Game editing method, game editing apparatus, storage medium, and electronic device
By allowing multiple game accounts to edit game scenes together, the problem of low-efficiency editing of game scenes is solved, and a more efficient editing process and better permission management are achieved.
Patent Information
- Application Number
- PCT/CN2024/114325
- Authority / Receiving Office
- WO · WO
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2023-09-20
- Filing Date
- 2024-08-23
- Publication Date
- 2025-03-27
AI Technical Summary
The game scene editing is inefficient, and the time required by users to edit game scenes is high.
Create a game scene to be edited through the client that mainly edits the game account, and initiates a co-editing invitation to other game accounts to realize co-editing of multiple game accounts.
It improves the editing efficiency of game scenes, reduces the time cost of editing game scenes for a single game account, and realizes effective management of game scene editing permissions.
Smart Images

Figure CN2024114325_27032025_PF_FP_ABST
Abstract
Description
Game editing method, game editing device, storage medium and electronic device
[0001] CROSS-REFERENCE TO RELATED APPLICATIONS
[0002] This application claims priority to Chinese patent application filed on September 20, 2023, with application number 202311221485.2, entitled “Game Editing Method, Game Editing Device, Storage Medium and Electronic Device”, the entire contents of which are incorporated herein by reference. Technical Field
[0003] The present disclosure relates to the technical field of computer and human-computer interaction, and in particular to a game editing method, a game editing device, a computer-readable storage medium, and an electronic device. Background Art
[0004] With the development of computer and human-computer interaction technology, games have become an important form of daily entertainment. Some games allow for editing of game scenes. For example, users can add scene components to the game scene and edit their positions and sizes to achieve the desired layout.
[0005] In related technologies, the editing efficiency of game scenes is generally low, and the time cost required for users to edit game scenes is high.
[0006] Summary of the Invention
[0007] The present disclosure provides a game editing method, a game editing device, a computer-readable storage medium, and an electronic device, so as to improve the editing efficiency of game scenes at least to a certain extent.
[0008] According to a first aspect of the present disclosure, a game editing method is provided, the method comprising: creating a game scene to be edited via a first client of a primary editing game account; the game scene to be edited comprising a scene component, the scene component being a component set in the game scene to be edited in response to a scene component setting instruction, the scene component being configured to generate a corresponding virtual scene model in a game running scene; initiating a co-editing invitation to one or more candidate game accounts in response to a co-editing invitation instruction for the game scene to be edited via the first client; controlling the first client and / or at least one second client of the co-editing game account to edit the game scene to be edited in a co-editing mode according to the received editing instruction; the co-editing game account being a game account among the one or more candidate game accounts that accepts the co-editing invitation; displaying preview information of the game scene to be edited on an editing overview interface of the primary editing game account via the first client; the preview information being configured to trigger entry into the editing interface of the game scene to be edited in response to a preset operation when the game scene to be edited is in a preset state; and displaying preview information of the game scene to be edited on the editing overview interface of the co-editing game account via the second client of the co-editing game account if the co-editing game account meets preset permission conditions.
[0009] According to a second aspect of the present disclosure, a game editing device is provided, the device comprising: a game scene creation module, configured to create a game scene to be edited through a first client of a main editing game account; the game scene to be edited comprises a scene component, the scene component being a component set in the game scene to be edited in response to a scene component setting instruction, the scene component being configured to generate a corresponding virtual scene model in the game running scene; an invitation processing module, configured to respond to a co-editing invitation instruction for the game scene to be edited through the first client, and initiate a co-editing invitation to one or more candidate game accounts; a game scene editing processing module, configured to control the first client and / or at least a second client of a co-editing game account to initiate a co-editing invitation in the co-editing mode; The game scene to be edited is edited according to the received editing instruction in the following manner; the co-editing game account is a game account among the one or more candidate game accounts that accepts the co-editing invitation; the first preview processing module is configured to display preview information of the game scene to be edited in the editing overview interface of the main editing game account through the first client; the preview information is configured to trigger entry into the editing interface of the game scene to be edited in response to a preset operation when the game scene to be edited is in a preset state; the second preview processing module is configured to display preview information of the game scene to be edited in the editing overview interface of the co-editing game account through the second client of the co-editing game account if the co-editing game account meets the preset permission conditions.
[0010] According to a third aspect of the present disclosure, a computer-readable storage medium is provided, on which a computer program is stored. When the computer program is executed by a processor, the game editing method of the first aspect and its possible implementation methods are implemented.
[0011] According to a fourth aspect of the present disclosure, an electronic device is provided, comprising: a processor; and a memory for storing executable instructions of the processor; wherein the processor is configured to execute the game editing method of the first aspect and its possible implementation methods by executing the executable instructions.
[0012] The technical solution disclosed in this disclosure has the following beneficial effects:
[0013] On the one hand, it enables multiple game accounts to jointly edit game scenes, improving editing efficiency and reducing the time cost of editing game scenes for individual game accounts. On the other hand, the main editing game account has higher permissions than co-editing game accounts, and different co-editing game accounts have different permissions. Pre-set permission requirements can be used to restrict co-editing game accounts from viewing and editing information about the game scenes to be edited. This effectively manages game scene editing permissions, improves management efficiency, ensures the dominant position of the main editing game account, and meets the needs of game scene editing. BRIEF DESCRIPTION OF THE DRAWINGS
[0014] FIG1 shows a system architecture diagram of one embodiment of the present exemplary embodiment;
[0015] FIG2 is a flowchart showing a method for editing a game according to an exemplary embodiment of the present invention;
[0016] FIG3 is a schematic diagram showing a game scene to be edited in one exemplary embodiment of the present invention;
[0017] FIG4A is a schematic diagram showing an interface for setting a viewing angle according to one exemplary embodiment of the present invention;
[0018] FIG4B is a schematic diagram showing one of the viewing angles of this exemplary embodiment;
[0019] FIG4C is a schematic diagram showing one of the game perspectives in this exemplary embodiment;
[0020] FIG5A is a schematic diagram showing a primary editing game account initiating a synchronous editing invitation according to one exemplary embodiment of the present invention;
[0021] FIG5B shows a schematic diagram of an interface for selecting a candidate game account according to this exemplary embodiment;
[0022] FIG5C shows a schematic diagram of a synchronous editing invitation interface for a candidate game account in this exemplary embodiment;
[0023] FIG6 is a schematic diagram showing one embodiment of synchronizing the latest game scene to be edited;
[0024] FIG7A is a schematic diagram showing an editing overview interface of a main editor of a game account according to one exemplary embodiment of the present invention;
[0025] FIG7B is a schematic diagram illustrating an editing overview interface for co-authoring a game account according to one exemplary embodiment of the present invention;
[0026] FIG7C is a schematic diagram showing an overview interface for asynchronously editing a game account according to one exemplary embodiment of the present invention;
[0027] FIG8 is a schematic diagram showing an editing overview interface for synchronously editing a game account according to one exemplary embodiment of the present invention;
[0028] FIG9 is a schematic structural diagram of a game editing device according to the exemplary embodiment;
[0029] FIG. 10 is a schematic structural diagram of an electronic device according to the exemplary embodiment. DETAILED DESCRIPTION
[0030] Exemplary embodiments of the present disclosure will be described more fully hereinafter with reference to the accompanying drawings.
[0031] The accompanying drawings are schematic illustrations of the present disclosure and are not necessarily drawn to scale. Some of the block diagrams shown in the accompanying drawings may be functional entities and do not necessarily correspond to physically or logically independent entities. These functional entities can be implemented in software, or in hardware modules or integrated circuits, or in networks, processors or microcontrollers. The embodiments can be implemented in various forms and should not be construed as being limited to the examples set forth herein. The features, structures or characteristics described in the present disclosure may be combined in one or more embodiments in any suitable manner. In the description below, many specific details are provided to provide a full description of the embodiments of the present disclosure. However, those skilled in the art will appreciate that one or more specific details may be omitted when implementing the technical solution of the present disclosure, or that other methods, components, devices, steps, etc. may be used to replace one or more specific details.
[0032] In view of the above problems, exemplary embodiments of the present disclosure provide a game editing method.
[0033] Figure 1 shows the system architecture of the operating environment of this exemplary embodiment. This system architecture may include a first client 110, a second client 120, and a server 130. The first client 110 and the second client 120 are terminal devices that install and run game client programs. These terminal devices may be mobile phones, tablets, personal computers, smart wearable devices, game consoles, and other devices. They may have display capabilities and be capable of displaying graphical user interfaces (GUIs), which may include operating system interfaces or application interfaces. The first client 110 and the second client 120 may be clients used to log in to different game accounts. For example, the first client 110 is the client that primarily edits a game account, while the second client 120 is the client that co-edits a game account. The server 130 generally refers to the backend system that provides the game services in this exemplary embodiment and may be a single server or a cluster of multiple servers. The game server program is deployed on the server 130 to perform server-side game data processing. The first client 110, the second client 120, and the server 130 may be connected via a wired or wireless communication link for data transmission.
[0034] In one embodiment, the game editing method can be implemented and executed based on a cloud interaction system. The cloud interaction system can be the system architecture described above. Various cloud applications, such as cloud gaming, can be run within the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program execution entity and the game screen presentation entity are separated. The storage and execution of the in-game control and interaction methods are completed on the cloud gaming server (such as the aforementioned server 130). The cloud gaming client (such as the aforementioned first client 110 or second client 120) is responsible for receiving and sending data and presenting the game screen. For example, the cloud gaming client can be a display device with data transmission capabilities close to the user, such as a mobile terminal, television, computer, or PDA; while the cloud gaming server in the cloud performs information processing. When playing a game or editing a game scene, the user operates the cloud gaming client to send operation instructions to the cloud gaming server. The cloud gaming server runs the game according to the operation instructions, encodes and compresses the game screen and other data, and returns it to the cloud gaming client via the network. Finally, the cloud gaming client decodes and outputs the game screen.
[0035] The game editing method in this exemplary embodiment may be executed by any one or more of the first client 110 and the second client 120 .
[0036] In one embodiment, referring to FIG2 , the game editing method may include the following steps S210 to S250:
[0037] Step S210: Creating a game scene to be edited through the first client of the primary editing game account; the game scene to be edited includes a scene component, which is a component set in the game scene to be edited in response to a scene component setting instruction, and the scene component is configured to generate a corresponding virtual scene model in the game running scene;
[0038] Step S220: Initiating a co-editing invitation to one or more candidate game accounts via the first client in response to the co-editing invitation instruction for the game scene to be edited;
[0039] Step S230: Control the first client and / or at least one second client of a co-editing game account to edit the game scene to be edited according to the received editing instruction in the co-editing mode; the co-editing game account is a game account among the one or more candidate game accounts that accepts the co-editing invitation;
[0040] Step S240: displaying preview information of the game scene to be edited in the editing overview interface of the primary editing game account via the first client; the preview information is configured to trigger entry into the editing interface of the game scene to be edited in response to a preset operation when the game scene to be edited is in a preset state;
[0041] Step S250: If the co-editing game account meets the preset permission conditions, the preview information of the game scene to be edited is displayed in the editing overview interface of the co-editing game account through the second client of the co-editing game account.
[0042] The method shown in Figure 2 enables multiple game accounts to jointly edit game scenes, improving editing efficiency and reducing the time cost of editing game scenes for individual game accounts. Furthermore, the primary editing account has higher permissions than co-editing accounts, and different co-editing accounts have different permissions. Pre-set permission requirements can be used to restrict co-editing accounts from viewing and editing game scene information. This effectively manages game scene editing permissions, improves management efficiency, and ensures the dominant position of the primary editing account, meeting the needs of game scene editing.
[0043] Each step in Figure 2 is described in detail below.
[0044] Referring to Figure 2, in step S210, a game scene to be edited is created through the first client of the main editing game account; the game scene to be edited includes a scene component, which is a component set in the game scene to be edited in response to a scene component setting instruction, and the scene component is configured to generate a corresponding virtual scene model in the game running scene.
[0045] Among them, the game account that creates the game scene to be edited is the main editing game account of the game scene to be edited, and has the main editing authority. In one embodiment, the main editing game account of the game scene to be edited can be limited to only one to prevent command conflicts caused by multiple main editing game accounts.
[0046] The main editing game account can create a new game scene as the game scene to be edited, or select an already created game scene (usually one created earlier by the main editing game account) as the game scene to be edited. The game scene to be edited can include a scene background and one or more generated scene components. These scene components can be scene components that come with the game scene to be edited (such as the game program can provide preset game scenes of various styles, and the user can select a preset game scene for editing, which initially comes with scene components), or they can be scene components edited and generated by the main editing game account. Scene components can be people, objects, or local people or objects in the game, such as NPCs (Non-Player Characters). After completing the game scene editing, when the game scene to be edited is loaded and run as a game running scene, the scene components in the game scene to be edited can generate corresponding virtual scene models in the game running scene.
[0047] The scene component can be set in the game scene to be edited through the scene component setting instruction. In one embodiment, when the game scene to be edited is displayed, one or more scene component selection controls can also be displayed in the graphical user interface, and the scene component setting instruction is an instruction implemented by the scene component selection control. Figure 3 shows a schematic diagram of the game scene to be edited and the scene component selection control. The scene component selection control may include controls such as "block component", "cylinder component", "semi-cylinder component", etc. In response to the user's (such as the main editing game account) operation on the control, the corresponding scene component can be generated in the game scene to be edited. For example, if the user clicks the "block component" control, a block component can be generated in the game scene to be edited.
[0048] In one embodiment, the game program may come with one or more scene components, such as scene components pre-configured by artists and stored in the game program, and may provide corresponding scene component selection controls so that players can conveniently use these scene components to edit game scenes, such as adding scene components to the game scene to be edited with one click.
[0049] In one embodiment, the scene components can be pre-configured by the player. The player can obtain scene components that are not originally in the game program by modeling in the game scene to be edited or other editing interfaces, or combine the original scene components in the game program to form a combined scene component. For the scene components pre-configured by the player, corresponding scene component selection controls can also be provided. When pre-configuring the scene components, one or more information such as the size, position, direction, color, texture, and shape of the scene components can be configured. In this way, when the user uses these scene components in the game scene to be edited, the configured information can be directly called, which is very convenient and efficient. Of course, the user can also adjust the configured information in the scene components, such as adjusting one or more of the above information to make it more in line with their own needs and preferences.
[0050] In one embodiment, a virtual camera may be set up in the game scene to be edited. A virtual camera is a tool within the game program that simulates a real camera to capture the game scene. It can be set up anywhere in the game scene to be edited and capture the game scene from any perspective. In other words, the virtual camera can have any position within the game scene, and its position can be fixed or dynamically changing. Furthermore, any number of virtual cameras can be set up in the game scene to be edited, and different virtual cameras can capture different game scene images.
[0051] As shown in Figure 4A, the game scene to be edited can present two different perspectives, namely the observation perspective and the game perspective. The user can select which perspective to use in the relevant settings interface of the game scene to be edited. The observation perspective refers to observing the game scene to be edited from a third-person perspective. As shown in Figure 4B, under the observation perspective, the user can not control the game character in the game scene to be edited, but directly control the virtual camera to move the perspective (the virtual camera is not displayed). The game perspective refers to observing the game scene to be edited from a first-person perspective. As shown in Figure 4C, under the game perspective, the user can control a certain game character in the game scene to be edited. The game character can be bound to the virtual camera, that is, the positional relationship between the game character and the virtual camera is fixed. For example, the game character can be located at the focus of the virtual camera. When the user controls the game character to move, the virtual camera moves synchronously, thereby moving the perspective. Of course, under the observation perspective, it is also possible to set an invisible game character in the game scene to be edited, which is equivalent to hiding the game character in Figure 4C. When the user moves the perspective, the virtual camera can be moved by moving the game character. In the observation perspective or game perspective, a virtual joystick, up or down controls, etc. can be set in the game scene to be edited. The user can move the virtual camera or move the game character by operating these controls.
[0052] In one embodiment, the creation of the game scene to be edited by the first client of the main editing game account may include the following steps:
[0053] The local map file corresponding to the game scene to be edited is run through the first client of the main editing game account to generate the game scene to be edited.
[0054] The game scene can be saved in the form of a map file. The local map file can be saved in a cache or in non-volatile storage. When the first client creates a game scene to be edited, a corresponding local map file can be generated. The first client runs and loads the local map file to generate and display the game scene to be edited.
[0055] Continuing with reference to FIG. 2 , in step S220 , the first client responds to the co-editing invitation instruction for the game scene to be edited and initiates a co-editing invitation to one or more candidate game accounts.
[0056] Co-editing refers to multiple clients editing a single game scene. The primary editing game account can invite other game accounts, in addition to itself, to co-edit the scene. The primary editing game account can enter a co-editing invitation command for the scene to be edited, inviting other game accounts to co-edit the scene. Candidate game accounts can be selected by the primary editing game account or automatically determined by the game program. For example, when entering the co-editing invitation command, the primary editing game account can select one or more invitees from their friends list, i.e., candidate game accounts. Alternatively, when entering the co-editing invitation command, the game program can select eligible game accounts from their friends list as candidate game accounts. In response to the co-editing invitation command, the first client sends a co-editing invitation to the candidate game account. This co-editing invitation can be transmitted via the server to the candidate game account's client. The candidate game account can then choose whether to accept the invitation. If accepted, it becomes a co-editor of the scene to be edited and obtains co-editing permissions for the scene.
[0057] Continuing with reference to Figure 2, in step S230, the first client and / or the second client of at least one co-editing game account are controlled to edit the game scene to be edited according to the received editing instructions in the co-editing mode; the co-editing game account is a game account among the one or more candidate game accounts mentioned above that accepts the co-editing invitation.
[0058] The editing instruction received by the first client or the second client may be an instruction generated in response to an editing operation received on a game scene to be edited. The game scene to be edited by the first client or the second client may be a local game scene to be edited by the first client or the second client, or a game scene to be edited stored on a server.
[0059] In one embodiment, co-editing may include synchronized editing, which refers to multiple clients editing a game scene simultaneously. During the editing process, the game scene displayed on different clients is the same, that is, each client can display the editing status of other clients. Accordingly, the co-editing mode may include synchronized editing mode. The co-editing invitation may include a synchronized editing invitation, and the co-editing invitation instruction may include a synchronized editing invitation instruction. The co-editing game account may include a synchronized editing game account, i.e., a game account among the candidate game accounts that accepts the synchronized editing invitation.
[0060] If synchronous editing is performed, both the first client and the second client need to be in synchronous editing mode. The present disclosure does not limit the timing of the first client entering the synchronous editing mode of the game scene to be edited. Exemplarily, before the main editing game account enters the synchronous invitation instruction, it can first perform a synchronous editing trigger operation to trigger the first client to enter the synchronous editing mode. Alternatively, the first client enters the synchronous editing mode after initiating a synchronous editing invitation to the candidate game account. Alternatively, after the first client initiates a synchronous editing invitation to the candidate game account, if a candidate game account accepts the invitation, the first client enters the synchronous editing mode, and the candidate game account that accepts the invitation (i.e., the synchronous editing game account) also enters the synchronous editing mode.
[0061] In one embodiment, the above-mentioned initiating a co-editing invitation to one or more candidate game accounts in response to the co-editing invitation instruction for the game scene to be edited by the first client may include the following steps:
[0062] The first client responds to the synchronous editing invitation instruction for the game scene to be edited in the single-player editing mode, initiates a synchronous editing invitation to one or more candidate game accounts, and controls the first client to switch from the single-player editing mode to the synchronous editing mode.
[0063] Among them, the single-player editing mode is a mode that only allows one game account to edit the game scene, and is usually a mode that only allows the creator of the game scene to edit. For example, if the main editing game account performs routine editing on the game scene to be edited, it enters the single-player editing mode. In the single-player editing mode, the main editing game account can operate to generate a synchronous editing invitation instruction. When a synchronous editing invitation is initiated to a candidate game account, it can switch from the single-player editing mode to the synchronous editing mode. The switching process can be reflected in a visual way, such as displaying a switching interface and displaying relevant text information, such as "Entering synchronous editing mode". This allows the main editing game account to easily initiate synchronous editing invitations and flexibly switch between single-player editing mode and synchronous editing mode.
[0064] The server can generate a process corresponding to the synchronous editing mode of the game scene to be edited, and use this process to handle the relevant data processing in the synchronous editing mode. This process can be isolated from other processes to ensure data security and accuracy.
[0065] Figure 5A shows a schematic diagram of the main editing game account initiating a synchronous editing invitation. The main editing game account can select the member management option in the setting interface of the game scene to be edited, triggering the display of the member management interface, which displays the member information currently editing the game scene to be edited. Since only the main editing game account is currently editing the game scene to be edited, only the avatar of the main editing game account is displayed. The main editing game account can click the "+" sign in the member management interface to trigger the invitation of other users to participate in the joint editing, such as triggering the display of the interface shown in Figure 5B. Figure 5B shows a schematic diagram of the interface for selecting candidate game accounts, which displays friends who can be invited. The main editing game account can select and confirm from them, thereby determining the candidate game account and initiating a synchronous editing invitation to it. Figure 5C shows a schematic diagram of the synchronous editing invitation interface for the candidate game account. After the main editing game account initiates a synchronous editing invitation to the candidate game account, the candidate game account can see the information of the synchronous editing invitation, and the candidate game account can choose to accept the invitation (i.e., "OK" as shown in Figure 5C) or reject the invitation (i.e., "Cancel" as shown in Figure 5C). If the invitation is accepted, the candidate game account becomes the synchronous editing game account of the game scene to be edited, and triggers a jump to the game scene to be edited, entering the synchronous editing mode.
[0066] In one embodiment, the second client controlling at least one synchronous editing game account to enter synchronous editing mode and display the game scene to be edited may include the following steps:
[0067] The second client is controlled to enter a synchronous editing mode, and the latest game scene to be edited is obtained and displayed; the latest game scene to be edited is the game scene to be edited currently displayed by the first client.
[0068] That is to say, when the second client enters the synchronous editing mode, the game scene to be edited displayed on the second client is synchronized with the game scene to be edited displayed on the first client, that is, the game scene to be edited displayed on the second client is kept synchronized with the first client, ensuring that the game scenes to be edited seen by the main editing game account and the synchronous editing game account are consistent.
[0069] In one embodiment, obtaining the latest game scene to be edited may include the following steps:
[0070] Get the game scene to be edited saved at the most recent save time point, as well as the synchronization editing instructions from the most recent save time point to the current time;
[0071] According to the synchronous editing instruction from the most recent saving time point to the current time, the game scene to be edited saved at the most recent saving time point is edited to obtain the latest game scene to be edited.
[0072] Among them, the server or the first client can save the game scene to be edited regularly, and the time point of saving is the saving time point. If the server saves the game scene to be edited once every 30 seconds or 1 minute, it can be saved in the form of a snapshot, then there is a saving time point every 30 seconds or 1 minute. In one embodiment, the saving time point can be the time point when the first client saves the local map file in response to the save instruction. The local map file saved by the first client is uploaded to the server, and when the synchronous editing game account enters the co-editing mode of the game scene to be edited, the second client obtains the most recent local map file from the server, that is, obtains the game scene to be edited saved at the most recent saving time point.
[0073] The game scene to be edited saved at the most recent save time point is not necessarily the latest game scene to be edited. Taking into account that after the most recent save time point, if the main editing game account or other synchronous editing game accounts perform editing operations in the common editing mode, the game scene to be edited will be changed. Therefore, it is also possible to obtain the synchronous editing instructions from the most recent save time point to the current time. The synchronous editing instructions are the editing instructions generated by the main editing game account or other synchronous editing game accounts performing editing operations in the common editing mode during this period. The second client edits the game scene to be edited at the most recent save time point obtained according to the synchronous editing instructions from the most recent save time point to the current time, which is equivalent to reproducing the synchronous editing instructions of the main editing game account or other synchronous editing game accounts during this period, and obtaining the latest game scene to be edited after editing. This solution can ensure that the second client entering the common editing mode obtains the latest game scene to be edited, and there is no need to save the game scene to be edited in real time, thereby reducing the pressure of saving.
[0074] In one embodiment, in the process of editing the game scene to be edited saved at the most recent saving time point according to the synchronous editing instruction from the most recent saving time point to the current time, the game editing method may further include the following steps:
[0075] Set the game scene to be edited to not allow simultaneous editing of the game account.
[0076] In one embodiment, after the second client enters the co-editing mode, it may take a certain amount of time to obtain the latest game scene to be edited. During this time, the game scene to be edited can be locked, that is, it is set to not allow the synchronous editing game account to edit, so as to prevent the second client from editing the non-latest game scene to be edited. Furthermore, in the process of editing the game scene to be edited saved at the most recent save time point according to the synchronous editing instruction from the most recent save time point to the current time, an editing animation can be displayed, such as playing the editing animation at a higher than normal playback speed to show the visual effect of the editing process catching up with the main editing game account and other synchronous editing game accounts. As shown in Figure 6, in the process of playing the editing animation, a mask can be added to the game scene to be edited to reflect the non-editable state.
[0077] In one embodiment, when the second client controlling at least one synchronous editing game account enters the synchronous editing mode and displays the game scene to be edited, the game editing method may further include the following steps:
[0078] If the synchronous editing of the game account adopts the game perspective, the current position of the main editing game account in the game scene to be edited will be used as the initial position of the synchronous editing game account in the game scene to be edited; if the synchronous editing of the game account adopts the observation perspective, the preset position will be used as the initial position of the synchronous editing game account in the game scene to be edited.
[0079] Among them, the current position of the main editing game account in the game scene to be edited is the position of the virtual camera or the controllable game character from the perspective of the game scene to be edited displayed on the first client, such as the position of the game character in Figure 4C. The preset position can be any specified position in the game scene to be edited, such as the origin position of the world coordinate system of the game scene to be edited. When the second client enters the synchronous editing mode, if the perspective set by the synchronous editing game account is the game perspective, the current position of the main editing game account is used as the initial position in the game scene to be edited, that is, when the synchronous editing game account starts to see the game scene to be edited, it is consistent with the position and perspective of the main editing game account, so that the synchronous editing game account can observe the game scene to be edited from the perspective of the main editing game account, making it easier to see the current editing situation. If the perspective set by the synchronous editing game account is the observation perspective, the preset position is used as the initial position in the game scene to be edited, making it easier to see the overall situation of the game scene to be edited.
[0080] In one embodiment, when a second client enters synchronized editing mode, aside from restricting the synchronized editing game account's initial position within the game scene to be edited, there are no restrictions on the synchronized editing game account's subsequent movement. The synchronized editing game account can freely move within the game scene to be edited, without having to maintain consistent position or perspective with the primary editing game account. Of course, a perspective-following option can also be set within synchronized editing mode, allowing the primary editing game account or synchronized editing game account to determine whether to follow the perspective of any other game account in synchronized editing mode.
[0081] In the case of synchronous editing, the above-mentioned controlling the first client and / or the second client of at least one co-editing game account to edit the game scene to be edited according to the received editing instruction in the co-editing mode may include the following steps:
[0082] The first client is controlled to edit the game scene to be edited according to the received synchronous editing instruction; the synchronous editing instruction includes an instruction generated by the first client in response to the received editing operation and an instruction generated by the second client in response to the received editing operation in a common editing mode.
[0083] The synchronized editing instructions received by the first client are generated by the editing operations of all game accounts in synchronized editing mode. The synchronized editing instructions can be centrally executed on the first client to edit the game scene to be edited displayed on the first client, allowing the main editing game account to see the edit summary of all game accounts. This ensures that the joint editing process is based on the game scene to be edited on the first client, maintaining the dominant position of the main editing game account, eliminating the need for the server to execute the editing process, and reducing server pressure.
[0084] In one embodiment, the controlling the first client to edit the game scene to be edited according to the received synchronous editing instruction may include the following steps:
[0085] The first client is controlled to edit the game scene to be edited according to the received synchronous editing instruction within each unit editing time.
[0086] Among them, the unit editing time is the periodic time for collecting and executing synchronous editing instructions, such as 1 second, 5 seconds, etc. The length of the unit editing time can be determined based on experience, the complexity of the game scene to be edited, the number of synchronous editing game accounts, the network conditions between the first client, the second client and the server, the performance of the first client, and one or more other factors. The first client can execute synchronous editing instructions based on the unit editing time as a period, such as collecting synchronous editing instructions within each unit editing time and executing the synchronous editing instructions at the end of the unit editing time. The synchronous editing instructions received within the unit editing time can also be merged for execution. For example, if there are multiple move instructions for the same scene component, only the last move instruction can be executed after merging. Alternatively, the first client can execute each synchronous editing instruction in sequence according to the order of the receipt time or generation time of the synchronous editing instructions. In one embodiment, the server can summarize the synchronous editing instructions within each unit editing time and send them to the first client for execution. The method of executing synchronous editing instructions based on the unit editing time as a period can reduce the pressure on one or more of the first client, the second client, and the server, and improve efficiency.
[0087] In one embodiment, the synchronous editing instruction received by the first client may include two parts: one is the synchronous editing instruction generated by the first client itself, that is, the synchronous editing instruction for the main editing game account to perform editing operations; the other is the synchronous editing instruction received by the first client from the outside (such as a server), that is, the synchronous editing instruction for the synchronous editing game account to perform editing operations.
[0088] In one embodiment, after controlling the first client to edit the game scene to be edited according to the received synchronous editing instruction, the game editing method may further include the following steps:
[0089] Controlling the first client to send the missing editing instructions of the second client to the second client; the missing editing instructions include instructions generated by the first client in response to the received editing operation and / or instructions generated by other second clients in response to the received editing operation in the synchronous editing mode;
[0090] Control the second client to receive the missing editing instructions of the second client, and edit the game scene to be edited according to the missing editing instructions and the instructions generated by the second client in response to the received editing operation in the common editing mode; the missing editing instructions include the instructions generated by the first client in response to the received editing operation and / or the instructions generated by other second clients in response to the received editing operation in the common editing mode.
[0091] Among them, the missing editing instructions refer to operation instructions from the first client and other second clients that are not generated locally by the second client. After the summarized synchronous editing instructions are executed on the first client, each second client can obtain the missing editing instructions from the server or the first client. Exemplarily, after the first client successfully executes the summarized synchronous editing instructions, it can send feedback to the server. After receiving the feedback, the server sends the missing editing instructions to each second client. It should be understood that the actual editing instructions of each second client may be different. Each second client combines the received missing editing instructions and the locally generated instructions, which are equivalent to the summarized synchronous editing instructions. The second client can edit the game scene to be edited accordingly, so that the game scenes to be edited on the first client and the second client are consistent, thereby achieving the requirements of synchronous editing.
[0092] In one embodiment, co-editing may include asynchronous editing. Asynchronous editing means that multiple game accounts can edit the same game scene, but only one game account is allowed to edit at the same time. Accordingly, the co-editing mode may include asynchronous editing mode. The co-editing invitation may include an asynchronous editing invitation, and the co-editing invitation instruction may include an asynchronous editing invitation instruction. The co-editing game account may include an asynchronous editing game account, that is, the game account among the candidate game accounts that accepts the asynchronous editing invitation. Asynchronous editing mode is a type of single-player editing mode. It can be understood that if the game scene to be edited has an asynchronous editing game account, then the single-player editing mode of the game scene to be edited is asynchronous editing mode. Only one game account, among the main editing game account and the asynchronous editing game account, is allowed to edit the game scene to be edited in asynchronous editing mode at the same time. The first client and the second client can edit the game scene to be edited separately in asynchronous editing mode at different times.
[0093] In the case of synchronous editing, the above-mentioned controlling the first client and / or the second client of at least one co-editing game account to edit the game scene to be edited according to the received editing instruction in the co-editing mode may include the following steps:
[0094] The second client of the asynchronously editing game account responds to the editing operation on the game scene to be edited in the asynchronous editing mode, edits the game scene to be edited, and generates asynchronous update information;
[0095] The asynchronous update of the game scene to be edited is triggered by the first client response, and the local map file corresponding to the game scene to be edited is updated according to the received asynchronous update information.
[0096] It should be understood that when any asynchronous editing game account edits the game scene to be edited in the asynchronous editing mode, the main editing game account and other asynchronous editing game accounts cannot enter the asynchronous editing mode of the game scene to be edited to perform editing.
[0097] When the main editing game account is editing the game scene to be edited in the asynchronous editing mode, all asynchronous editing game accounts are also unable to enter the asynchronous editing mode of the game scene to be edited to perform editing.
[0098] When at least one of the following conditions is met, an asynchronous update of the game scene to be edited can be triggered: ① The game scene to be edited is loaded. For example, when the main editing game account selects the game scene to be edited for asynchronous editing, the game scene to be edited needs to be loaded. At this time, an asynchronous update of the game scene to be edited is triggered, so that it is updated to the latest state (i.e., the state after the second client's asynchronous editing). ② After any asynchronous editing game account completes editing the game scene to be edited in asynchronous editing mode, asynchronous update information is received. The asynchronous update information is sent by the second client to the server, and then sent by the server to the first client and other second clients. In response to receiving the asynchronous update information, the first client can trigger an asynchronous update of the game scene to be edited. ③ The scheduled update time is reached. For example, it can be set to check whether the game scene to be edited has been asynchronously edited at a certain interval (such as every hour) or at a fixed time every day (such as 10:00 PM every day). If so, an asynchronous update of the game scene to be edited is triggered.
[0099] In one embodiment, the asynchronous update information includes: the latest map file corresponding to the game scene to be edited, or an asynchronous editing instruction generated by the second client in response to an editing operation on the game scene to be edited in asynchronous editing mode. Accordingly, updating the local map file corresponding to the game scene to be edited based on the received asynchronous update information may include the following steps:
[0100] Overwrite the local map file with the latest map file received; or, edit the game scene to be edited according to the received asynchronous editing instruction, and update the local map file.
[0101] Regardless of which method is used, it can be ensured that the local map file on the first client after the update corresponds to the latest game scene to be edited.
[0102] In one embodiment, a second client of another asynchronously edited game account that has not yet performed asynchronous editing can also respond to triggering an asynchronous update of the game scene to be edited and update the local map file corresponding to the game scene to be edited based on the received asynchronous update information. The local map file is a map file locally stored by the second client, and is updated to correspond to the latest game scene to be edited.
[0103] Asynchronous editing and synchronous editing are two different editing modes. The present disclosure combines the two modes to enable the main editing game account to select the editing mode according to its own needs, thereby improving the editing flexibility of the game scene.
[0104] In one embodiment, the first client and the second client can be set to use only their own existing scene components during the editing process. Alternatively, the first client and the second client can be set to share and use scene components during the editing process. For example, the main editing game account pre-configures a customized scene component (such as a combination of scene components). During the editing process, the main editing game account can use the corresponding scene component selection control to generate the scene component in the game scene to be edited. If the synchronous editing game account and the asynchronous editing game account have not pre-configured the scene component, they cannot use the corresponding scene component selection control to generate the scene component in the game scene to be edited.
[0105] In one embodiment, the game editing method may further include the following steps:
[0106] The first client responds to the publishing instruction for the game scene to be edited, and uploads the local map file corresponding to the game scene to be edited to the game map pool of the server, so that other game accounts can use the local map file to play the game.
[0107] The server's game map pool can be a pool of game maps available for download by players. If the main editing game account publishes a game scene to be edited, the corresponding local map file is uploaded to the game map pool, from which other game accounts can download the local map file to play the game. This enables fast UGC (User Generated Content) functionality. It can be set to allow only the main editing game account to publish game scenes to be edited, while co-editing game accounts do not have the permission to publish game scenes to be edited.
[0108] In one embodiment, the game editing method may further include the following steps:
[0109] The first client responds to the undo release instruction for the game scene to be edited and requests the server to remove the local map file from the game map pool.
[0110] The "undo release" command is the inverse of the "release" command. It should be understood that if a game scene to be edited has already been published, it can be unpublished. If the main editing game account undones the release of the game scene to be edited, the first client requests the server to remove the local map file from the game map pool, preventing other game accounts from downloading the local map file from the game map pool. It can be configured so that only the main editing game account is allowed to undone the release of the game scene to be edited, or it can be configured so that both the main editing game account and the co-editing game account can undone the release of the game scene to be edited.
[0111] In one embodiment, when the first client responds to the publishing instruction for the game scene to be edited and uploads the local map file corresponding to the game scene to be edited to the game map pool of the server, the game editing method may further include the following steps:
[0112] The first client responds to the instruction to determine the co-creation game account in the co-editing game account to generate a creator list; the creator list includes the main editing game account and the co-creation game account.
[0113] Among them, the main editing game account can select a co-creation game account from the co-editing game account. For example, a co-editing game account that has made a greater contribution to the editing of the game scene to be edited can be selected as a co-creation game account, or the game program can automatically determine the co-creation game account based on the contribution of each co-editing game account (the contribution can be calculated by indicators such as the length of time participating in editing, the effective time, and the editing operation behavior). After determining the co-creation game account, a list of creators including the main editing game account and the co-creation game account is generated. The list of creators can be displayed in the information of the game scene to be edited (such as preview information) as a kind of honor. In addition, the co-creation game account can have different permissions from other co-editing game accounts, which will be explained in detail below.
[0114] Continuing with reference to Figure 2, in step S240, preview information of the game scene to be edited is displayed in the editing overview interface of the main editing game account through the first client; the preview information is configured to trigger entry into the editing interface of the game scene to be edited in response to a preset operation when the game scene to be edited is in a preset state.
[0115] The editing overview interface of a game account is used to provide an overview of the game scenes that the game account has created or participated in co-editing. In the editing overview interface, the game scenes can be arranged and displayed in the form of logos, icons, thumbnails, cover images, etc., and some game scene information can also be displayed, such as the game scene number, name, main editing game account, co-editing game accounts (including synchronous editing game accounts and asynchronous editing game accounts), editing time, etc.
[0116] The game scene to be edited is in a preset state, which can be an unpublished state, an editing state, etc.
[0117] In this exemplary embodiment, a preview of the game scene to be edited is displayed in the editing overview interface of the primary editing game account via the first client. The preview information may include any one or more of the following information: the identifier, icon, thumbnail, cover image, number, name, information about the primary editing game account and co-editing game accounts, editing time, etc. The preview information is in an operational form. For example, the preview information includes operational controls. If the game scene to be edited is in a preset state, when the primary editing game account performs a preset operation on the preview information, the editing interface of the game scene to be edited is triggered, as shown in the interface of FIG3 . Editing can be performed in single-player editing mode or co-editing mode. The preset operation may include, but is not limited to, click, double-click, and long press. In addition, whether to enter single-player editing mode or co-editing mode can be determined based on the operation method or operation content of the preset operation. For example, if the preview information includes a control for entering editing, the primary editing game account can select single-player editing mode or co-editing mode when operating the control. After confirmation, the corresponding editing mode of the game scene to be edited is triggered. As a result, the main editing game account can intuitively see the information of the game scene to be edited from the editing overview interface and quickly enter the editing state.
[0118] In one embodiment, the above-mentioned initiating a synchronous editing invitation to one or more candidate game accounts in response to the joint editing invitation instruction for the game scene to be edited by the first client may include the following steps:
[0119] The first client responds to the co-editing invitation instruction for the game scene to be edited in the editing overview interface of the main editing game account, and initiates a synchronous editing invitation to one or more candidate game accounts.
[0120] The main editing game account can trigger the generation of a co-editing invitation instruction by performing a specific operation (different from the above-mentioned preset operation) on the preview information of the game scene to be edited. This allows the main editing game account to perform the co-editing invitation operation in the editing overview interface without entering the editing state of the game scene to be edited (such as single-player editing mode), improving user convenience and reducing the overhead of the first client or server.
[0121] In one embodiment, the game editing method may further include the following steps:
[0122] If the number of current co-editing game accounts of the game scene to be edited is less than the number threshold, an invitation control is provided in the editing overview interface of the main editing game account through the first client.
[0123] The above-mentioned co-editing invitation instruction for the game scene to be edited in the editing overview interface of the main editing game account can be an instruction generated by the main editing game account by operating the invitation control.
[0124] The quantity threshold refers to the maximum number of co-editing game accounts, which can be determined based on game requirements and server performance, for example, 3. If the current number of co-editing game accounts for the game scene to be edited is less than the quantity threshold, it indicates that the main editing game account can invite more co-editing game accounts. An invitation control can be provided in the editing overview interface of the main editing game account. The above-mentioned co-editing invitation instruction for the game scene to be edited can be an instruction generated by the main editing game account by operating the invitation control. The present disclosure does not limit the specific form and operation method of the invitation control. Figure 7A shows a schematic diagram of the editing overview interface of the main editing game account, which shows preview information of the game scene to be edited "Map P1", including information such as the name, editing time, and the identification of the co-editing game account (i.e., the co-creator). If the current number of co-editing game accounts is less than the quantity threshold of 3, an invitation control in the form of a "+" sign can be displayed accordingly. The main editing game account can click the invitation control to trigger a pop-up friend list and select a candidate game account from it. After confirmation, the co-editing invitation instruction is generated and the co-editing invitation is initiated to the candidate game account.
[0125] In one embodiment, the editing overview interface may include a personal scene overview interface and a co-built scene overview interface. The personal scene overview interface is an overview interface of the game scenes created by oneself. The co-built scene overview interface is an overview interface of the game scenes that are not created by oneself but participated in co-editing. For example, referring to FIG7A , the editing overview interface of the main editing game account includes two options: "My Map" and "Co-built Map". When "My Map" is selected, the personal scene overview interface is displayed, in which the game scenes are all game scenes created by the main editing game account. When "Co-built Map" is selected, the co-built scene overview interface is displayed, in which the game scenes are game scenes that the main editing game account participated in editing as a co-editing game account and are not created by itself. In step S240, since the game scene to be edited is a game scene created by the main editing game account itself, the preview information of the game scene to be edited can be displayed in the personal scene overview interface of the main editing game account.
[0126] In one embodiment, any game account may have different permissions in the personal scene overview interface and the co-created scene overview interface. For example, in the personal scene overview interface, you can perform preset operations on the preview information of the game scene. If the game scene to be edited is in the preset state, it will trigger the entry into the single-player editing mode or co-editing mode of the game scene. In the co-created scene overview interface, if you perform preset operations on the preview information of the game scene, if the game scene to be edited is in the preset state, it will trigger the initiation of an editing request to the main editing game account of the game scene. If the main editing game account agrees, the co-editing mode of the game scene can be entered.
[0127] In one embodiment, the editing overview interface may include a published scene overview interface and a draft scene overview interface (or draft box interface). The published scene overview interface is an overview interface of published game scenes, and the draft scene overview interface is an overview interface of unpublished game scenes (if unpublished, it is in draft status). In addition, the editing overview interface may also include a deleted scene overview interface (or recycle bin interface), which is an overview interface of game scenes deleted by the user. Accordingly, the above-mentioned display of preview information of the game scene to be edited in the editing overview interface of the main editing game account through the first client may include the following steps:
[0128] When the game scene to be edited has been published, the preview information of the game scene to be edited is displayed in the published scene overview interface of the main editing game account through the first client; when the game scene to be edited has not been published, the preview information of the game scene to be edited is displayed in the draft scene overview interface of the main editing game account through the first client.
[0129] By displaying the two interfaces separately, the main editing game account can intuitively see the publishing status of the game scene to be edited.
[0130] In one embodiment, the personal scene overview interface and the co-construction scene overview interface may each include a lower-level interface. Specifically, the personal scene overview interface includes a published personal scene overview interface and a draft personal scene overview interface. The published personal scene overview interface is an overview interface of published game scenes created by the user, and the draft personal scene overview interface is an overview interface of unpublished game scenes created by the user. The co-construction scene overview interface includes a published co-construction scene overview interface and a draft co-construction scene overview interface. The published co-construction scene overview interface is an overview interface of published game scenes in which the user has participated in co-construction (not created by the user), and the draft co-construction scene overview interface is an overview interface of unpublished game scenes in which the user has participated in co-construction (not created by the user).
[0131] As shown in reference figure 7A, under the "My Map" option, you can further select from the three sub-options of "Draft Box", "Published", and "Recycle Bin". If you select "Draft Box", the draft personal scene overview interface will be displayed. For example, the game scene "Map P1" to be edited has not been published. At this time, you can see "Map P1" and its preview information in the draft personal scene overview interface, and the "Edit Map" control is provided in its preview information. By operating this control, you can trigger the editing interface of "Map P1" in single-player editing mode or co-editing mode. If "Map P1" has been published, you need to select the "Published" option to switch to the published personal scene overview interface to see "Map P1" and its preview information, and the "Play" control is provided in its preview information instead of the "Edit Map" control. By operating the "Play" control, you can use "Map P1" to play a game, but you can no longer edit the published "Map P1" (you can edit it after unpublishing). In addition, the "Recycle Bin" option corresponds to the deleted scene overview interface. If the main editing game account deletes a game scene it created, you can see the game scene and its preview information in the deleted scene overview interface.
[0132] 2 , in step S250 , if the co-editing game account meets the preset permission conditions, the second client of the co-editing game account displays preview information of the game scene to be edited in the editing overview interface of the co-editing game account.
[0133] Among them, the preview information displayed in the editing overview interface of the co-editing game account may include any one or more of the following information: the logo, icon, thumbnail, cover image, number, name, information of the main editing game account, the co-editing game account, the editing time, etc. of the game scene to be edited, and the type of preview information displayed in the editing overview interface of the main editing game account may be the same or different. For example, considering that the preview information in step S240 is used to present to the main editing game account, the preview information may not include the information of the main editing game account. Considering that the preview information in step S250 is used to present to the co-editing game account, the preview information may not include the information of the co-editing game account, or may include the information of both the main editing game account and the synchronous editing game account.
[0134] In the editing overview interface of a co-editing game account, when the co-editing game account performs a preset operation on the preview information, if the game scene to be edited is in the preset state, it triggers the entry into the editing interface of the game scene to be edited, and editing can be performed in the co-editing mode (usually editing in the single-player editing mode is not allowed). For example, the preview information includes a control for entering editing, and the co-editing game account can click the control. If the game scene to be edited is in the preset state, it triggers the entry into the co-editing mode of the game scene to be edited. As a result, the co-editing game account can intuitively see the information of the game scene to be edited from the editing overview interface and quickly enter the co-editing state.
[0135] In this exemplary embodiment, not all co-editing game accounts are allowed to display preview information of the game scene to be edited in their editing overview interface. Instead, preview information of the game scene to be edited is allowed to be displayed in their editing overview interface if the co-editing game account meets preset permission conditions. The preset permission conditions can be determined based on specific needs. For example, the main editing game account can set different levels of permissions for each co-editing game account, and the preset permission condition can be that the permission level of the co-editing game account reaches a predetermined level.
[0136] In one embodiment, the preview information may include a list of creators of the game scene to be edited. When the first client responds to a publishing instruction for the game scene to be edited and uploads the local map file corresponding to the game scene to the game map pool of the server, the first client may respond to an instruction to determine a co-authoring game account in the co-editing game account to generate a list of creators.
[0137] A co-authored game account and other co-edited game accounts other than the co-authored game account may have different permissions. In one embodiment, if the co-edited game account meets the preset permission conditions, the second client of the co-edited game account displays preview information of the game scene to be edited in the editing overview interface of the co-edited game account, which may include the following steps:
[0138] When the game scene to be edited has been published, if the co-editing game account is a co-creating game account, the preview information of the game scene to be edited is displayed in the editing overview interface of the co-editing game account through the second client of the co-editing game account.
[0139] That is to say, if the game scene to be edited has been published, the second client of the co-creation game account can display the preview information of the game scene to be edited in the editing overview interface of the co-creation game account. Furthermore, the preview information of the game scene to be edited can be displayed in the published scene overview interface or the published co-constructed scene overview interface of the co-creation game account. Figure 7B shows a schematic diagram of the editing overview interface of the co-creation game account, which includes two sub-interfaces: "My Map" (i.e., personal scene overview interface) and "Co-constructed Map" (i.e., co-constructed scene overview interface). Under the sub-interface of "Co-constructed Map", it further includes two lower-level sub-interfaces: "Published" (i.e., published co-constructed scene overview interface) and "Draft Box" (i.e., draft co-constructed scene overview interface). Since the game scene "Map P1" to be edited has been published, select the "Published" option to enter the published co-constructed scene overview interface, where you can see "Map P1" and its preview information. The preview information includes the identifier of the co-creation game account (i.e., joint creation).
[0140] Correspondingly, if other co-editing game accounts that are not co-authoring game accounts do not meet the preset permission conditions, the preview information of the game scene to be edited will not be displayed in their editing overview interface.
[0141] Thus, by identifying the co-authoring game account in the co-editing game account, the permissions of the co-editing game account are graded, so that the co-authoring game account has better permissions. This improves the rationality and efficiency of permission management.
[0142] In one embodiment, the co-editing mode includes an asynchronous editing mode, and the co-editing game account includes the asynchronous editing game account; only one of the main editing game account and the asynchronous editing game account is allowed to edit the game scene to be edited in the asynchronous editing mode at the same time. If the co-editing game account meets the preset permission conditions, the preview information of the game scene to be edited is displayed in the editing overview interface of the co-editing game account through the second client of the co-editing game account, which may include the following steps:
[0143] When the game scene to be edited has not been published, if the co-editing game account is an asynchronous editing game account, the preview information of the game scene to be edited is displayed in the editing overview interface of the co-editing game account through the second client of the co-editing game account.
[0144] That is to say, if the game scene to be edited has not been published, the second client of the asynchronously edited game account can display the preview information of the game scene to be edited in the edit overview interface of the asynchronously edited game account. Furthermore, the preview information of the game scene to be edited can be displayed in the draft scene overview interface or the draft co-constructed scene overview interface of the asynchronously edited game account. Figure 7C shows a schematic diagram of the edit overview interface of the asynchronously edited game account. The edit overview interface includes two sub-interfaces: "My Map" (i.e., personal scene overview interface) and "Co-constructed Map" (i.e., co-constructed scene overview interface). Under the sub-interface of "Co-constructed Map", it further includes two lower-level sub-interfaces: "Published" (i.e., published co-constructed scene overview interface) and "Draft Box" (i.e., draft co-constructed scene overview interface). Since the game scene "Map P1" to be edited has not been published and is in a draft state, selecting the "Draft Box" option to enter the draft co-constructed scene overview interface, you can see "Map P1" and its preview information. The preview information includes the identifier of the asynchronously edited game account (i.e., co-constructor).
[0145] Comparing FIG7B and FIG7C , it can be seen that not all co-editing game accounts (or asynchronously editing game accounts) are co-creation game accounts. The main editing game account can select some co-editing game accounts as co-creation game accounts.
[0146] In one embodiment, the co-editing mode also includes a synchronous editing mode, and the co-editing game account also includes a synchronous editing game account; the main editing game account and the synchronous editing game account simultaneously edit the game scene to be edited in the synchronous editing mode. The editing overview interface of the synchronous editing game account displayed by the second client of the synchronous editing game account does not include preview information of the game scene to be edited. In other words, the synchronous editing game account cannot see the preview information of the game scene to be edited in its editing overview interface, nor can it trigger the entry into the co-editing mode of the game scene to be edited by operating the preview information. In this way, the permissions of the synchronous editing game account are restricted, which can prevent the synchronous editing game account from independently editing the game scene to be edited when the main editing game account has not edited the game scene to be edited, thereby improving the data security of the game scene to be edited.
[0147] Figure 8 shows a schematic diagram of the editing overview interface of the synchronous editing game account, which also includes two sub-interfaces: "My Map" (i.e., the personal scene overview interface) and "Co-built Map" (i.e., the co-built scene overview interface). Since the game scene "Map P1" to be edited is not created by the synchronous editing game account, there is no "Map P1" and its preview information in the "My Map" sub-interface. Under the "Co-built Map" sub-interface, it further includes two lower-level sub-interfaces: "Published" (i.e., the published co-built scene overview interface) and "Draft Box" (i.e., the draft co-built scene overview interface). If "Map P1" is not published, since the synchronous editing game account is not an asynchronous editing game account and does not meet the preset permission conditions, "Map P1" and its preview information are not displayed in its draft co-built scene overview interface, and only the game scenes "Map P3" and "Map P4" in which the synchronous editing game account participates in the co-editing as an asynchronous editing game account are displayed. If "Map P1" has been published, and the synchronous editing game account is not a co-creation game account, it does not meet the preset permission conditions, and "Map P1" and its preview information will not be displayed in the overview interface of its published co-construction scenes.
[0148] In the above solution, different permissions are set for asynchronous editing of game accounts and synchronous editing of game accounts, thereby achieving flexible permission management in the co-editing mode and improving permission management efficiency.
[0149] In one embodiment, the editing overview interface includes a published scene overview interface and a draft scene overview interface. The second client of the co-editing game account displays preview information of the game scene to be edited in the editing overview interface of the co-editing game account, which may include the following steps:
[0150] When the game scene to be edited has been published, the preview information of the game scene to be edited is displayed in the published scene overview interface of the co-editing game account through the second client; when the game scene to be edited has not been published, the preview information of the game scene to be edited is displayed in the draft scene overview interface of the main editing game account through the second client.
[0151] By displaying the two interfaces separately, co-editing game accounts can intuitively see the publishing status of the game scenes to be edited.
[0152] In one embodiment, the game editing method may further include the following steps:
[0153] The second client responds to the instruction to delete the preview information of the game scene to be edited from the editing overview interface of the co-editing game account, and gives up the co-editing permission of the game scene to be edited.
[0154] Among them, if a co-editing game account (such as an asynchronous editing game account) deletes the preview information of the game scene to be edited from the editing overview interface (equivalent to deleting the game scene to be edited), it is deemed that it has given up the co-editing permission for the game scene to be edited. Then, the game account is no longer a co-editing game account for the game scene to be edited and can no longer edit the game scene to be edited through the co-editing mode. Correspondingly, the game account can no longer see any information about the game scene to be edited from the editing overview interface. This gives co-editing game accounts more freedom of operation permissions.
[0155] The exemplary embodiment of the present disclosure further provides a game editing device. Referring to FIG9 , the game editing device 900 may include the following program modules:
[0156] The game scene creation module 910 is configured to create a game scene to be edited through the first client of the primary editing game account; the game scene to be edited includes a scene component, which is a component set in the game scene to be edited in response to the scene component setting instruction, and the scene component is configured to generate a corresponding virtual scene model in the game running scene;
[0157] The invitation processing module 920 is configured to respond to the co-editing invitation instruction for the game scene to be edited through the first client and initiate a co-editing invitation to one or more candidate game accounts;
[0158] The game scene editing processing module 930 is configured to control the first client and / or at least one second client of a co-editing game account to edit the game scene to be edited according to the received editing instruction in the co-editing mode; the co-editing game account is a game account among one or more candidate game accounts that accepts the co-editing invitation;
[0159] The first preview processing module 940 is configured to display preview information of the game scene to be edited in the editing overview interface of the main editing game account through the first client; the preview information is configured to trigger the entry into the editing interface of the game scene to be edited in response to a preset operation when the game scene to be edited is in a preset state;
[0160] The second preview processing module 950 is configured to display preview information of the game scene to be edited in the editing overview interface of the co-editing game account through the second client of the co-editing game account if the co-editing game account meets the preset permission conditions.
[0161] In one embodiment, the game scene editing processing module 930 is further configured to:
[0162] The first client responds to the publishing instruction for the game scene to be edited, and uploads the local map file corresponding to the game scene to be edited to the game map pool of the server, so that other game accounts can use the local map file to play the game.
[0163] In one embodiment, the game scene editing processing module 930 is further configured to:
[0164] The first client responds to the undo release instruction for the game scene to be edited and requests the server to remove the local map file from the game map pool.
[0165] In one embodiment, the preview information includes a list of creators of the game scene to be edited; the game scene editing processing module 930 is further configured to:
[0166] When the first client responds to the publishing instruction for the game scene to be edited and uploads the local map file corresponding to the game scene to be edited to the game map pool of the server, the first client responds to the instruction to select the co-creation game account from the co-editing game account to generate a list of creators; the creator list includes the main editing game account and the co-creation game account.
[0167] In one embodiment, if the co-editing game account meets the preset permission conditions, the second client of the co-editing game account displays preview information of the game scene to be edited in the editing overview interface of the co-editing game account through the co-editing game account, including:
[0168] When the game scene to be edited has been published, if the co-editing game account is a co-creating game account, the preview information of the game scene to be edited is displayed in the editing overview interface of the co-editing game account through the second client of the co-editing game account.
[0169] In one embodiment, the co-editing mode includes an asynchronous editing mode, and the co-editing game account includes the asynchronous editing game account; only one of the main editing game account and the asynchronous editing game account is allowed to edit the game scene to be edited in the asynchronous editing mode at the same time; if the co-editing game account meets the preset permission conditions, the preview information of the game scene to be edited is displayed in the editing overview interface of the co-editing game account through the second client of the co-editing game account, including:
[0170] When the game scene to be edited has not been published, if the co-editing game account is an asynchronous editing game account, the preview information of the game scene to be edited is displayed in the editing overview interface of the co-editing game account through the second client of the co-editing game account.
[0171] In one embodiment, the co-editing mode also includes a synchronous editing mode, and the co-editing game account also includes a synchronous editing game account; the main editing game account and the synchronous editing game account simultaneously edit the game scene to be edited in the synchronous editing mode;
[0172] The editing overview interface of the synchronously edited game account displayed by the second client of the synchronously edited game account does not include preview information of the game scene to be edited.
[0173] In one embodiment, the editing overview interface includes a published scene overview interface and a draft scene overview interface;
[0174] The preview information of the game scene to be edited is displayed in the editing overview interface of the main editing game account through the first client, including:
[0175] If the game scene to be edited has been published, preview information of the game scene to be edited is displayed in the published scene overview interface of the main editing game account through the first client; if the game scene to be edited has not been published, preview information of the game scene to be edited is displayed in the draft scene overview interface of the main editing game account through the first client;
[0176] The preview information of the game scene to be edited is displayed in the editing overview interface of the co-edited game account through the second client of the co-edited game account, including:
[0177] When the game scene to be edited has been published, the preview information of the game scene to be edited is displayed in the published scene overview interface of the co-editing game account through the second client; when the game scene to be edited has not been published, the preview information of the game scene to be edited is displayed in the draft scene overview interface of the main editing game account through the second client.
[0178] In one embodiment, the game scene editing processing module 930 is further configured to:
[0179] The second client responds to the instruction to delete the preview information of the game scene to be edited from the editing overview interface of the co-editing game account, and gives up the co-editing permission of the game scene to be edited.
[0180] In one embodiment, the first client responds to a co-editing invitation instruction for a game scene to be edited and initiates a synchronous editing invitation to one or more candidate game accounts, including:
[0181] The first client responds to the co-editing invitation instruction for the game scene to be edited in the editing overview interface of the main editing game account, and initiates a synchronous editing invitation to one or more candidate game accounts.
[0182] In one embodiment, the invitation processing module 920 is further configured to:
[0183] If the number of co-editing game accounts of the game scene to be edited is less than the number threshold, an invitation control is provided in the editing overview interface of the main editing game account through the first client;
[0184] The above-mentioned co-editing invitation instruction for the game scene to be edited in the editing overview interface of the main editing game account is an instruction generated by the main editing game account by operating the invitation control.
[0185] The specific details of each part of the above-mentioned device have been described in detail in the implementation method part. The undisclosed details can be found in the implementation method part, so they will not be repeated here.
[0186] The exemplary embodiments of the present disclosure also provide a computer-readable storage medium that can be implemented in the form of a program product, which includes program code. When the program product is run on an electronic device, the program code is used to cause the electronic device to perform the steps described in the "Exemplary Method" section above of this specification according to the various exemplary embodiments of the present disclosure. In an optional embodiment, the program product can be implemented as a portable compact disc read-only memory (CD-ROM) and include program code, and can be run on an electronic device, such as a personal computer. However, the program product of the present disclosure is not limited to this, and in this document, a readable storage medium can be any tangible medium that contains or stores a program that can be used by or in combination with an instruction execution system, apparatus, or device.
[0187] The program product may employ any combination of one or more readable media. The readable medium may be a readable signal medium or a readable storage medium. The readable storage medium may be, for example, but not limited to, an electrical, magnetic, optical, electromagnetic, infrared, or semiconductor system, device, or component, or any combination thereof. More specific examples (a non-exhaustive list) of readable storage media include: an electrical connection with one or more wires, a portable disk, a hard disk, a random access memory (RAM), a read-only memory (ROM), an erasable programmable read-only memory (EPROM or flash memory), an optical fiber, a portable compact disk read-only memory (CD-ROM), an optical storage device, a magnetic storage device, or any suitable combination thereof.
[0188] A computer-readable signal medium may include a data signal propagated in baseband or as part of a carrier wave, which carries readable program code. Such propagated data signals may take a variety of forms, including but not limited to electromagnetic signals, optical signals, or any suitable combination thereof. A readable signal medium may also be any readable medium other than a readable storage medium that can transmit, propagate, or transfer a program for use by or in conjunction with an instruction execution system, apparatus, or device.
[0189] The program code embodied on the readable medium may be transmitted using any appropriate medium, including but not limited to wireless, wireline, optical fiber cable, RF, etc., or any suitable combination of the foregoing.
[0190] Program code for performing the operations of the present disclosure may be written in any combination of one or more programming languages, including object-oriented programming languages such as Java, C++, and the like, as well as conventional procedural programming languages such as "C" or similar programming languages. The program code may be executed entirely on the user computing device, partially on the user device, as a stand-alone software package, partially on the user computing device and partially on a remote computing device, or entirely on a remote computing device or server. In cases involving a remote computing device, the remote computing device may be connected to the user computing device via any type of network, including a local area network (LAN) or a wide area network (WAN), or may be connected to an external computing device (e.g., via the Internet using an Internet service provider).
[0191] The exemplary embodiments of the present disclosure also provide an electronic device, such as the first client 110 or the second client 120 described above. The electronic device may include a processor and a memory. The memory stores executable instructions for the processor, such as program code. The processor executes the executable instructions to perform the method of the exemplary embodiment. The electronic device may also include a display for displaying a graphical user interface.
[0192] 10 , an electronic device is exemplarily described in the form of a general-purpose computing device. It should be understood that the electronic device 1000 shown in FIG10 is merely an example and should not limit the functionality and scope of use of the embodiments of the present disclosure.
[0193] As shown in FIG. 10 , the electronic device 1000 may include a processor 1010 , a memory 1020 , a bus 1030 , an I / O (input / output) interface 1040 , a network adapter 1050 , and a display 1060 .
[0194] Memory 1020 may include volatile memory, such as RAM 1021 and cache unit 1022, and non-volatile memory, such as ROM 1023. Memory 1020 may also include one or more program modules 1024. Such program modules 1024 include, but are not limited to, an operating system, one or more application programs, other program modules, and program data. Each or some combination of these examples may include an implementation of a network environment. For example, program modules 1024 may include the modules described above.
[0195] The processor 1010 may include one or more processing units, for example: the processor 1010 may include an AP (Application Processor), a modem processor, a GPU (Graphics Processing Unit), an ISP (Image Signal Processor), a controller, an encoder, a decoder, a DSP (Digital Signal Processor), a baseband processor and / or an NPU (Neural-Network Processing Unit), etc.
[0196] The processor 1010 may be configured to execute executable instructions stored in the memory 1020 , such as executing any one or more method steps in this exemplary embodiment.
[0197] The bus 1030 is used to realize the connection between different components of the electronic device 1000 and may include a data bus, an address bus, and a control bus.
[0198] The electronic device 1000 can communicate with one or more external devices 1100 (eg, a keyboard, a mouse, an external controller, etc.) through the I / O interface 1040 .
[0199] The electronic device 1000 can communicate with one or more networks via the network adapter 1050. For example, the network adapter 1050 can provide mobile communication solutions such as 3G / 4G / 5G, or wireless communication solutions such as wireless LAN, Bluetooth, and near-field communication. The network adapter 1050 can communicate with other modules of the electronic device 1000 via the bus 1030.
[0200] The electronic device 1000 can display a graphical user interface through the display 1060, such as displaying a game scene to be edited, a related editing interface or a setting interface, etc.
[0201] Although not shown in FIG. 10 , other hardware and / or software modules may be provided in the electronic device 1000 , including but not limited to microcode, device drivers, redundant processors, external disk drive arrays, RAID systems, tape drives, and data backup storage systems.
[0202] It should be noted that although several modules or units of the device for action execution are mentioned in the above detailed description, this division is not mandatory. In fact, according to the exemplary embodiments of the present disclosure, the features and functions of two or more modules or units described above can be concretized in one module or unit. Conversely, the features and functions of one module or unit described above can be further divided into multiple modules or units to be concretized.
[0203] It will be appreciated by those skilled in the art that various aspects of the present disclosure may be implemented as a system, method or program product. Therefore, various aspects of the present disclosure may be specifically implemented as the following forms, namely: a complete hardware implementation, a complete software implementation (including firmware, microcode, etc.), or an implementation combining hardware and software, which may be collectively referred to herein as a "circuit", "module" or "system". Those skilled in the art will readily appreciate other embodiments of the present disclosure after considering the specification and practicing the invention disclosed herein. This application is intended to cover any variations, uses or adaptations of the present disclosure, which follow the general principles of the present disclosure and include common knowledge or customary technical means in the art that are not disclosed in the present disclosure. The specification and implementation are intended to be exemplary only, and the true scope and spirit of the present disclosure are indicated by the claims.
[0204] It should be understood that the present disclosure is not limited to the exact structures that have been described above and shown in the drawings, and that various modifications and changes may be made without departing from the scope thereof. The scope of the present disclosure is limited only by the appended claims.
Claims
1. A game editing method, the method comprising: Create a game scene to be edited through the first client of the main editing game account; The game scene to be edited includes a scene component, which is a component set in the game scene to be edited in response to a scene component setting instruction, and the scene component is configured to generate a corresponding virtual scene model in the game running scene; Initiating a co-editing invitation to one or more candidate game accounts by the first client in response to the co-editing invitation instruction for the game scene to be edited; Controlling the first client and / or at least one second client of a co-editing game account to edit the game scene to be edited according to the received editing instruction in a co-editing mode; The co-editing game account is a game account among the one or more candidate game accounts that accepts the co-editing invitation; Displaying preview information of the game scene to be edited in the editing overview interface of the main editing game account through the first client; The preview information is configured to trigger entering an editing interface of the game scene to be edited in response to a preset operation when the game scene to be edited is in a preset state; If the co-edited game account meets the preset permission conditions, the preview information of the game scene to be edited is displayed in the editing overview interface of the co-edited game account through the second client of the co-edited game account.
2. The method according to claim 1, wherein: The method further comprises: The first client responds to the publishing instruction for the game scene to be edited, and uploads the local map file corresponding to the game scene to be edited to the game map pool of the server, so that other game accounts can use the local map file to play the game.
3. The method according to claim 2, wherein: The method further comprises: The first client responds to the undo publishing instruction for the game scene to be edited, and requests the server to remove the local map file from the game map pool.
4. The method according to claim 2, wherein: The preview information includes a list of creators of the game scene to be edited; when the first client responds to a publishing instruction for the game scene to be edited and uploads a local map file corresponding to the game scene to be edited to a game map pool of a server, the method further includes: The creator list is generated by the first client responding to an instruction to select a co-creation game account from the co-editing game account; the creator list includes the main editing game account and the co-creation game account.
5. The method according to claim 4, wherein: If the co-edited game account meets the preset permission condition, displaying the preview information of the game scene to be edited in the editing overview interface of the co-edited game account through the second client of the co-edited game account includes: In the case where the game scene to be edited has been published, if the co-editing game account is a co-creating game account, the preview information of the game scene to be edited is displayed in the editing overview interface of the co-editing game account through the second client of the co-editing game account.
6. The method according to claim 4, wherein: The co-editing mode includes an asynchronous editing mode, and the co-editing game account includes an asynchronous editing game account; only one of the main editing game account and the asynchronous editing game account is allowed to edit the game scene to be edited in the asynchronous editing mode at the same time; If the co-edited game account meets the preset permission condition, displaying the preview information of the game scene to be edited in the editing overview interface of the co-edited game account through the second client of the co-edited game account includes: When the game scene to be edited has not been published, if the co-editing game account is an asynchronously edited game account, the preview information of the game scene to be edited is displayed in the editing overview interface of the co-editing game account through the second client of the co-editing game account.
7. The method according to claim 6, wherein: The co-editing mode also includes a synchronous editing mode, and the co-editing game account also includes a synchronous editing game account; the main editing game account and the synchronous editing game account simultaneously edit the game scene to be edited in the synchronous editing mode; The editing overview interface of the synchronously edited game account displayed by the second client of the synchronously edited game account does not include the preview information of the game scene to be edited.
8. The method according to claim 2, wherein: The editing overview interface includes a published scene overview interface and a draft scene overview interface; The displaying, through the first client, preview information of the game scene to be edited in the editing overview interface of the main editing game account includes: If the game scene to be edited has been published, the preview information of the game scene to be edited is displayed in the published scene overview interface of the main editing game account through the first client; if the game scene to be edited has not been published, the preview information of the game scene to be edited is displayed in the draft scene overview interface of the main editing game account through the first client; The displaying of the preview information of the game scene to be edited in the editing overview interface of the co-editing game account by the second client of the co-editing game account includes: When the game scene to be edited has been published, preview information of the game scene to be edited is displayed in the published scene overview interface of the co-editing game account through the second client; when the game scene to be edited has not been published, preview information of the game scene to be edited is displayed in the draft scene overview interface of the main editing game account through the second client.
9. The method according to claim 1, wherein: The method further comprises: The second client responds to an instruction to delete the preview information of the game scene to be edited from the editing overview interface of the co-editing game account, thereby giving up the co-editing authority of the game scene to be edited.
10. The method according to claim 1, wherein: The step of responding to the co-editing invitation instruction for the game scene to be edited by the first client to initiate a synchronous editing invitation to one or more candidate game accounts includes: The first client responds to the co-editing invitation instruction for the to-be-edited game scene in the editing overview interface of the main editing game account, and initiates a synchronous editing invitation to one or more candidate game accounts.
11. The method according to claim 10, wherein: The method further comprises: If the current number of the co-editing game accounts of the game scene to be edited is less than the number threshold, providing an invitation control in the editing overview interface of the main editing game account through the first client; The co-editing invitation instruction for the game scene to be edited in the editing overview interface of the main editing game account is an instruction generated by the main editing game account by operating the invitation control.
12. A game editing device, comprising: A game scene creation module, configured to create a game scene to be edited through a first client of a main editing game account; The game scene to be edited includes a scene component, which is a component set in the game scene to be edited in response to a scene component setting instruction, and the scene component is configured to generate a corresponding virtual scene model in the game running scene; An invitation processing module, configured to respond to the co-editing invitation instruction for the game scene to be edited through the first client, and initiate a co-editing invitation to one or more candidate game accounts; A game scene editing processing module, configured to control the first client and / or at least one second client of a co-editing game account to edit the game scene to be edited according to a received editing instruction in a co-editing mode; The co-editing game account is a game account among the one or more candidate game accounts that accepts the co-editing invitation; A first preview processing module is configured to display preview information of the game scene to be edited in the editing overview interface of the main editing game account through the first client; The preview information is configured to trigger entering an editing interface of the game scene to be edited in response to a preset operation when the game scene to be edited is in a preset state; The second preview processing module is configured to display the preview information of the game scene to be edited in the editing overview interface of the co-editing game account through the second client of the co-editing game account if the co-editing game account meets the preset permission conditions.
13. A computer-readable storage medium having a computer program stored thereon, wherein the computer program implements the method according to any one of claims 1 to 11 when executed by a processor.
14. An electronic device comprising: processor; A memory, configured to store executable instructions of the processor; The processor is configured to perform the method of any one of claims 1 to 11 by executing the executable instructions.
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