Game strike sense visual effect generation method and terminal

By acquiring player preferences before the game starts and utilizing AI analysis and resource mapping to display visual effects, the game addresses the personalized needs of different players for impactful visual effects, enabling the generation of personalized visual effects and enhancing the gaming experience.

CN121775441APending Publication Date: 2026-04-03FUJIAN TQ DIGITAL
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Patent Information

Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2023-12-19
Publication Date
2026-04-03

AI Technical Summary

Technical Problem

How can we provide personalized visual effects for different players in the game, meet their high demands for impactful combat, and improve the player's gaming experience?

Method used

By asking players if they need visual effects recommendations before the game starts, the system obtains players' historical game data, uses AI algorithms to analyze their preferred types of visual effects, and then obtains corresponding visual resource materials for mapping and display based on those types.

Benefits of technology

It enhances the player's visual experience and gameplay, satisfies the personalized needs of different players, and strengthens the game's immersion and sense of accomplishment.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The invention provides a game strike sense visual effect generation method and a terminal, and the method comprises the steps: obtaining an option whether a player needs to start visual special effect recommendation or not before a game starts, if yes, obtaining the historical game data of the player, and judging the favorite visual special effect type of the player based on the historical game data; and obtaining a corresponding visual resource material according to the visual special effect type, and displaying a corresponding visual special effect in the game according to a preset mapping rule. According to the method, the player is inquired whether to start the visual special effect recommendation or not before the game starts, if yes, the type of the favorite visual special effect of the player is analyzed based on the historical game data of the player to obtain the corresponding visual resource material in a targeted mode, and the corresponding percussion visual effect is pushed to the player through visual effect mapping. The method and the device are used for displaying a corresponding strike visual effect when a player strikes in a game, so that the visual feeling of the player in the game process is effectively improved.
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Description

Technical Field

[0001] This invention relates to the fields of game impact and AI technology, and in particular to a method and terminal for generating visual effects of game impact. Background Technology

[0002] The game's visually impactful combat effects are meticulously designed through detailed graphics and animations, creating a truly immersive experience for players when striking enemies or using skills. The trembling of enemy bodies, the splattering of blood, and the screen vibrations all contribute to a strong sense of realism and satisfaction. Furthermore, specific visual design elements, such as slow-motion shots and variations in lighting, make each strike feel significant and unique, further enhancing player engagement and a sense of accomplishment.

[0003] As players' quality of life improves in real life, they have higher requirements for the visual effects of combat in games. However, different players have different preferences for the visual effects of combat. How to provide players with suitable visual effects during the game has gradually become a technical problem that needs to be solved. Summary of the Invention

[0004] The technical problem to be solved by the present invention is to provide a method and terminal for generating visual effects of game impact, so as to improve the visual experience of players during the game.

[0005] To solve the above-mentioned technical problems, the technical solution adopted by the present invention is as follows:

[0006] A method for generating visual effects that convey the sense of impact in games, including the following steps:

[0007] S1. Before the game starts, obtain the player's option to enable visual effects recommendations. If yes, proceed to step S2.

[0008] S2. Obtain the player's historical game data, and based on the historical game data, determine the type of visual effects the player prefers;

[0009] S3. Obtain the corresponding visual resource material according to the visual effect type, and display the corresponding visual effect in the game according to the preset mapping rules.

[0010] To solve the above-mentioned technical problems, another technical solution adopted by the present invention is as follows:

[0011] A terminal for generating visual effects of game impact includes a memory, a processor, and a computer program stored in the memory and executable on the processor. When the processor executes the computer program, it performs the following steps:

[0012] S1. Before the game starts, obtain the player's option to enable visual effects recommendations. If yes, proceed to step S2; otherwise, periodically recommend new visual effects to the player.

[0013] S2. Obtain the player's historical game data, and based on the historical game data, determine the type of visual effects the player prefers;

[0014] S3. Obtain the corresponding visual resource material according to the visual effect type, and display the corresponding visual effect in the game according to the preset mapping rules.

[0015] The beneficial effects of this invention are as follows: It provides a method and terminal for generating visual effects that convey a sense of impact in games. Before the game starts, the player is asked whether they want to enable recommended visual effects. If so, the system analyzes the player's preferred visual effects based on their historical game data. Based on the type of visual effect, the system obtains corresponding visual resources and maps these resources to push corresponding visual effects that convey a sense of impact to the player. This allows the player to display the corresponding visual effects when making attacks in the game, effectively improving the visual experience of the game. Attached Figure Description

[0016] Figure 1 This is a main flowchart of a method for generating visual effects of game impact feedback according to an embodiment of the present invention;

[0017] Figure 2 This is a flowchart illustrating a method for generating visual effects of game impact feedback according to an embodiment of the present invention.

[0018] Figure 3 This is a schematic diagram of the structure of a game impact visual effect generation terminal according to an embodiment of the present invention;

[0019] Label Explanation:

[0020] 1. A terminal for generating visual effects of game impact; 2. Memory; 3. Processor. Detailed Implementation

[0021] To explain in detail the technical content, objectives, and effects of the present invention, the following description is provided in conjunction with the embodiments and accompanying drawings.

[0022] Please refer to Figure 1 and Figure 2 A method for generating visual effects that convey the sense of impact in games, comprising the following steps:

[0023] S1. Before the game starts, obtain the player's option to enable visual effects recommendations. If yes, proceed to step S2.

[0024] S2. Obtain the player's game history data, and based on the historical game data, determine the type of visual effects the player prefers;

[0025] S3. Obtain the corresponding visual resource material according to the visual effect type, and display the corresponding visual effect in the game according to the preset mapping rules.

[0026] As can be seen from the above description, the beneficial effects of the present invention are as follows: It provides a method and terminal for generating visual effects of game impact, by asking the player whether they want to enable visual effects recommendations before the game starts. If so, it directly analyzes the player's favorite visual effects types based on the player's historical game data, thereby selectively acquiring corresponding visual resource materials according to the visual effect types, and pushing corresponding impact visual effects to the player by mapping the visual resource materials to visual effects, so as to display the corresponding impact visual effects when the player performs attacks in the game, effectively improving the visual experience of the player in the game.

[0027] Furthermore, after obtaining the recommended visual effects option for the player in step S1, the process also includes:

[0028] The player is randomly shown existing visual effects and their corresponding descriptions.

[0029] As described above, by randomly displaying existing visual effects and their corresponding descriptions to players after they enable visual effects recommendations, players can experience the visual effects and thus improve their gaming experience.

[0030] Furthermore, the historical game data includes players' personal information, game behavior data, and environmental change data;

[0031] Step S2 specifically involves:

[0032] Based on the game behavior data and the environmental change data, AI algorithms are used to analyze and determine the types of visual effects that players prefer. These types of visual effects include dynamic visual effects, light and shadow and particle visual effects, perspective switching and slow motion visual effects, combo and chain reaction visual effects, and interactive visual effects.

[0033] As described above, by analyzing players' game behavior data through AI algorithms, it is possible to effectively and accurately predict the types of visual effects that players prefer.

[0034] Further, step S3 specifically includes:

[0035] S31. Obtain the corresponding visual resource material according to the visual effect type, wherein the resource material includes dynamic text, images, animations and environmental effect change parameters;

[0036] S32. For players who like the dynamic visual effects, the appearance of the hit target is changed in real time according to the position and force of the hit, and the corresponding resource materials are randomly added with shattering and deformation effects.

[0037] For players who like the aforementioned lighting and particle visual effects, particle effects and lighting processing are added to the corresponding resource materials;

[0038] For players who enjoy the aforementioned perspective switching and slow-motion visual effects, a rule is pre-set to switch the game perspective or slow-motion mode for the corresponding resource materials when the player makes a move, and corresponding camera perspective, time scaling and blur parameters are configured.

[0039] For players who like the visual effects of combos and chain reactions, the system pre-sets that when a player successfully lands a hit, the corresponding resource material will have a combo number effect added, and the corresponding combo parameters and the chain reaction parameters of the hit person will be configured.

[0040] For players who enjoy the interactive visual effects, the game's built-in physics engine and interactive environment design are used to configure the corresponding resource materials to provide feedback on environmental changes when players engage in combat.

[0041] S33. Display corresponding visual effects when players perform attacks in the game.

[0042] As described above, players have different preferences for visual effects, which means that the corresponding visual effect configurations also differ. Configuring the corresponding visual effect parameters according to the type of visual effect can provide targeted impact visual effects for different players, improve player satisfaction, and further enhance the player's visual experience.

[0043] Furthermore, after step S3, the method further includes:

[0044] S4. Obtain the player's satisfaction level with the recommended visual effects, and adjust the next recommended visual effects based on the satisfaction level. If the player's satisfaction level is lower than the preset value, then a different type of visual effect will be pushed next time; otherwise, the same type of visual effect will be pushed next time.

[0045] As described above, the system can also adjust the next visual effects recommendation based on player feedback on the recommended impact visual effects. In other words, each recommendation result is stored as data for the next AI algorithm analysis of player preferences, continuously improving the player experience.

[0046] Please refer to Figure 3A terminal for generating visual effects of game impact feedback includes a memory, a processor, and a computer program stored in the memory and executable on the processor. When the processor executes the computer program, it performs the following steps:

[0047] S1. Before the game starts, obtain the player's option to enable visual effects recommendations. If yes, proceed to step S2.

[0048] S2. Obtain the player's historical game data, and based on the historical game data, determine the type of visual effects the player prefers;

[0049] S3. Obtain the corresponding visual resource material according to the visual effect type, and display the corresponding visual effect in the game according to the preset mapping rules.

[0050] As can be seen from the above description, the beneficial effects of the present invention are as follows: Based on the same technical concept, and in conjunction with the above-mentioned method for generating game impact visual effects, a 3D convex lens method terminal is provided. Before the game starts, the player is asked whether they want to enable visual effects recommendations. If so, the player's preferred visual effects types are analyzed based on their historical game data. Accordingly, corresponding visual resource materials are obtained in a targeted manner according to the visual effect types. By mapping the visual resource materials to visual effects, corresponding impact visual effects are pushed to the player so that the corresponding impact visual effects are displayed when the player performs attacks in the game, effectively improving the player's visual experience during the game.

[0051] Furthermore, after obtaining the recommended visual effects option for the player in step S1, the process also includes:

[0052] The player is randomly shown existing visual effects and their corresponding descriptions.

[0053] As described above, by randomly displaying existing visual effects and their corresponding descriptions to players after they enable visual effects recommendations, players can experience the visual effects and thus improve their gaming experience.

[0054] Furthermore, the historical game data includes players' personal information, game behavior data, and environmental change data;

[0055] Step S2 specifically involves:

[0056] Based on the game behavior data and the environmental change data, AI algorithms are used to analyze and determine the types of visual effects that players prefer. These types of visual effects include dynamic visual effects, light and shadow and particle visual effects, perspective switching and slow motion visual effects, combo and chain reaction visual effects, and interactive visual effects.

[0057] As described above, by analyzing players' game behavior data through AI algorithms, it is possible to effectively and accurately predict the types of visual effects that players prefer.

[0058] Further, step S3 specifically includes:

[0059] S31. Obtain the corresponding visual resource material according to the visual effect type, wherein the resource material includes dynamic text, images, animations and environmental effect change parameters;

[0060] S32. For players who like the dynamic visual effects, the appearance of the hit target is changed in real time according to the position and force of the hit, and the corresponding resource materials are randomly added with shattering and deformation effects.

[0061] For players who like the aforementioned lighting and particle visual effects, particle effects and lighting processing are added to the corresponding resource materials;

[0062] For players who enjoy the aforementioned perspective switching and slow-motion visual effects, a rule is pre-set to switch the game perspective or slow-motion mode for the corresponding resource materials when the player makes a move, and corresponding camera perspective, time scaling and blur parameters are configured.

[0063] For players who like the visual effects of combos and chain reactions, the system pre-sets that when a player successfully lands a hit, the corresponding resource material will have a combo number effect added, and the corresponding combo parameters and the chain reaction parameters of the hit person will be configured.

[0064] For players who enjoy the interactive visual effects, the game's built-in physics engine and interactive environment design are used to configure the corresponding resource materials to provide feedback on environmental changes when players engage in combat.

[0065] S33. Display corresponding visual effects when players perform attacks in the game.

[0066] As described above, players have different preferences for visual effects, which means that the corresponding visual effect configurations also differ. Configuring the corresponding visual effect parameters according to the type of visual effect can provide targeted impact visual effects for different players, improve player satisfaction, and further enhance the player's visual experience.

[0067] Furthermore, after step S3, the method further includes:

[0068] S4. Obtain the player's satisfaction level with the recommended visual effects, and adjust the next recommended visual effects based on the satisfaction level. If the player's satisfaction level is lower than the preset value, then a different type of visual effect will be pushed next time; otherwise, the same type of visual effect will be pushed next time.

[0069] As described above, the system can also adjust the next visual effects recommendation based on player feedback on the recommended impact visual effects. In other words, each recommendation result is stored as data for the next AI algorithm analysis of player preferences, continuously improving the player experience.

[0070] This invention provides a method and terminal for generating visual effects of game impact feedback, mainly applied in scenarios where players perform impact actions in games, providing corresponding visual effects. The following is a detailed description with reference to specific embodiments:

[0071] Please refer to Figure 1 and Figure 2 Embodiment 1 of the present invention is as follows:

[0072] A method for generating visual effects of game impact, such as Figure 1 and Figure 2 As shown, the steps include:

[0073] S1. Before the game starts, obtain the player's option to enable visual effects recommendations. If yes, proceed to step S2; otherwise, periodically recommend new visual effects to the player.

[0074] In this embodiment, even if a player refuses to enable visual effects recommendations, new visual effects will still be recommended to the player periodically to avoid the problem of finding the option to enable visual effects recommendations when the player needs to do so later.

[0075] In this embodiment, after obtaining the option for players to enable recommended visual effects in step S1, the method further includes:

[0076] The player is randomly shown existing visual effects and their corresponding descriptions.

[0077] This means that after a player enables visual effects recommendations, the system first randomly displays the existing visual effects and their corresponding descriptions to the player, allowing the player to experience the visual effects in advance and thus improve the player's gaming experience. At the same time, this stage can further determine whether the player wants to continue enabling visual effects recommendations.

[0078] S2. Obtain player game history data, including player personal information, game behavior data, and environmental change data, and based on the historical game data, determine the type of visual effects the player prefers, specifically;

[0079] Based on game behavior data and environmental change data, AI algorithms are used to analyze and determine the types of visual effects that players prefer. These visual effects include dynamic visual effects, lighting and particle visual effects, perspective switching and slow motion visual effects, combo and chain reaction visual effects, and interactive visual effects.

[0080] This means that the server uses AI algorithms to analyze player data and accurately predict the types of visual effects that players prefer.

[0081] S3. Obtain the corresponding visual resource materials according to the type of visual effect, and display the corresponding visual effects in the game according to the preset mapping rules.

[0082] In this embodiment, before the game starts, players are asked if they want to enable visual effects recommendations. If not, recommendations are pushed periodically. If so, the player's historical game data is analyzed to determine their preferred visual effects types. Based on these visual effects types, corresponding visual resources are obtained in a targeted manner. By mapping the visual resources to visual effects, corresponding impact visual effects are pushed to the player, so that when the player performs attacks in the game, the corresponding impact visual effects are displayed, effectively improving the player's visual experience during the game.

[0083] Embodiment 2 of the present invention is as follows:

[0084] A method for generating visual effects of game impact feedback, based on the above embodiment one, in this embodiment, as follows: Figure 2 As shown, step S3 specifically involves:

[0085] S31. The client receives the visual effect type pushed by the server and obtains the corresponding visual resource material according to the visual effect type. The resource material includes dynamic text, images, animations and environmental effect change parameters.

[0086] S32. For players who like dynamic visual effects, the appearance of the hit target can be changed in real time according to the location and force of the hit, and the corresponding resource materials can be randomly added with shattering and deformation effects, such as the enemy's equipment shattering and deforming, so that players can more intuitively feel the power of the hit.

[0087] For players who enjoy visual effects such as light, shadow, and particles, particle effects and lighting processing are added to the corresponding resource materials. Through particle effects and lighting processing, the realism and shock value of the hit effect can be enhanced. For example, when hitting, splattered blood (in accordance with national game standards), sparks, or particle effects can be added, while making the light and shadow more realistic.

[0088] For players who enjoy perspective switching and slow-motion visual effects, the game pre-sets rules to switch game perspectives or slow-motion modes for relevant resource materials when players make key attacks, and configures corresponding camera perspective, time scaling, and blur parameters to highlight the moment of the attack and dynamic changes.

[0089] For players who enjoy combo and chain reaction visual effects, the game pre-sets to add combo numbers to the corresponding resource materials when the player successfully lands a hit, and configures the corresponding combo parameters and chain reaction parameters for the hit target, so that the enemy will produce more amazing effects when hit continuously.

[0090] For players who enjoy interactive visual effects, the game utilizes its built-in physics engine and interactive environment design to configure corresponding resource materials to provide feedback effects on environmental changes when players attack. This allows players' attacks to produce immediate feedback effects, such as walls or floors cracking, objects collapsing, and explosions, increasing players' intuitive sense of the power of their attacks.

[0091] S33. Display corresponding visual effects when players perform attacks in the game.

[0092] In this embodiment, players have different preferences for visual effects, and the corresponding visual effect configurations are also different. By configuring the corresponding visual effect parameters according to the type of visual effect, targeted impact visual effects can be provided for different players, thereby improving player satisfaction and further enhancing the player's visual experience.

[0093] For example, Figure 2 As shown, step S3 is followed by:

[0094] S4. Obtain the player's satisfaction level with the recommended visual effects, and adjust the next recommended visual effects based on the satisfaction level. If the player's satisfaction level is lower than the preset value, then push a different type of visual effect next time; otherwise, push the same type of visual effect next time.

[0095] In other words, different players will have different visual experiences in the game. Some players may experience visual fatigue after playing for a long time, and may need to be advised to use different types of visual effects to improve their visual experience. Therefore, by taking into account the feedback of players on the recommended visual effects of impact, the next visual effects recommendation can be adjusted in reverse. At the same time, the results of each recommendation are stored as data for the next AI algorithm analysis of the types of players that they like, so as to continuously improve the player experience.

[0096] Please refer to Figure 3 Embodiment 3 of the present invention is as follows:

[0097] A game impact visual effect generation terminal 1 includes a memory 2, a processor 3, and a computer program stored on the memory 2 and executable on the processor 3. When the processor 3 executes the computer program, it completes the steps in the game impact visual effect generation method described in Embodiment 1 or Embodiment 2 above.

[0098] In summary, the method and terminal for generating visual effects of game impact provided by this invention can effectively improve the player's visual experience and enhance the player's gaming experience.

[0099] The above description is merely an embodiment of the present invention and does not limit the patent scope of the present invention. Any equivalent modifications made based on the content of the present invention specification and drawings, or direct or indirect applications in related technical fields, are similarly included within the patent protection scope of the present invention.

Claims

1. A method for generating visual effects of game impact feedback, characterized in that, Including the following steps: S1. Before the game starts, obtain the player's option to enable visual effects recommendations. If yes, proceed to step S2. S2. Obtain the player's historical game data, and based on the historical game data, determine the type of visual effects the player prefers; S3. Obtain the corresponding visual resource material according to the visual effect type, and display the corresponding visual effect in the game according to the preset mapping rules.

2. The method for generating visual effects of game impact feedback according to claim 1, characterized in that, After obtaining the recommended visual effects option for the player in step S1, the following steps are also included: The player is randomly shown existing visual effects and their corresponding descriptions.

3. The method for generating visual effects of game impact feedback according to claim 1, characterized in that, The historical game data includes players' personal information, game behavior data, and environmental change data; Step S2 specifically involves: Based on the game behavior data and the environmental change data, AI algorithms are used to analyze and determine the types of visual effects that players prefer. These types of visual effects include dynamic visual effects, light and shadow and particle visual effects, perspective switching and slow motion visual effects, combo and chain reaction visual effects, and interactive visual effects.

4. The method for generating visual effects of game impact feedback according to claim 3, characterized in that, Step S3 specifically involves: S31. Obtain the corresponding visual resource material according to the visual effect type, wherein the resource material includes dynamic text, images, animations and environmental effect change parameters; S32. For players who like the dynamic visual effects, the appearance of the hit target is changed in real time according to the position and force of the hit, and the corresponding resource materials are randomly added with shattering and deformation effects. For players who like the aforementioned lighting and particle visual effects, particle effects and lighting processing are added to the corresponding resource materials; For players who enjoy the aforementioned perspective switching and slow-motion visual effects, a rule is pre-set to switch the game perspective or slow-motion mode for the corresponding resource materials when the player makes a move, and corresponding camera perspective, time scaling and blur parameters are configured. For players who like the visual effects of combos and chain reactions, the system pre-sets that when a player successfully lands a hit, the corresponding resource material will have a combo number effect added, and the corresponding combo parameters and the chain reaction parameters of the hit person will be configured. For players who enjoy the interactive visual effects, the game's built-in physics engine and interactive environment design are used to configure the corresponding resource materials to provide feedback on environmental changes when players engage in combat. S33. Display corresponding visual effects when players perform attacks in the game.

5. The method for generating visual effects of game impact feedback according to claim 1, characterized in that, The step S3 is followed by: S4. Obtain the player's satisfaction level with the recommended visual effects, and adjust the next recommended visual effects based on the satisfaction level. If the player's satisfaction level is lower than the preset value, then a different type of visual effect will be pushed next time; otherwise, the same type of visual effect will be pushed next time.

6. A terminal for generating visual effects of game impact feedback, characterized in that, Includes a memory, a processor, and a computer program stored in the memory and executable on the processor, wherein the processor, when executing the computer program, performs the following steps: S1. Before the game starts, obtain the player's option to enable visual effects recommendations. If yes, proceed to step S2; otherwise, periodically recommend new visual effects to the player. S2. Obtain the player's historical game data, and based on the historical game data, determine the type of visual effects the player prefers; S3. Obtain the corresponding visual resource material according to the visual effect type, and display the corresponding visual effect in the game according to the preset mapping rules.

7. A game impact visual effect generation terminal according to claim 6, characterized in that, After obtaining the recommended visual effects option for the player in step S1, the following steps are also included: The player is randomly shown existing visual effects and their corresponding descriptions.

8. A game impact visual effect generation terminal according to claim 6, characterized in that, The historical game data includes players' personal information, game behavior data, and environmental change data; Step S2 specifically involves: Based on the game behavior data and the environmental change data, AI algorithms are used to analyze and determine the types of visual effects that players prefer. These types of visual effects include dynamic visual effects, light and shadow and particle visual effects, perspective switching and slow motion visual effects, combo and chain reaction visual effects, and interactive visual effects.

9. A game impact visual effect generation terminal according to claim 8, characterized in that, Step S3 specifically involves: S31. Obtain the corresponding visual resource material according to the visual effect type, wherein the resource material includes dynamic text, images, animations and environmental effect change parameters; S32. For players who like the dynamic visual effects, the appearance of the hit target is changed in real time according to the position and force of the hit, and the corresponding resource materials are randomly added with shattering and deformation effects. For players who like the aforementioned lighting and particle visual effects, particle effects and lighting processing are added to the corresponding resource materials; For players who enjoy the aforementioned perspective switching and slow-motion visual effects, a rule is pre-set to switch the game perspective or slow-motion mode for the corresponding resource materials when the player makes a move, and corresponding camera perspective, time scaling and blur parameters are configured. For players who like the visual effects of combos and chain reactions, the system pre-sets that when a player successfully lands a hit, the corresponding resource material will have a combo number effect added, and the corresponding combo parameters and the chain reaction parameters of the hit person will be configured. For players who enjoy the interactive visual effects, the game's built-in physics engine and interactive environment design are used to configure the corresponding resource materials to provide feedback on environmental changes when players engage in combat. S33. Display corresponding visual effects when players perform attacks in the game.

10. A game impact visual effect generation terminal according to claim 6, characterized in that, The step S3 is followed by: S4. Obtain the player's satisfaction level with the recommended visual effects, and adjust the next recommended visual effects based on the satisfaction level. If the player's satisfaction level is lower than the preset value, then a different type of visual effect will be pushed next time; otherwise, the same type of visual effect will be pushed next time.