Visual game flow programming method and apparatus
By using a modular, visual game flow programming approach and leveraging Timeline and Sequence tools to optimize game development, we have solved the programming bottleneck problem for programmers, improved development efficiency and project portability, and saved R&D costs.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- CHENGDU JINSHAN INTERACTIVE ENTERTAINMENT TECH CO LTD
- Filing Date
- 2026-06-05
- Publication Date
- 2026-07-24
AI Technical Summary
Existing game flow programming requires programmers to write code, which limits development efficiency. The number and ability of programmers have become bottlenecks, making it difficult to iterate quickly and shorten the development cycle.
This paper presents a visual game flow programming method that adds game logic to the Timeline in a modular way. Programmers implement the underlying module functions, while other developers use upper-level tools to quickly build the game flow. The Timeline tool extension plugin and Sequence tool of the Unity engine are used for optimization.
It reduces reliance on programmers, lowers the difficulty for other R&D personnel, saves overall game development time, reduces manpower and funding, has a certain degree of versatility, and is easy to port to other projects.
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Figure CN122441104A_ABST
Abstract
Description
[0001] This application claims priority to Chinese patent application No. 202510747397.9, filed on June 5, 2025, entitled "Visual Game Flow Programming Method and Apparatus". Technical Field
[0002] This application relates to the field of game programming technology, and in particular to a visual game flow programming method. This application also relates to a visual game flow programming device, a computing device, a computer-readable storage medium, and a computer program. Background Technology
[0003] The development of internet technology has driven the growth of software development, which in turn has propelled the progress of the gaming industry. In recent years, a plethora of games have emerged, leading to increasingly fierce competition within the gaming sector. In today's highly competitive gaming industry, game development efficiency has become a crucial dimension for measuring a product's market competitiveness.
[0004] In game development, driven by both the rapid iteration of hardware technology and the evolving demands of player experience, shortening development cycles and achieving rapid iteration have become crucial factors determining the market viability of game products. Especially against the backdrop of intensifying homogeneous competition, teams that deliver content first often gain a market advantage and establish a first-mover advantage. In this process, efficient game flow development is one of the key technologies. However, existing game flows require programmers to implement them, so the number and capabilities of programmers can become a bottleneck to game development efficiency. Summary of the Invention
[0005] In view of this, embodiments of this application provide a visual game flow programming method to address the technical deficiencies in the prior art. Embodiments of this application also provide a visual game flow programming apparatus, a computing device, a computer-readable storage medium, and a computer program.
[0006] According to a first aspect of the embodiments of this application, a visual game flow programming method is provided, including: Obtain game flow information corresponding to the game to be programmed, wherein the game flow information includes at least one game task, and each game task includes task parameters; Based on the task type corresponding to each game task, determine the initial task processing module corresponding to each game task; Generate the target task processing module for each game task based on the task parameters and the initial task processing module; Based on the game flow information, the target task processing modules are assembled to generate the target game corresponding to the game to be programmed.
[0007] According to a second aspect of the embodiments of this application, a visual game flow programming apparatus is provided, comprising: The acquisition module is configured to acquire game flow information corresponding to the game to be programmed, wherein the game flow information includes at least one game task, and each game task includes task parameters; The determination module is configured to determine the initial task processing module corresponding to each game task based on the task type corresponding to each game task. The generation module is configured to generate the target task processing module for each game task based on the task parameters and the initial task processing module. The splicing module is configured to splice together each target task processing module according to the game flow information to generate the target game corresponding to the game to be programmed.
[0008] According to a third aspect of the embodiments of this application, a computing device is provided, comprising: Memory and processor; The memory is used to store computer-executable instructions, and the processor executes the computer-executable instructions to implement the steps of the visual game flow programming method.
[0009] According to a fourth aspect of the embodiments of this application, a computer-readable storage medium is provided that stores computer-executable instructions, which, when executed by a processor, implement the steps of the visual game flow programming method.
[0010] According to a fifth aspect of the present application, a chip is provided that stores a computer program, which, when executed by the chip, implements the steps of the visual game flow programming method.
[0011] According to a sixth aspect of the embodiments of this specification, a computer program product is provided, including a computer program / instructions that, when executed by a processor, implement the steps of the above-described visual game flow programming method.
[0012] The visual game flow programming method provided in this application adds the creation of game logic content to the Timeline in a modular manner. Programmers only need to implement the underlying module functions, and other developers can quickly build the game flow using upper-level tools. This reduces the dependence on programmers in creating game flows and also lowers the difficulty for other developers. In actual project use, the entire game flow development can be completed smoothly, saving overall game project development time and reducing development manpower and funds. At the same time, this technical solution has a certain degree of versatility and can be easily ported to other projects using the Unity engine. Attached Figure Description
[0013] Figure 1 This is a flowchart of a visual game flow programming method provided in one embodiment of this application; Figure 2 This is a flowchart illustrating a visual game flow programming method applied to the development scenario of game A, provided by an embodiment of this application. Figure 3 This is a schematic diagram of the structure of a visual game flow programming device provided in one embodiment of this application; Figure 4 This is a structural block diagram of a computing device provided in one embodiment of this application. Detailed Implementation
[0014] Many specific details are set forth in the following description to provide a full understanding of this application. However, this application can be implemented in many other ways different from those described herein, and those skilled in the art can make similar extensions without departing from the spirit of this application; therefore, this application is not limited to the specific embodiments disclosed below.
[0015] The terminology used in one or more embodiments of this application is for the purpose of describing particular embodiments only and is not intended to limit the scope of one or more embodiments of this application. The singular forms “a,” “the,” and “the” used in one or more embodiments of this application and in the appended claims are also intended to include the plural forms unless the context clearly indicates otherwise. It should also be understood that the term “and / or” used in one or more embodiments of this application refers to and includes any or all possible combinations of one or more associated listed items.
[0016] It should be understood that although the terms first, second, etc., may be used to describe various information in one or more embodiments of this application, such information should not be limited to these terms. These terms are only used to distinguish information of the same type from one another. For example, first may also be referred to as second without departing from the scope of one or more embodiments of this application, and similarly, second may also be referred to as first.
[0017] It should be noted that the user information (including but not limited to user device information, user personal information, etc.) and data (including but not limited to data used for analysis, data stored, data displayed, etc.) involved in this application are all information and data authorized by the user or fully authorized by all parties. Furthermore, the collection, use and processing of the relevant data must comply with the relevant laws, regulations and standards of the relevant regions, and corresponding operation entry points are provided for users to choose to authorize or refuse.
[0018] First, the terminology used in one or more embodiments of the present invention will be explained.
[0019] Timeline is a timeline-based visual editing tool in Unreal Engine (Unity) used to arrange elements such as animations, sounds, and script events, helping developers efficiently create cutscenes, game storylines, and complex special effects.
[0020] Sequence is a serialization tool in the Unreal Engine (Unity) used to combine multiple animations in a specific order to form complex animation sequences.
[0021] The development of internet technology has driven the growth of software development, which in turn has propelled the progress of the gaming industry. In recent years, a plethora of games have emerged, leading to increasingly fierce competition within the gaming sector. In today's highly competitive gaming industry, game development efficiency has become a crucial dimension for measuring a product's market competitiveness.
[0022] In game development, driven by both the rapid iteration of hardware technology and the evolving demands of player experience, shortening development cycles and achieving rapid iteration have become crucial factors determining the market viability of game products. Especially against the backdrop of intensifying homogeneous competition, teams that deliver content first often gain a market advantage and establish a first-mover advantage. In this process, efficient game flow development is one of the key technologies. However, existing game flows require programmers to implement them, so the number and capabilities of programmers can become a bottleneck to game development efficiency.
[0023] Based on this, this application provides a visual game flow programming method. This application also relates to a visual game flow programming apparatus, a computing device, a computer-readable storage medium, and a computer program, which will be described in detail in the following embodiments.
[0024] Figure 1 A flowchart of a visual game flow programming method according to an embodiment of this application is presented, specifically including the following steps: Step 102: Obtain the game flow information corresponding to the game to be programmed, wherein the game flow information includes at least one game task, and each game task includes task parameters.
[0025] In practical applications, the typical game development process involves programmers writing code to implement the logical flow, and the progress of game development is limited by the number and ability of programmers. To fully utilize the participation of other technical personnel (such as designers, artists, and testers) in game flow development and improve game development efficiency, this application proposes a visual game flow programming method. In this method, programmers write a visual game flow framework, which other technical personnel can use to implement game flow programming without writing code, thereby improving game development efficiency.
[0026] In this context, the game to be programmed can be understood as a game that requires process programming. In practical applications, the game flow information includes at least one game task, which can be understood as a function that needs to be implemented in the game. Each game task includes its corresponding task parameters.
[0027] Task parameters refer to the parameters that need to be used during the execution of a game task. For example, if the game task is for the player to attack an enemy, the task parameter could be the player's attack power value; or if the game task is for the player to throw a weapon, the task parameter could be the weapon's attribute value, the throwing attribute value, and so on.
[0028] In practical applications, this application is used in the Unity engine, utilizing the Unity engine's Timeline tool, a timeline-based visual editing tool in Unreal Engine Unity, for arranging elements such as animations, sounds, and script events, helping developers efficiently create cutscenes, game storylines, and complex special effects.
[0029] Unity's Timeline itself only supports sequential execution of game story content. In the solution provided in this application, the technicians customized the Timeline's Track, Clip, and Behaviour plugins, realizing an extension plugin for the Timeline tool. This enables visual game flow editing based on Timeline, effectively reducing the dependence of game flow development on programmers and allowing artists, designers, and other personnel to implement the game flow required for the project.
[0030] Step 104: Determine the initial task processing module corresponding to each game task based on the task type.
[0031] After obtaining each game task, the task type corresponding to each game task can be determined, and the initial task processing module can be determined according to the task type.
[0032] The initial task processing module can be understood as a pre-created functional module template for implementing game tasks. In practice, different game tasks correspond to different initial task processing modules.
[0033] In one specific embodiment provided in this application, the initial task processing module includes an initial static task processing module and an initial dynamic task processing module; Based on the task type corresponding to each game task, determine the initial task processing module for each game task, including: Determine the reference game task and the reference task type corresponding to the reference game task, wherein the reference game task is any one of the various game tasks; When the reference task type is a story type, the initial task processing module corresponding to the reference game task is determined to be the initial static task processing module; When the reference task type is a behavior type, the initial task processing module corresponding to the reference game task is determined to be the initial dynamic task processing module.
[0034] In this embodiment, game tasks can be divided into dynamic tasks and static tasks based on their task type. Dynamic tasks correspond to the initial dynamic task processing module, and static tasks correspond to the initial static task processing module.
[0035] The initial static task processing module is a reusable task module resource for creating game storylines. By setting different parameters, it can achieve different content with the same flow of storyline effects. It can be customized according to the game storyline planned for the project. For example, the initial static task processing module may include the following: Table 1
[0036] The initial dynamic task processing module is a task module resource created for actions in the game that require player interaction. Each action can be encapsulated into a reusable task resource module. By setting different parameters, the same action can be applied to different objects. Based on whether the task conditions of the process module are met, it determines whether to loop and wait or continue executing subsequent module tasks. For example, the initial dynamic task processing module may include the following: Table 2
[0037] In the method provided in this application embodiment, all initial task processing modules are uniformly implemented in the TimeMachine task module. TimeMachine is a custom track tool based on Timeline, supporting the functions of pausing Timeline, jumping to any time or tag, and waiting for any logical task to be completed. The implementation principle is to record the start and end times of Timeline module tasks, and determine whether the module task conditions are met through different module task conditions and additional parameters. The task completion logic conditions are judged by calling the game framework. If the module task conditions have been met, it directly jumps to the end time of the Timeline task module and continues to execute the next module task; if the conditions are not met by the timeline reaches the end time of the module task, it automatically jumps to the start time of the current module task and waits in a loop until the conditions are met. The TimeMachine task module can be extended according to needs to implement different types of game logic task functions.
[0038] Step 106: Generate the target task processing module for each game task based on the task parameters and the initial task processing module.
[0039] After determining the initial task processing module for each game task, the task parameters for each game task can be filled into the corresponding initial task processing module to obtain the target task processing module for each game task.
[0040] Unity's original event system was implemented using signals, which was rather cumbersome. First, it required creating a signal resource to send the event and setting the event parameters; then, adding the event to the Timeline and referencing the signal resource; finally, adding a signal receiver component to the object receiving the signal event and referencing the created signal resource. This method of event usage made managing event signal resources in the Timeline difficult. With too many signal event resources, it was hard to find which Timelines referenced them, and the usage was not intuitive. It also easily led to problems such as event signal resource loss due to project resource conflicts.
[0041] The method provided in this application embodiment includes a Timeline tool event system plugin designed based on C# reflection features. By utilizing the reflection features of the C# language, a custom Marker type in the Timeline is defined, enabling the invocation of specified event interfaces on the Timeline's Track binding object.
[0042] Specifically, developers can specify the event interface name and parameters in the Timeline. The interface name and parameter types are displayed in the editor via C# reflection. After selecting an event interface, the parameter types are automatically displayed. Developers only need to provide the correct parameter references or values. The event interface and parameters are saved to the current scene's file, with future plans to optimize storage to ScriptableObject resources. Multiple event call interfaces can be added to the Timeline track simultaneously, with no explicit limit on the number of events. The event call order is consistent with the order in which the events are added. The event interface parameters support Bool, Int, Float, String, Object, Enum, Playable, and EventMarkerNotification types, basically covering all parameter types used in development. The EventMarkerReceiver component, which is also implemented, is responsible for parsing the events triggered in the Timeline into the methods and parameters required by C# reflection, and then calling the interface of the Timeline's bound object and passing the relevant parameters via C# reflection.
[0043] This method can greatly improve the efficiency of adding Timeline events in game flow development.
[0044] In one specific embodiment provided in this application, a target task processing module corresponding to each game task is generated based on the task parameters corresponding to each game task and the initial task processing module, including: Determine a reference game task, reference task parameters corresponding to the reference game task, and an initial task processing module, wherein the reference game task is any one of the game tasks, and the initial task processing module includes a task parameter field; Determine the correspondence between the reference task parameters and the task parameter fields, and add the reference task parameters to the corresponding task parameter fields based on the correspondence to generate the target task processing module corresponding to the reference game task.
[0045] In this embodiment, the explanation is based on any one of the game tasks, that is, a reference game task is determined from all the game tasks. The reference game task can be any one of the game tasks.
[0046] After determining the reference game task, the corresponding reference task parameters and initial task processing module are also determined. The initial task processing module includes the corresponding task reference fields.
[0047] The correspondence between reference task parameters and task reference fields is determined. Based on this correspondence, the reference task parameters are added to the corresponding task parameter fields, thereby enabling the operation of adding the reference task parameters to the initial task processing module, and finally obtaining the target task processing module corresponding to the reference game task.
[0048] The method provided in this application addresses the issue of setting Track and Clip parameters for a module's Timeline. It enables one-click setting of reference parameters, solving the problem of cumbersome parameter settings and improving the efficiency of using modular tasks in Timeline. Furthermore, to prevent the loss of reference parameters when using Timeline in Prefab, it enables automatic global saving of Timeline reference parameters and dynamic binding of Timeline Track parameters in the editor and runtime.
[0049] Step 108: Based on the game flow information, assemble the target task processing modules to generate the target game corresponding to the game to be programmed.
[0050] After obtaining the target task processing modules, the target task processing modules are assembled according to the game flow information to generate the target game corresponding to the game to be programmed.
[0051] In one specific embodiment provided in this application, the method further includes: The game flow information is parsed using a serialization tool to obtain the parsing results; If an anomaly is found in the parsing results, an anomaly message is generated based on the anomaly resource.
[0052] In this embodiment, Unity's Sequence tool (i.e., serialization tool) is used to concatenate different variants of the same module task in order to create modular game content uniformly. However, this tool itself has serious performance issues, which can cause very severe performance lag. Furthermore, Unity lacks official maintenance for this tool. To leverage the advantages of the Sequence tool, this application addresses its performance and stability issues through adjustments.
[0053] Specifically, using the Sequence tool directly, even in an empty scene without a Timeline, results in significant performance overhead, especially when the scene content is complex. The frame rate can drop to just a few frames per second, severely impacting developer productivity. By analyzing the Sequence source code, engineers discovered the performance issue stemmed from the Sequence's per-frame update of scene resource references. By dynamically caching these references, the performance problem was resolved, and creating modular content in editor mode had virtually no impact on performance.
[0054] Meanwhile, the modular resources managed by Sequence had stability issues. After creating modular resources, Sequence tool code would throw errors, causing these resources to be lost and unavailable after restarting the Unity editor, leading to repeated additions of the same modular resources to the cache. Analysis of Sequence's source code revealed a problem with its handling of modular resources; handling unsuitable resources directly caused code errors, rendering the Sequence tool unusable. Code refactoring and fault tolerance improvements were implemented in the Sequence tool, resolving the modular resource caching issue and ensuring the smooth creation and management of modular content.
[0055] Technical staff discovered through the Sequence source code that when resources that do not conform to the Sequence specification are referenced multiple times by different Sequence resources for the same timeline resource, an error is triggered in the Sequence tool interface code, causing the Sequence interface to fail to display the timeline resources in the project correctly.
[0056] Based on this, the method provided in this application analyzes all Sequence resources in the project when the Unity engine starts, performs fault tolerance processing on non-compliant resources to ensure that the code will not encounter exceptions, and simultaneously prompts the user with the location of the incorrect Sequence resource. A manual update function for Sequence resources is implemented, allowing users to easily update Sequence cache data and ensure correct interface display after repairing resources.
[0057] Regarding the issue of severe lag in the Unity editor caused by using the Sequence tool, in-depth analysis of the Sequence tool's source code revealed that the Sequence tool iterates through all objects in the scene for each Sequence resource every frame. As the complexity of the scene increases, the performance of Sequence decreases exponentially.
[0058] The method provided in this application optimizes Sequence performance through two approaches. The first approach reduces the frequency of resource updates by the Sequence tool from once per frame to once per second, with virtually no impact on the tool's resource updates. The second approach caches all Sequence resources in the scene for each update frame, reducing the traversal of all objects in the scene.
[0059] Optimization of the Sequence tool significantly improved the stability and performance of the project. Interface anomalies caused by non-compliant Sequence resources were eliminated, and performance increased from an average of a few frames per second to over fifty frames per second. This ensured the usability of the Sequence tool, provided the technological foundation for timeline-based game content visualization and creation technology, and improved the efficiency of developers in creating modular game content.
[0060] The visual game flow programming method provided in this application adds the creation of game logic content to the Timeline in a modular manner. Programmers only need to implement the underlying module functions, and other developers can quickly build the game flow using upper-level tools. This reduces the dependence on programmers in creating game flows and also lowers the difficulty for other developers. In actual project use, the entire game flow development can be completed smoothly, saving overall game project development time and reducing development manpower and funds. At the same time, this technical solution has a certain degree of versatility and can be easily ported to other projects using the Unity engine.
[0061] The following is in conjunction with the appendix Figure 2 Taking the visual game flow programming method provided in this application as an example in the development scenario of game A, the visual game flow programming method will be further explained. Among other things, Figure 2 This application provides a flowchart illustrating a visual game flow programming method applied to the development scenario of game A, which includes the following steps: Step 202: Obtain the game flow information corresponding to the game to be programmed, wherein the game flow information includes at least one game task, and each game task includes task parameters.
[0062] Step 204: Determine the reference game task and the reference task type corresponding to the reference game task, wherein the reference game task is any one of the various game tasks.
[0063] Step 206: If the reference task type is a story type, determine that the initial task processing module corresponding to the reference game task is the initial static task processing module.
[0064] Step 208: If the reference task type is a behavior type, determine the initial task processing module corresponding to the reference game task as the initial dynamic task processing module.
[0065] Step 210: Determine the reference task parameters and initial task processing module corresponding to the reference game task, wherein the reference game task is any one of the game tasks, and the initial task processing module includes a task parameter field.
[0066] Step 212: Determine the correspondence between the reference task parameters and the task parameter fields, and add the reference task parameters to the corresponding task parameter fields based on the correspondence to generate the target task processing module corresponding to the reference game task.
[0067] Step 214: Based on the game flow information, assemble the target task processing modules to generate the target game corresponding to the game to be programmed.
[0068] Step 216: Parse the game flow information using a serialization tool to obtain the parsing results.
[0069] Step 218: If there is an anomaly in the parsing result, generate an anomaly prompt message based on the abnormal resource.
[0070] The visual game flow programming method provided in this application adds the creation of game logic content to the Timeline in a modular manner. Programmers only need to implement the underlying module functions, and other developers can quickly build the game flow using upper-level tools. This reduces the dependence on programmers in creating game flows and also lowers the difficulty for other developers. In actual project use, the entire game flow development can be completed smoothly, saving overall game project development time and reducing development manpower and funds. At the same time, this technical solution has a certain degree of versatility and can be easily ported to other projects using the Unity engine.
[0071] Corresponding to the above method embodiments, this application also provides an embodiment of a visual game flow programming device. Figure 3 A schematic diagram of a visual game flow programming device according to an embodiment of this application is shown. Figure 3 As shown, the device includes: The acquisition module 302 is configured to acquire game flow information corresponding to the game to be programmed, wherein the game flow information includes at least one game task, and each game task includes task parameters; Module 304 is configured to determine the initial task processing module corresponding to each game task based on the task type corresponding to each game task. The generation module 306 is configured to generate the target task processing module corresponding to each game task based on the task parameters and the initial task processing module. The splicing module 308 is configured to splice together each target task processing module according to the game flow information to generate the target game corresponding to the game to be programmed.
[0072] Optionally, the initial task processing module includes an initial static task processing module and an initial dynamic task processing module; The determining module 304 is further configured as follows: Determine the reference game task and the reference task type corresponding to the reference game task, wherein the reference game task is any one of the various game tasks; When the reference task type is a story type, the initial task processing module corresponding to the reference game task is determined to be the initial static task processing module; When the reference task type is a behavior type, the initial task processing module corresponding to the reference game task is determined to be the initial dynamic task processing module.
[0073] Optionally, the generation module 306 is further configured to: Determine a reference game task, reference task parameters corresponding to the reference game task, and an initial task processing module, wherein the reference game task is any one of the game tasks, and the initial task processing module includes a task parameter field; Determine the correspondence between the reference task parameters and the task parameter fields, and add the reference task parameters to the corresponding task parameter fields based on the correspondence to generate the target task processing module corresponding to the reference game task.
[0074] The visual game flow programming device provided in this application integrates the creation of game logic into the Timeline in a modular fashion. Programmers only need to implement the underlying module functions, while other developers can quickly build the game flow using upper-level tools. This reduces the dependence on programmers in creating game flows and lowers the difficulty for other developers. In actual project use, it can smoothly complete the development of the entire game flow, saving overall game project development time and reducing development manpower and funds. Furthermore, this technical solution has a certain degree of versatility and can be easily ported to other projects using the Unity engine.
[0075] The above is an illustrative scheme of a visual game flow programming device according to this embodiment. It should be noted that the technical solution of this visual game flow programming device and the technical solution of the aforementioned visual game flow programming method belong to the same concept. Details not described in detail in the technical solution of the visual game flow programming device can be found in the description of the technical solution of the aforementioned visual game flow programming method. Furthermore, the components in the device embodiment should be understood as functional modules necessary to implement each step of the program flow or each step of the method; these functional modules are not actual functional divisions or separations. The device claims defined by such a set of functional modules should be understood as a functional module architecture that primarily implements the solution through the computer program described in the specification, and not as a physical device that primarily implements the solution through hardware.
[0076] Figure 4 A structural block diagram of a computing device 400 according to an embodiment of this application is shown. The components of the computing device 400 include, but are not limited to, a memory 410 and a processor 420. The processor 420 is connected to the memory 410 via a bus 430, and a database 450 is used to store data.
[0077] The computing device 400 also includes an access device 440, which enables the computing device 400 to communicate via one or more networks 460. Examples of these networks include Public Switched Telephone Network (PSTN), Local Area Network (LAN), Wide Area Network (WAN), Personal Area Network (PAN), or combinations of communication networks such as the Internet. The access device 440 may include one or more of any type of wired or wireless network interface (e.g., a network interface card (NIC)), such as an IEEE 802.11 Wireless Local Area Network (WLAN) wireless interface, a Wi-MAX (Worldwide Interoperability for Microwave Access) interface, an Ethernet interface, a Universal Serial Bus (USB) interface, a cellular network interface, a Bluetooth interface, a Near Field Communication (NFC) interface, and so on.
[0078] In one embodiment of this application, the aforementioned components of the computing device 400 and Figure 4 Other components, not shown, can also be connected to each other, for example, via a bus. It should be understood that... Figure 4 The block diagram of the computing device shown is for illustrative purposes only and is not intended to limit the scope of this application. Those skilled in the art can add or replace other components as needed.
[0079] The computing device 400 can be any type of stationary or mobile computing device, including mobile computers or mobile computing devices (e.g., tablet computers, personal digital assistants, laptop computers, notebook computers, netbooks, etc.), mobile phones (e.g., smartphones), wearable computing devices (e.g., smartwatches, smart glasses, etc.) or other types of mobile devices, or stationary computing devices such as desktop computers or PCs. The computing device 400 can also be a mobile or stationary server.
[0080] The processor 420 is used to execute computer-executable instructions of the visual game flow programming method.
[0081] The above is an illustrative scheme of a computing device according to this embodiment. It should be noted that the technical solution of this computing device and the technical solution of the above-described visual game flow programming method belong to the same concept. For details not described in detail in the technical solution of the computing device, please refer to the description of the technical solution of the above-described visual game flow programming method.
[0082] One embodiment of this application also provides a computer-readable storage medium storing computer instructions that, when executed by a processor, are used for a method of programming a visual game flow.
[0083] The above is an illustrative scheme of a computer-readable storage medium according to this embodiment. It should be noted that the technical solution of this storage medium belongs to the same concept as the technical solution of the above-described visual game flow programming method. For details not described in detail in the technical solution of the storage medium, please refer to the description of the technical solution of the above-described visual game flow programming method.
[0084] An embodiment of this application also provides a chip that stores a computer program, which, when executed by the chip, implements the steps of the visual game flow programming method.
[0085] An embodiment of this specification also provides a computer program product, including a computer program / instructions that, when executed by a processor, implement the steps of the above-described visual game flow programming method.
[0086] The above is an illustrative scheme of a computer program product according to this embodiment. It should be noted that the technical solution of this computer program product and the technical solution of the above-described visual game flow programming method belong to the same concept. For details not described in detail in the technical solution of the computer program product, please refer to the description of the technical solution of the above-described visual game flow programming method.
[0087] The foregoing has described specific embodiments of this application. Other embodiments are within the scope of the appended claims. In some cases, the actions or steps recited in the claims may be performed in a different order than that shown in the embodiments and may still achieve the desired results. Furthermore, the processes depicted in the drawings do not necessarily require the specific or sequential order shown to achieve the desired results. In some embodiments, multitasking and parallel processing are also possible or may be advantageous.
[0088] The computer instructions include computer program code, which may be in the form of source code, object code, executable file, or certain intermediate forms. The computer-readable medium may include: any entity or device capable of carrying the computer program code, recording media, USB flash drive, portable hard drive, magnetic disk, optical disk, computer memory, read-only memory (ROM), random access memory (RAM), electrical carrier signals, telecommunication signals, and software distribution media, etc. It should be noted that the content included in the computer-readable medium may be appropriately added or removed according to the requirements of patent practice. For example, in some regions, according to patent practice, computer-readable media may not include electrical carrier signals and telecommunication signals.
[0089] It should be noted that, for the sake of simplicity, the foregoing method embodiments are all described as a series of actions. However, those skilled in the art should understand that this application is not limited to the described order of actions, as some steps may be performed in other orders or simultaneously according to this application. Furthermore, those skilled in the art should also understand that the embodiments described in the specification are preferred embodiments, and the actions and modules involved are not necessarily essential to this application.
[0090] In the above embodiments, the descriptions of each embodiment have different focuses. For parts not described in detail in a certain embodiment, please refer to the relevant descriptions of other embodiments.
[0091] The preferred embodiments disclosed above are merely illustrative of this application. The optional embodiments do not exhaustively describe all details, nor do they limit the invention to the specific implementations described. Clearly, many modifications and variations can be made based on the content of this application. These embodiments are selected and specifically described in this application to better explain the principles and practical applications of this application, thereby enabling those skilled in the art to better understand and utilize this application. This application is limited only by the claims and their full scope and equivalents.
Claims
1. A visual game flow programming method, characterized in that, include: Obtain game flow information corresponding to the game to be programmed, wherein the game flow information includes at least one game task, and each game task includes task parameters; Based on the task type corresponding to each game task, determine the initial task processing module corresponding to each game task; Generate the target task processing module for each game task based on the task parameters and the initial task processing module; Based on the game flow information, the target task processing modules are assembled to generate the target game corresponding to the game to be programmed.
2. The method as described in claim 1, characterized in that, The initial task processing module includes an initial static task processing module and an initial dynamic task processing module; Based on the task type corresponding to each game task, determine the initial task processing module for each game task, including: Determine the reference game task and the reference task type corresponding to the reference game task, wherein the reference game task is any one of the various game tasks; When the reference task type is a story type, the initial task processing module corresponding to the reference game task is determined to be the initial static task processing module; When the reference task type is a behavior type, the initial task processing module corresponding to the reference game task is determined to be the initial dynamic task processing module.
3. The method as described in claim 1, characterized in that, Based on the task parameters and initial task processing module corresponding to each game task, generate the target task processing module corresponding to each game task, including: Determine a reference game task, reference task parameters corresponding to the reference game task, and an initial task processing module, wherein the reference game task is any one of the game tasks, and the initial task processing module includes a task parameter field; Determine the correspondence between the reference task parameters and the task parameter fields, and add the reference task parameters to the corresponding task parameter fields based on the correspondence to generate the target task processing module corresponding to the reference game task.
4. The method as described in claim 1, characterized in that, Also includes: The game flow information is parsed using a serialization tool to obtain the parsing results; If an anomaly is found in the parsing results, an anomaly message is generated based on the anomaly resource.
5. A visual game flow programming device, characterized in that, include: The acquisition module is configured to acquire game flow information corresponding to the game to be programmed, wherein the game flow information includes at least one game task, and each game task includes task parameters; The determination module is configured to determine the initial task processing module corresponding to each game task based on the task type corresponding to each game task. The generation module is configured to generate the target task processing module for each game task based on the task parameters and the initial task processing module. The splicing module is configured to splice together each target task processing module according to the game flow information to generate the target game corresponding to the game to be programmed.
6. The apparatus as claimed in claim 5, characterized in that, The initial task processing module includes an initial static task processing module and an initial dynamic task processing module; The determining module is further configured as follows: Determine the reference game task and the reference task type corresponding to the reference game task, wherein the reference game task is any one of the various game tasks; When the reference task type is a story type, the initial task processing module corresponding to the reference game task is determined to be the initial static task processing module; When the reference task type is a behavior type, the initial task processing module corresponding to the reference game task is determined to be the initial dynamic task processing module.
7. The apparatus as claimed in claim 5, characterized in that, The generation module is further configured as follows: Determine a reference game task, reference task parameters corresponding to the reference game task, and an initial task processing module, wherein the reference game task is any one of the game tasks, and the initial task processing module includes a task parameter field; Determine the correspondence between the reference task parameters and the task parameter fields, and add the reference task parameters to the corresponding task parameter fields based on the correspondence to generate the target task processing module corresponding to the reference game task.
8. A computing device, characterized in that, include: Memory and processor; The memory is used to store computer-executable instructions, and the processor is used to execute the computer-executable instructions to implement the steps of the method according to any one of claims 1 to 4.
9. A computer-readable storage medium storing computer instructions, characterized in that, When executed by the processor, this instruction implements the steps of the method according to any one of claims 1 to 4.
10. A computer program product comprising a computer program / instructions, characterized in that, When the computer program / instructions are executed by the processor, they implement the steps of the method according to any one of claims 1 to 4.