Game monster attribute configuration method and device, electronic equipment and storage medium
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2025-08-15
- Publication Date
- 2026-08-11
AI Technical Summary
这种等级跨度带来了一个很现实的问题:如何设计一个适合所有玩家的游戏玩法,让新玩家、老玩家都能参与并享受乐趣
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Figure CN121003816B_ABST
Abstract
Description
Technical Field
[0001] This invention relates to the field of game development, specifically to a method, device, electronic device, and storage medium for configuring game monster attributes. Background Technology
[0002] In game development, as the game's operation time increases, the level difference among players will become increasingly significant. For example, some players may only be level 1 when they first enter the game, while others may have been playing for a long time and have reached level 80 or even 100. This level gap brings up a very real problem: how to design gameplay that suits all players, allowing both new and veteran players to participate and enjoy the game.
[0003] Especially when designing monsters (enemies in the game), if all monsters have the same attributes (such as health, attack power, and defense), high-level players will feel that the monsters are too weak and offer no challenge; while low-level players will feel that the monsters are too strong and impossible to defeat.
[0004] Therefore, game designers need to design monsters with different attributes for players of different levels. For example, level 1 players encounter monsters with low health and low attack power, while level 80 players encounter monsters with high health and high attack power.
[0005] However, this requires configuring a huge amount of data. If a single monster needs to have 100 levels of attributes configured, the workload is enormous; if there are dozens of monsters in the game, and each one needs 100 levels of data configured, the workload for the game designers will become unbearable. Summary of the Invention
[0006] In view of this, the purpose of the present invention is to provide a method, apparatus, electronic device and storage medium for configuring game monster attributes.
[0007] To achieve the above objectives, the technical solutions adopted in the embodiments of the present invention are as follows:
[0008] In a first aspect, the present invention provides a method for configuring game monster attributes, the method comprising:
[0009] For each monster in the game world, obtain the pre-set base value of the target attribute of the monster and the attribute multiplier of the target attribute of the monster at the current level;
[0010] Based on the base value and the attribute multiplier, determine the final value of the target attribute of the monster at the current level.
[0011] Optionally, the step of setting the base value of the monster's target attribute includes:
[0012] Based on the monster's type, game role, and the attribute balance rules of the game world, set the base value of the monster's target attribute.
[0013] Optionally, the step of setting the attribute multiplier of the target attribute of the monster at the current level includes:
[0014] Obtain the multiplier function of the target attribute of the monster;
[0015] The monster's current level is substituted into the multiplier function for calculation to obtain the attribute multiplier of the target attribute of the monster at the current level.
[0016] Optionally, the step of determining the final value of the monster's target attribute at the current level based on the base value and the attribute multiplier includes:
[0017] Add the product of the base value and the attribute multiplier to the base value, and use the sum as the final value of the target attribute of the monster at the current level.
[0018] Secondly, the present invention provides a device for configuring game monster attributes, the device comprising:
[0019] The acquisition module is used to acquire the base value of the target attribute of each monster in the game world and the attribute multiplier of the target attribute of the monster at the current level.
[0020] The configuration module is used to determine the final value of the target attribute of the monster at the current level based on the base value and the attribute multiplier.
[0021] Optionally, the device further includes a first setting module;
[0022] The first setting module is used to set the base value of the target attribute of the monster according to the type of the monster, its game positioning, and the attribute balance rules of the game world.
[0023] Optionally, the device further includes a second setting module;
[0024] The second setting module is used to add the product of the base value and the attribute multiplier to the base value, and use the sum as the final value of the target attribute of the monster at the current level.
[0025] Optionally, the configuration module is specifically used to add the product of the base value and the attribute multiplier to the base value, and use the sum as the final value of the target attribute of the monster at the current level.
[0026] Thirdly, the present invention 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 can execute the machine-executable instructions to implement the game monster attribute configuration method described in the first aspect above.
[0027] Fourthly, the present invention provides a computer-readable storage medium having a computer program stored thereon, wherein the computer program, when executed by a processor, implements the game monster attribute configuration method as described in the first aspect above.
[0028] The game monster attribute configuration method, device, electronic device, and storage medium provided in this invention, for each monster in the game world, obtains the pre-set base value of the monster's target attribute and the attribute multiplier of the monster's target attribute at the current level; based on the base value and attribute multiplier, determines the final value of the monster's target attribute at the current level. Since this invention uses a mechanism of setting base values and multiplier functions, it only requires configuring base values and attribute multipliers for each attribute of each monster to automatically calculate the attribute value at any level, eliminating the need to manually set values for each level, greatly reducing manual configuration and improving development efficiency.
[0029] To make the above-mentioned objects, features and advantages of the present invention more apparent and understandable, preferred embodiments are described below in detail with reference to the accompanying drawings. Attached Figure Description
[0030] To more clearly illustrate the technical solutions of the embodiments of the present invention, the accompanying drawings used in the embodiments will be briefly introduced below. It should be understood that the following drawings only show some embodiments of the present invention and should not be regarded as a limitation on the scope. For those skilled in the art, other related drawings can be obtained based on these drawings without creative effort.
[0031] Figure 1 This figure shows a schematic block diagram of an electronic device provided by an embodiment of the present invention;
[0032] Figure 2 This illustration shows a flowchart of a game monster attribute configuration method provided by an embodiment of the present invention. Figure 1 ;
[0033] Figure 3 This illustration shows a flowchart of a game monster attribute configuration method provided by an embodiment of the present invention. Figure 2 ;
[0034] Figure 4 The diagram shows a functional block diagram of a game monster attribute configuration device provided in an embodiment of the present invention.
[0035] Icons: 100 - Electronic device; 110 - Memory; 120 - Processor; 130 - Communication module; 200 - Game monster attribute configuration device; 201 - Acquisition module; 202 - Configuration module; 203 - First setting module; 204 - Second setting module. Detailed Implementation
[0036] The technical solutions of the embodiments of the present invention will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of the present invention, and not all embodiments. The components of the embodiments of the present invention described and shown in the accompanying drawings can generally be arranged and designed in various different configurations.
[0037] Therefore, the following detailed description of the embodiments of the invention provided in the accompanying drawings is not intended to limit the scope of the claimed invention, but merely to illustrate selected embodiments of the invention. All other embodiments obtained by those skilled in the art based on the embodiments of the invention without inventive effort are within the scope of protection of the invention.
[0038] It should be noted that relational terms such as "first" and "second" are used merely to distinguish one entity or operation from another, and do not necessarily require or imply any such actual relationship or order between these entities or operations. Furthermore, the terms "comprising," "including," or any other variations thereof are intended to cover non-exclusive inclusion, such that a process, method, article, or apparatus that comprises a list of elements includes not only those elements but also other elements not expressly listed, or elements inherent to such a process, method, article, or apparatus. Without further limitations, an element defined by the phrase "comprising one..." does not exclude the presence of other identical elements in the process, method, article, or apparatus that includes said element.
[0039] Please refer to Figure 1 This is a block diagram of an electronic device 100. The electronic device 100 includes a memory 110, a processor 120, and a communication module 130. The memory 110, processor 120, and communication module 130 are electrically connected to each other directly or indirectly to realize data transmission or interaction. For example, these components can be electrically connected to each other through one or more communication buses or signal lines.
[0040] The memory 110 is used to store programs or data. The memory 110 may be, but is not limited to, random access memory (RAM), read-only memory (ROM), programmable read-only memory (PROM), erasable programmable read-only memory (EPROM), electrically erasable programmable read-only memory (EEPROM), etc.
[0041] The processor 120 is used to read / write data or programs stored in the memory 110 and to perform corresponding functions.
[0042] The communication module 130 is used to establish a communication connection between the electronic device 100 and other communication terminals through the network, and to send and receive data through the network.
[0043] It should be understood that, Figure 1 The structure shown is only a schematic diagram of the electronic device 100. The electronic device 100 may also include components that are larger than... Figure 1 The more or fewer components shown, or having the same Figure 1 The different configurations shown. Figure 1 The components shown can be implemented using hardware, software, or a combination thereof.
[0044] In game development, especially in massively multiplayer online role-playing games (MMORPGs), monster attribute configuration is a crucial aspect. Traditionally, each monster requires individual configuration of its attributes (such as health, attack power, and defense) for each level. This results in designers having to maintain a large amount of repetitive and tedious data. Especially when there are many types of monsters and a wide range of levels, the amount of data configuration increases dramatically, leading to low development efficiency and high maintenance costs.
[0045] In order to significantly reduce the workload of configuring monster attributes while ensuring the gaming experience, this invention provides a method for configuring game monster attributes, which will be described in detail below.
[0046] Please refer to Figure 2 The method for configuring monster attributes in this game includes steps S101 to S102.
[0047] S101: For each monster in the game world, obtain the pre-set base value of the monster's target attribute and the attribute multiplier of the monster's target attribute at the current level.
[0048] Among these, target attributes refer to the key attributes that need to be configured for monsters in the game, and whose values change with the monster's level. These attributes include health, attack power, defense, movement speed, and skill casting frequency. These attributes directly affect the monster's combat behavior and the player's challenge experience.
[0049] Base values refer to the original attribute values that a monster possesses at a certain baseline level (such as level 1 or a typical level). This value is statically configured and represents the monster's strength in its baseline state. For example, monster A has a base health of 100 (at level 1), and monster B has a base attack of 20 (at level 1).
[0050] Attribute multiplier is a coefficient that changes according to the monster's level. It is used to represent the "enhancement ratio" of attributes at that level. For example, at level 50, the health multiplier is 2.0, and at level 70, the attack power multiplier is 3.5.
[0051] You can use attribute multipliers to dynamically adjust the attribute values of monsters at different levels.
[0052] Current level refers to the level of the player currently facing the monster; that is, current level = player level.
[0053] In this embodiment of the invention, the base value of the target attribute of the monster can be set according to the monster's type, game positioning, and the attribute balance rules of the game world.
[0054] Monster types refer to the classification of monsters in the game, which usually includes, but is not limited to, normal monsters, elite monsters, boss monsters, and special types of monsters (such as elemental monsters, summoned monsters, control-type monsters, etc.).
[0055] Different types of monsters should have different attribute designs. For example, boss monsters usually have higher health, stronger attack power and special skills, while elite monsters have enhanced attributes on the basis of ordinary monsters, but not as extreme as boss monsters. Elemental monsters may have attribute resistance or attribute bonuses.
[0056] Game positioning refers to the role and design purpose of monsters in gameplay, such as training monsters used to guide novice players, ordinary monsters used for daily experience farming, high-difficulty monsters used for dungeon challenges, AI monsters used for arena battles, and temporary monsters used for limited-time event challenges.
[0057] Different roles will affect the setting of base values. For example, training monsters have lower base values, making it easier for beginners to get used to the operation; dungeon boss monsters have higher base values, which, when combined with multipliers, create a high-intensity challenge; the attribute settings of arena AI monsters may focus more on balance and AI behavior coordination.
[0058] The attribute balance rules in a game world refer to the balance mechanism between monsters and players in the overall numerical system of the game. These typically include the average combat power curve of players, the expected kill time of players at different level ranges, the attribute confrontation ratio between players and monsters (such as the ratio of player attack power to monster defense power), attribute restraint mechanisms (such as fire beats ice, ice beats lightning, etc.), and the linkage mechanism between equipment drops and experience points.
[0059] These rules are an important basis for designing the basic values of monsters, ensuring that monster attributes keep pace with the player's growth and avoiding imbalances such as "players being too strong and killing monsters instantly" or "monsters being too strong and impossible to defeat".
[0060] Setting the baseline value is a process that involves a comprehensive assessment of multiple factors, and the procedure is as follows:
[0061] Step 1: Determine the monster type;
[0062] Step 2: Define the game's positioning;
[0063] Step 3: Refer to the average attributes of players in the current level range;
[0064] Step 4, combine with the game's numerical balance rules;
[0065] Step 5: Based on the above information, set the monster's basic attribute values.
[0066] For example, assuming monster A is a level 50 dungeon boss, and its target attribute is health, the process for setting its base value is as follows:
[0067] Monster A is determined to be a dungeon boss monster; Monster A is determined to be positioned as a "high-difficulty challenge" in the game; the average player level is determined to be 50; the average player attack power is determined to be 1000; the expected kill time is determined to be 3 minutes; the game world's balance rule is that the boss monster's health ≈ player attack power × 180 seconds (i.e., losing 1000 health per second), so Monster A's base health can be set to 1000 × 180 = 180000.
[0068] The basic values for all attributes of monster A were set according to the above process, resulting in the following Table 1:
[0069] Table 1
[0070]
[0071] In this embodiment of the invention, the target attribute multiplier function of the monster can be obtained; the monster's current level can be substituted into the multiplier function for calculation to obtain the attribute multiplier of the monster's target attribute at the current level.
[0072] A multiplier function is a mathematical expression or program function used to output a multiplier value for a certain attribute based on the monster's current level. Examples include: health multiplier functions, attack multiplier functions, and defense multiplier functions.
[0073] The multiplier function can be: a linear function (such as a fixed increase per level), an exponential function (such as a fixed percentage increase per level), a piecewise function (such as linear increase from level 1 to 50, and exponential increase from level 51 to 100), a lookup table function (looking up from a preset multiplier table), or an output function of a machine learning model trained based on a game numerical balance model.
[0074] Assuming monster A's current level is 50, the target attribute is health, and the health multiplier function is a linear function HP_Multiplier(level), set the value of the parameter level in the function to 50 and perform the calculation to obtain the attribute multiplier of health.
[0075] The attribute multipliers for each attribute of monster A were set according to the above process, resulting in the following Table 2:
[0076] Table 2
[0077]
[0078] S102, based on the base value and attribute multiplier, determines the final value of the target attribute of the monster at the current level.
[0079] Please refer to Figure 3 In a possible implementation, step S102 can be implemented as follows:
[0080] S102-1 adds the product of the base value and the attribute multiplier to the base value, and uses the sum as the final value of the monster's target attribute at the current level.
[0081] In this embodiment of the invention, the final value of the target attribute can be expressed as: final value = base value + (base value × attribute multiplier), or as: final value = base value × (1 + attribute multiplier).
[0082] For example, assuming monster A has a base health of 1000, a current level of 50, and a corresponding health multiplier of 0.05, then the final health = base health × (1 + health multiplier) = 1000 × (1 + 0.05) = 1000 × 1.05 = 1050.
[0083] Similarly, monster A has a base attack power of 200, and at level 50, the attack power multiplier is 0.5. Therefore, the final attack power = 200 × (1 + 0.5) = 300.
[0084] The method provided in this invention allows for differentiated configurations between boss monsters and regular monsters. Boss monsters use an exponential multiplier function, resulting in faster attribute growth, while regular monsters use a linear multiplier function, leading to more gradual attribute growth. This ensures that boss monsters present a greater challenge at higher levels. Furthermore, it enables an automatic adaptation mechanism for cross-level dungeons. The dungeon monster level equals the player's level. Each time a player enters a dungeon, the system calculates monster attributes based on the player's current level, achieving an intelligent challenge mechanism where monster strength automatically adapts to the player's level.
[0085] In addition, in this embodiment of the invention, the final value of the target attribute can be expressed as: final value = base value + (base value × attribute multiplier), and can also be flexibly modified according to game design requirements as follows:
[0086] Variation 1: The attribute multiplier is used as an amplification factor, and the base value is not retained. That is, the final value = base value × attribute multiplier.
[0087] Variation 2: The attribute multiplier is added as a fixed value, that is, the final value = base value + attribute multiplier;
[0088] In Transformation 3, in multiplayer dungeons, the monster attributes are dynamically adjusted based on the number of players in the team, i.e., final value = base value + (base value × multiplier) × player number coefficient.
[0089] Compared with the prior art, the embodiments of the present invention have the following beneficial effects:
[0090] (1) By setting a base value and a multiplier function, only one base value and one multiplier function need to be configured for each attribute of each monster, and the attribute value at any level can be automatically calculated. There is no need to manually set the value for each level, which greatly reduces the amount of manual configuration and improves development efficiency.
[0091] (2) Based on the current player level, the monster's attribute value is dynamically calculated, and the monster strength is automatically adapted to various scenarios such as dungeons, events, and arenas.
[0092] (3) Allows setting different multiplier functions (such as linear, exponential, piecewise functions, etc.) for different monster types to achieve differentiated growth.
[0093] (4) The setting of the base value is combined with the monster type, positioning and game balance rules to ensure that the attribute value is reasonable. The multiplier function can be flexibly adjusted, which is convenient to make dynamic optimization based on the operation data after the game is launched, thereby controlling the monster growth speed and avoiding "too strong" or "too weak".
[0094] To perform the corresponding steps in the above embodiments and various possible methods, an implementation of a game monster attribute configuration device 200 is given below. Further, please refer to... Figure 4 , Figure 4 This is a functional block diagram of a game monster attribute configuration device 200 provided in an embodiment of the present invention. It should be noted that the basic principle and technical effects of the game monster attribute configuration device 200 provided in this embodiment are the same as those in the above embodiments. For the sake of brevity, any parts not mentioned in this embodiment can be referred to the corresponding content in the above embodiments. The game monster attribute configuration device 200 includes:
[0095] The acquisition module 201 is used to acquire the base value of the target attribute of each monster in the game world and the attribute multiplier of the target attribute of the monster at the current level.
[0096] Configuration module 202 is used to determine the final value of the target attribute of the monster at the current level based on the base value and the attribute multiplier.
[0097] Optionally, the game monster attribute configuration device 200 also includes a first setting module 203, used to set the base value of the monster's target attribute according to the monster's type, game positioning, and the attribute balance rules of the game world.
[0098] Optionally, the game monster attribute configuration device 200 also includes a second setting module 204, which is used to add the product of the base value and the attribute multiplier to the base value, and use the sum as the final value of the target attribute of the monster at the current level.
[0099] Optionally, the configuration module 202 is specifically used to add the product of the base value and the attribute multiplier to the base value, and use the sum as the final value of the monster's target attribute at the current level.
[0100] Optionally, the above modules can be stored in the form of software or firmware. Figure 1 The memory 110 shown is either stored in or embedded in the operating system (OS) of the electronic device 100, and can be used by... Figure 1 The processor 120 executes the program. Meanwhile, the data and program code required to execute the above modules can be stored in the memory 110.
[0101] In the several embodiments provided in this application, it should be understood that the disclosed apparatus and methods can also be implemented in other ways. The apparatus embodiments described above are merely illustrative; for example, the flowcharts and block diagrams in the accompanying drawings illustrate the architecture, functionality, and operation of possible implementations of apparatus, methods, and computer program products according to various embodiments of the present invention. In this regard, each block in a flowchart or block diagram may represent a module, segment, or portion of code containing one or more executable instructions for implementing a specified logical function. It should also be noted that in some alternative implementations, the functions marked in the blocks may occur in a different order than those marked in the drawings. For example, two consecutive blocks may actually be executed substantially in parallel, and they may sometimes be executed in reverse order, depending on the functions involved. It should also be noted that each block in a block diagram and / or flowchart, and combinations of blocks in block diagrams and / or flowcharts, can be implemented using a dedicated hardware-based system that performs the specified function or action, or using a combination of dedicated hardware and computer instructions.
[0102] In addition, the functional modules in the various embodiments of the present invention can be integrated together to form an independent part, or each module can exist independently, or two or more modules can be integrated to form an independent part.
[0103] If the aforementioned functions are implemented as software functional modules 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 this invention, essentially, or the part that contributes to the prior art, or a portion of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause a computer device (which may be a personal computer, electronic device 100, or network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of this invention. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.
[0104] The above description is merely a preferred embodiment of the present invention and is not intended to limit the invention. Various modifications and variations can be made to the present invention by those skilled in the art. Any modifications, equivalent substitutions, improvements, etc., made within the spirit and principles of the present invention should be included within the scope of protection of the present invention.
Claims
1. A method for configuring attributes of a game monster, characterized in that, The method includes: For each monster in the game world, obtain the pre-set base value of the target attribute of the monster and the attribute multiplier of the target attribute of the monster at the current level; Add the product of the base value and the attribute multiplier to the base value, and use the sum as the final value of the target attribute of the monster at the current level. The steps for setting the base value of the monster's target attribute include: Based on the monster's type, game role, and the attribute balance rules of the game world, set the base value of the monster's target attribute; The steps for setting the attribute multiplier of the target attribute of the monster at the current level include: Obtain the multiplier function of the target attribute of the monster; The monster's current level is substituted into the multiplier function for calculation to obtain the attribute multiplier of the target attribute of the monster at the current level.
2. A game monster attribute configuration apparatus, characterized by, The apparatus is used to execute the game monster attribute configuration method as described in claim 1, the apparatus comprising: The acquisition module is used to acquire the base value of the target attribute of each monster in the game world and the attribute multiplier of the target attribute of the monster at the current level. The configuration module is used to add the product of the base value and the attribute multiplier to the base value, and use the sum as the final value of the target attribute of the monster at the current level; The device further includes a first setting module; the first setting module is used to set the base value of the target attribute of the monster according to the type of the monster, its game positioning, and the attribute balance rules of the game world; The device also includes a second setting module.
3. An electronic device, comprising: It includes a processor and a memory, the memory storing machine-executable instructions that can be executed by the processor, the processor executing the machine-executable instructions to implement the game monster attribute configuration method of claim 1.
4. A computer-readable storage medium having stored thereon a computer program, characterized in that, When the computer program is executed by the processor, it implements the game monster attribute configuration method as described in claim 1.
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