editor uses the editor to push the level and then plays the game, so that the data recorded after the end of the level is marked as the game data of the level editor. If it is a normal game of the player, the role marked after the end of the game is an ordinary player. Moreover, in order to distinguish the game data of the editing test stage and the game data of the real online player, the game data will also be uploaded to different databases due to different environments. For example, the game data of those levels edited by the editor and then immediately pushed to the terminal for testing will enter the database table named Editor. The game data of the real player will enter the database table named Player. The purpose of such distinction is to prevent different levels of game data users and different quality levels in two environments from affecting subsequent data analysis. Among them, the game data can include: the data of a single game of the player, that is, the type of the player (level planning, AI), the use of pre-level props, the continuous winning buff situation, the use of in-level props, the pass result, the remaining number of steps, the target completion amount, the target completion rate, the number of rearranged chess pieces, the number of times of using +5 steps, whether to collapse in the level, etc.
[0060] S230, the level data is analyzed using the level completion data to obtain analysis results, wherein the analysis results characterize the difficulty and / or stability of the game level corresponding to the level data.
[0061] For example, in some embodiments of this application, the editor's backend can update indicators such as the pass rate in real time by collecting the level-clearing data, and give the difficulty value of each level (as a specific example of the analysis results).
[0062] In some embodiments of this application, S230 may include: calculating the individual level completion data of real player objects in the level completion data to obtain an individual level difficulty value; calculating the level completion data of all real player objects in the level completion data to obtain an average level difficulty value; wherein, the level difficulty value and the average level difficulty value constitute the analysis result; the higher the level difficulty value and the average level difficulty value, the higher the difficulty level of the level data.
[0063] For example, in some embodiments of this application, the difficulty of a level can be divided into two dimensions: individual level difficulty and average level difficulty, both of which can be measured numerically.
[0064] Specifically, the calculation method for individual level difficulty is as follows: d i =T i / P i Among them, d i T represents the difficulty value of the personal level for the i-th ordinary player. i P represents the total number of times the i-th player attempts a level (including successful attempts, failed attempts, and quits). i This represents the number of times the i-th player has passed a level.
[0065] The calculation of the average difficulty value for a level is similar to that of an individual level, except that it requires calculating the difficulty value 'd' for all players at that level. The formula is as follows:
[0066]
[0067] in, This represents the total number of times all players have attempted this level, while... This represents the total number of times all players have completed this level.
[0068] It's important to note that difficulty calculation can be done in real-time. For example, to calculate the difficulty for a player on a particular level, you would retrieve all records for that level from the database. Then, sum the total number of attempts and divide by the total number of completed levels to obtain the difficulty value. Clearly, with the same total number of attempts, levels with fewer completed levels have higher difficulty values.
[0069] Moreover, the level stability is an important index for measuring whether the difficulty of a level is reasonable. Since the levels of players are different, if the individual level difficulty calculated by the head players and the tail players is too different, it means that the level design is problematic, and the actual difficulty is inconsistent with the expected difficulty.
[0070] Therefore, in some embodiments of the present application, S230 can include: sorting the individual level difficulty values to obtain a sorted queue; taking the data before the first position in the sorted queue as a first index set, and taking the data after the second position in the sorted queue as a second index set; determining a level difficulty fluctuation multiple based on the first index set and the second index set, wherein the level difficulty fluctuation multiple is the analysis result, and the level difficulty fluctuation multiple represents the stability of the level data.
[0071] For example, in some embodiments of the present application, the game data of all players of a certain level is first screened from the database, and the individual level difficulty values of all players are calculated. Then, the individual level difficulty values are sorted from low to high. The number of players in the top 20% (as a specific example of the first position) is N 20% , and the first index set of these players is I top . The number of players in the last 20% (as a specific example of the second position) is 20%, and the second index set of these players is I bottom .
[0072] The average level difficulty value d top of the top 20% players is calculated by the above formula:
[0073]
[0074] The average level difficulty value d bottom of the last 20% players is calculated by the following formula:
[0075]
[0076] The level difficulty fluctuation multiple v = d top / d bottom . The level stability is represented by the level difficulty fluctuation multiple.
[0077] In some other embodiments of the present application, S230 can include: screening all game data corresponding to any level from the game data; calculating a difficulty variance value of the any level through all game data corresponding to the any level, wherein the difficulty variance value is the analysis result, and the greater the difficulty variance value, the lower the stability of the level data.
[0078] For example, in some embodiments of the present application, another way of evaluating stability is provided, which first retrieves all records of playing a certain level from the database, then calculates the individual level difficulty value of each person and calculates the sample mean, and finally calculates the sample variance (as a specific example of the difficulty variance value).
[0079] Specifically, the sample mean is calculated in the following way:
[0080] The sample variance is calculated in the following way:
[0081] The greater the value of the sample variance, the greater the difference in the level of users who have completed the level, and the level designer can use this as a reference to determine whether the level design needs to be adjusted to balance the difficulty.
[0082] S240, generating and displaying a statistical analysis chart corresponding to the analysis result.
[0083] For example, in some embodiments of the present application, the difficulty of each level and related data analysis (as a specific example of a statistical analysis chart) are displayed on the editor. Specifically, the operator can select different filtering conditions in the editor, then combine them into a query statement to query the database, and finally display the returned results in the form of a more intuitive statistical analysis chart, such as Figure 3 The statistical analysis chart shown in FIG. 8 shows one form of analysis results. It can be understood that the display method of the analysis results can be set as needed, and the present application does not make specific limitations here.
[0084] As can be seen from the above embodiments, after the level edited by the level editor is pushed to the terminal or packaged into a game for online players to play, the difficulty index of each level can be queried in real time through the editor or the background. If there is a level with a large variance, the level designer needs to pay special attention to this level and subsequent improvements.
[0085] The specific process of game level management provided by some embodiments of the present application will be described below with reference to the accompanying Figure 4
[0086] Please refer to the accompanying Figure 4 , Figure 4 A method flow chart of game level management provided by some embodiments of the present application. From Figure 4 It can be seen that the operator first edits the level, and the level data generated in the process of editing the level is stored synchronously in the level database. The level database further contains personal level data of the operator in the personal space, and data of different level categories such as the main line level, the main line candidate level, and the ABTest level. The number of personal spaces can be n, and the value of n can be set according to actual conditions. After the card is edited, the editor can automatically check the validity of the level data. After confirming the validity, the editor can push the level to the terminal after establishing a connection with the terminal. The player of the terminal can play the level, and the behavior data in the process of playing the level is stored in the level playing statistics database. The editor can query the data in the level playing statistics database to perform real-time calculation and analysis, and update the difficulty index in real time, so that the game designer can timely pay attention to the level situation and adjust and improve if necessary. It should be understood that Figure 4 The specific implementation process can refer to the method embodiments provided above, and the detailed description is appropriately omitted here to avoid repetition.
[0087] Please refer to Figure 5 , Figure 5 The composition block diagram of the game level management apparatus provided by some embodiments of the present application is shown. It should be understood that the game level management apparatus corresponds to the above method embodiments, and can perform each step involved in the above method embodiments. The specific functions of the game level management apparatus can be referred to the description in the above, and the detailed description is appropriately omitted here to avoid repetition.
[0088] Figure 5 The game level management apparatus includes at least one software function module stored in the memory in the form of software or firmware or solidified in the game level management apparatus. The game level management apparatus includes: a sending module 510 configured to send pre-designed level data to a terminal in response to an operation instruction of a target object; an obtaining module 520 configured to obtain level playing data related to the level data; an analyzing module 530 configured to analyze the level data through the level playing data to obtain an analysis result, wherein the analysis result represents the difficulty and / or stability of a game level corresponding to the level data; and a display module 540 configured to generate and display a statistical analysis graph corresponding to the analysis result.
[0089] In some embodiments of the present application, before the sending module 510, the game level management apparatus further includes an editing module (not shown in the figure) configured to obtain the level data in response to an editing instruction of at least one target object, and store the level data synchronously to a level database; and confirm that the level data passes the verification.
[0090] In some embodiments of the present application, the level data corresponding to the level category includes: main line levels, main line candidate levels, comparison test levels, special levels, activity levels, test levels, special levels, and personal spaces.
[0091] In some embodiments of the present application, when the level category is a personal space, an editing module (not shown in the figure) is configured to, after confirming that the account of each target object in the at least one target object is logged in, obtain personal level data corresponding to the account in response to an editing instruction of the each target object; and synchronize the personal level data of the each target object to the level database.
[0092] In some embodiments of the present application, the obtaining module 520 is configured to obtain an account and a management authority of a level-clearing object, wherein the level-clearing object includes a level-editing object and a real player object; and obtain the level-clearing data of the level-clearing object after being marked by a level-clearing role through the account and the management authority, wherein the level-clearing data is stored in different databases according to the level-clearing role.
[0093] In some embodiments of the present application, the analysis module 530 is configured to calculate personal level-clearing data of the real player object in the level-clearing data to obtain a personal level difficulty value; and calculate the level-clearing data of all real player objects in the level-clearing data to obtain a level average difficulty value; wherein the level difficulty value and the level average difficulty value constitute the analysis result; and the higher the level difficulty value and the level average difficulty value are, the higher the difficulty level of the level data is.
[0094] In some embodiments of the present application, the analysis module 530 is configured to sort the personal level difficulty value to obtain a sorting queue; take data before a first position in the sorting queue as a first index set, and take data after a second position in the sorting queue as a second index set; and determine a level difficulty fluctuation multiple based on the first index set and the second index set, wherein the level difficulty fluctuation multiple is the analysis result, and the level difficulty fluctuation multiple represents the stability of the level data.
[0095] In some embodiments of the present application, the analysis module 530 is configured to filter all level-clearing data corresponding to any level from the level-clearing data; and calculate a difficulty variance value of the any level through the all level-clearing data corresponding to the any level, wherein the difficulty variance value is the analysis result, and the larger the difficulty variance value is, the lower the stability of the level data is.
[0096] Those skilled in the art can clearly understand that, for the convenience and brevity of description, the specific working process of the above-described device can refer to the corresponding process in the foregoing method, which will not be described in more detail here.
[0097] Some embodiments of the present application further provide a computer readable storage medium, having stored thereon a computer program, wherein the computer program is executable by a processor to implement operations of any of the above methods according to the above embodiments.
[0098] Some embodiments of the present application further provide a computer program product, comprising a computer program, wherein the computer program is executable by a processor to implement operations of any of the above methods according to the above embodiments.
[0099] As shown in Figure 6 Some embodiments of the present application provide an electronic device 600, which comprises a memory 610, a processor 620 and a computer program stored in the memory 610 and executable on the processor 620, wherein the processor 620 reads the program from the memory 610 through a bus 630 and executes the program to implement the method according to any of the above embodiments.
[0100] The processor 620 can process digital signals and can include various computing structures, such as a complex instruction set computer structure, a reduced instruction set computer structure or a structure implementing a combination of multiple instruction sets. In some examples, the processor 620 can be a microprocessor.
[0101] The memory 610 can be used to store instructions executed by the processor 620 or data related to the execution of the instructions. The instructions and / or data can include code for implementing some or all of the functions of one or more modules described in the embodiments of the present application. The processor 620 of the embodiments of the present disclosure can be used to execute the instructions in the memory 610 to implement the above-described methods. The memory 610 includes a dynamic random access memory, a static random access memory, a flash memory, an optical memory or other memories well known to those skilled in the art.
[0102] The above only describes some embodiments of the present application and is not used to limit the protection scope of the present application. For those skilled in the art, the present application can have various changes and modifications. Any modification, equivalent replacement, improvement, etc. made within the spirit and principle of the present application shall be included in the protection scope of the present application. It should be noted that similar reference numerals and letters represent similar items in the following drawings, so once an item is defined in one drawing, it does not need to be further defined and explained in subsequent drawings.
[0103] The above description is only the specific implementation of this application, but the protection scope of this application is not limited to this, any person skilled in the art can easily think of changes or replacements within the technical range disclosed by this application, which should be covered in the protection scope of this application. Therefore, the protection scope of this application should be subject to the protection scope of the claims.
[0104] It should be noted that the relational terms herein such as first and second and the like are used solely to distinguish one entity or action from another, without necessarily requiring or implying any actual such relationship or order between such entities or actions. Moreover, the terms "comprises", "comprising", or any other variation thereof, are intended to cover a non-exclusive inclusion, such that a process, method, article, or apparatus that comprises a list of elements does not include only those elements but can include other elements not expressly listed or inherent to such process, method, article, or apparatus. Without limitation, an element preceded by "comprises... a" does not, without more constraints, foreclose the existence of additional identical elements in the process, method, article, or apparatus that comprises the element.
Claims
1. A method of game level management, characterized by, The method comprises: in response to an operation instruction of a target object, sending pre-designed level data to a terminal; wherein the terminal is connected with a level editor, and the edited level data is pushed to the terminal by selecting and operating buttons on the level editor; obtaining level-clearing data related to the level data; analyzing the level data through the level-clearing data to obtain an analysis result, wherein the analysis result represents the difficulty and / or stability of the game level corresponding to the level data; generating and displaying a statistical analysis graph corresponding to the analysis result; the analysis result is obtained by analyzing the level data through the level-clearing data, comprising: calculating the individual level-clearing data of the real player object in the level-clearing data to obtain an individual level difficulty value; calculating the level-clearing data of all real player objects in the level-clearing data to obtain an average level difficulty value; wherein the level difficulty value and the average level difficulty value constitute the analysis result; the higher the level difficulty value and the average level difficulty value, the higher the difficulty level of the level data; sorting the individual level difficulty value to obtain a sorting queue; taking the data before the first position in the sorting queue as a first index set, and taking the data after the second position in the sorting queue as a second index set; determining a level difficulty fluctuation multiple based on the first index set and the second index set, wherein the level difficulty fluctuation multiple is the analysis result, and the level difficulty fluctuation multiple represents the stability of the level data.
2. The method of claim 1, wherein, Before the method of sending pre-designed level data to a terminal in response to an operation instruction of a target object, the method comprises: in response to an editing instruction of at least one target object, obtaining the level data and synchronously storing the level data to a level database; confirming that the level data passes the verification.
3. The method of claim 2, wherein, The level category corresponding to the level data comprises: main line, main line candidate, comparison test, special, activity, test, special and personal space.
4. The method of claim 3, wherein, When the level category is the personal space, the method of obtaining the level data in response to the editing instruction of at least one target object comprises: after confirming that the account login of each target object in the at least one target object passes, obtaining the personal level data corresponding to the account in response to the editing instruction of each target object; the method of synchronously storing the level data to the level database comprises: synchronously storing the personal level data of each target object to the level database.
5. The method of any one of claims 1-4, wherein, The method of obtaining level-clearing data related to the level data comprises: obtaining the account and management authority of the level-clearing object, wherein the level-clearing object comprises: level editing object and real player object; obtaining the level-clearing data of the level-clearing role after marking through the account and the management authority, wherein the level-clearing data is stored in different databases according to the level-clearing role.
6. The method of any one of claims 1-4, wherein, the analysis result is obtained by analyzing the level data through the level-clearing data, comprising: Filtering all game data corresponding to any level from the game data; Calculating a difficulty variance value of the any level through all game data corresponding to the any level, wherein the difficulty variance value is the analysis result, and the greater the difficulty variance value, the lower the stability of the game data.
7. An apparatus for game level management, the apparatus comprising: The device is used to execute the method of claim 1, comprising: A sending module, configured to send pre-designed game data to a terminal in response to an operation instruction of a target object; An obtaining module, configured to obtain game data related to the game data; An analyzing module, configured to analyze the game data through the game data to obtain an analysis result, wherein the analysis result represents the difficulty and / or stability of a game level corresponding to the game data; A displaying module, configured to generate and display a statistical analysis graph corresponding to the analysis result.
8. A computer-readable storage medium, characterized in that, The computer readable storage medium stores a computer program, wherein the computer program is run by the processor to execute the method of any one of claims 1-6.
9. An electronic device, comprising: The computer readable storage medium stores a computer program, wherein the computer program is run by the processor to execute the method of any one of claims 1-6.
10. A computer program product, characterised in that, The computer readable storage medium stores a computer program, wherein the computer program is run by the processor to execute the method of any one of claims 1-6.
Citation Information
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