CN112107863B - Game map generation model construction method, storage medium and system - Google Patents

Game map generation model construction method, storage medium and system Download PDF

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Publication number
CN112107863B
CN112107863B CN202010883792.7A CN202010883792A CN112107863B CN 112107863 B CN112107863 B CN 112107863B CN 202010883792 A CN202010883792 A CN 202010883792A CN 112107863 B CN112107863 B CN 112107863B
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map
model construction
generation model
area
game
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CN112107863A (en
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王梓岩
彭喆
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/837Shooting of targets
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T17/00Three dimensional [3D] modelling, e.g. data description of 3D objects
    • G06T17/20Finite element generation, e.g. wire-frame surface description, tesselation

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Physics & Mathematics (AREA)
  • Computer Graphics (AREA)
  • Geometry (AREA)
  • Software Systems (AREA)
  • General Physics & Mathematics (AREA)
  • Theoretical Computer Science (AREA)
  • Management, Administration, Business Operations System, And Electronic Commerce (AREA)

Abstract

The invention relates to a game map generation model construction method, which comprises the steps of creating a basic map, gridding the basic map, taking each grid node as an observation point, and adapting to favorable shooting areas of various firearms; generating a revival area in the basic map according to the observation direction; and constructing an obstacle sequence, and filling the basic map with the obstacles according to the order of the sizes of the obstacles. The invention also provides a storage medium and a game map generation model construction system, and the game map generation model construction method, the storage medium and the system ensure fairness in games through the adaptation of the favorable shooting area of the firearm, namely the filling of obstacles.

Description

Game map generation model construction method, storage medium and system
Technical Field
The present invention relates to the field of game map construction, and in particular, to a game map generation model construction method, a storage medium, and a system.
Background
One of the most widely focused game types for the electronic competition industry is FPS, a first person perspective type shooting game.
For FPS games, the map is an indispensable factor, and the quality of map design directly influences the heat of the game. The map design of the FPS game on the market is made by a designer manually, and once the map is designed, the map cannot be changed, and the road is fixed and has little variability.
Meanwhile, because the levels of designers are different, the designed map is not perfect enough, and the designed map possibly affects the operation of players in different camps when the map is designed, so that fairness and fairness cannot be achieved, and the play of the players is affected due to the map.
Disclosure of Invention
In view of the above, the present invention provides a game map generation model construction method, a storage medium and a system, which solve the problem that the balance of the game is affected due to the imperfect generation of the game map designed by the first person perspective class.
In order to achieve the above object, the present invention provides a game map generation model construction method, which includes steps of creating a basic map, gridding the basic map, and adapting to favorable shooting areas of a plurality of firearms by taking each grid node as an observation point; generating a revival area in the basic map according to the observation direction; and constructing an obstacle sequence, and filling the basic map with the obstacles according to the order of the sizes of the obstacles.
Further, the creating a basic map and gridding the basic map, taking each grid node as an observation point, and adapting the favorable shooting areas of a plurality of firearms comprises the following steps: defining a favorable shooting area of a plurality of firearms; gridding the basic map according to the precision requirement; the favorable firing areas of a plurality of firearms are placed in each grid node for adaptation.
Further, generating a revival region within the base map includes the steps of: generating two revival areas at the edge of the base map; the distance of the connecting line between the two revival areas is equal to the edge distance of one revival area relatively far away from the revival area basic map.
Further, the constructing the obstacle sequence, and filling the basic map with the obstacles according to the order of the sizes of the obstacles includes the steps of: constructing an obstacle sequence; and filling the obstacles in the basic map by using the sequence of the obstacles from large to small.
Further, the distance between the grid nodes is 50.
Further, the advantageous firing area is an additional coverable area that each firearm can fire to as compared to other firearms due to range and firearm characteristics.
Further, when filling the obstacles in order of their size, at least one mesh node is required to ensure an advantageous firing area of the type of firearm with the furthest firing distance
The present invention also provides a storage medium having a computer program stored therein, wherein the computer program is arranged to execute the game map random generation rationalized model construction method at run-time.
The invention also provides a game map random generation rationalized model construction system which comprises a processor and a memory, wherein the memory is stored with a computer program, and the computer program realizes a game map generation model construction method when being executed by the processor.
Compared with the prior art, the game map generation model construction method, the storage medium and the system provided by the invention have the following beneficial effects:
by meshing the map and adapting the favorable shot areas of each type of firearm on each mesh node, the map is enabled to adapt the favorable shot areas of each type of firearm. Meanwhile, the filling of the barriers ensures the visual field protection of the favorable shooting area and the revival area of the firearms of the furthest range type, thereby improving the fairness of the game.
The above-described embodiments of the present invention do not limit the scope of the present invention. Any other corresponding changes and modifications made in accordance with the technical idea of the present invention shall be included in the scope of the claims of the present invention.
Drawings
FIG. 1 is a flowchart showing steps of a game map generation model construction method according to a first embodiment of the present invention;
FIG. 2 is a schematic view of the extent of the advantageous firing zone of the firearm;
FIG. 3 is a schematic diagram of the distance set by the revival area;
FIG. 4 is a flow chart of the substeps of step S1 in FIG. 1;
FIG. 5 is a flow chart of substeps of step S2 in FIG. 1;
fig. 6 is a flow chart of the substeps of step S3 in fig. 1.
Detailed Description
The present invention will be described in further detail with reference to the drawings and examples, in order to make the objects, technical solutions and advantages of the present invention more apparent. It should be understood that the specific embodiments described herein are for purposes of illustration only and are not intended to limit the scope of the invention.
Referring to fig. 1-3, the method for constructing a game map generation model provided by the invention comprises the following steps:
s1, creating a basic map, gridding the basic map, and adapting to favorable shooting areas of various firearms by taking each grid node as an observation point;
specifically, in the first person perspective shooting game, there are a plurality of different types of firearms, and each of the parameters of the firearms includes a maximum shooting distance, an effective shooting distance, and an effective shooting angle, where the maximum shooting distance is: the furthest distance the bullet can fly after the firearm fires, when this distance is reached the bullet has fallen on the ground under the effect of gravity; the effective shooting distance is: the distance that the weapon can reach the expected accuracy and power requirements when shooting the predetermined target; the effective firing angle is the firing range of the firearm.
Since the maximum firing distance, the effective firing distance, and the effective firing angle are different for each firearm, each firearm is provided with an advantageous firing area of the firearm itself. The effective firing angle is the range of the firearm which can be covered by the firearm at the same time compared with other firearms under the same body position. For example, the shooting distance of the sniping gun is far, and the angle range which can be covered at the same time is small, for example, 20 degrees; the gun shooting distance is short, and the simultaneous sweeping range is large, taking 45 degrees as an example; the shot area of the shotgun is the largest, for example 60 °.
In this embodiment, a three-dimensional space, i.e., a basic map, is first created, and then gridded, each grid node is used as an independent observation point, and then the favorable shooting areas and favorable shooting angles of various firearms at each observation point are calculated, so as to obtain a basic map satisfying the favorable shooting areas and favorable shooting angles of all the firearms.
It will be appreciated that in the basic map, the favorable firing area and favorable firing angle for each firearm may be satisfied at any grid node other than the boundary.
It can be understood that the size of the grid can be set by people according to different requirements on precision, and the grid is set to be 50 units in size preferentially, so that the higher the precision requirement is, the smaller the grid is.
It will be appreciated that the size of the units may be in millimeters.
S2, generating a revival area in the basic map;
specifically, a reviving area a is randomly generated at a position close to the edge on one side of the map, and a reviving area B is randomly generated at the other side of the map, wherein the distance L1 between the reviving area a and the reviving area B is equal to the linear distance L2 between the reviving area a and the edge of the map in the direction of the reviving area B, and the reviving area B must be located at the edge of the map.
S3, constructing an obstacle sequence, and filling the basic map with obstacles according to the order of the sizes of the obstacles;
specifically, there are various types of obstacles in the game, which are respectively a building, a large obstacle, a medium obstacle, a small obstacle, etc. in a size ranging from large to small, all the obstacles are respectively classified into the above types of the obstacles according to a size range, that is, the obstacle sequence, and then the basic map is filled with the obstacles according to a size sequence of the obstacle sequence. That is, the large-sized obstacle is first filled.
It will be appreciated that the size of the various types of obstacle in the obstacle sequence may be set by the person.
When filling the obstacles in order of their size, at least one mesh node is required to be able to guarantee a favorable firing zone for the type of firearm with the furthest firing distance.
It will be appreciated that when filled with an obstacle, the obstacle will have an effect on the favorable firing area of the firearm, i.e. the firing of the firearm round is blocked by the presence of the obstacle. While the larger-sized obstacle has a larger influence on the favorable shooting area of the firearm, in the embodiment, the building-type obstacle has the largest size, the favorable shooting area of the sniping gun is furthest, and the influence on the favorable shooting area of the sniping gun is greatest when the building-type obstacle is filled, so when the obstacle is filled, the filling of the obstacle with the largest size is stopped when no grid node can meet the shooting area of the firearm with the furthest shooting distance type. For example, when five building type obstacles have been filled in the base map, then refilling a sixth building type obstacle affects the favorable firing area of the sniper gun, and filling of the building type obstacle is stopped, and then a large obstacle, i.e. an obstacle of one model smaller than the building type obstacle in size in the sequence of filled obstacles, is filled. Therefore, the favorable shooting area of the type of firearms with the farthest shooting distance is ensured in the map, and the influence on the game balance is avoided.
It will be appreciated that logically unreachable points in the map are negligible while guaranteeing advantageous firing areas for firearms of the type that are furthest from firing. For example, when the obstacle is a box and the top surface of the box is a location that is not reachable by the player in the game, the grid nodes on the top surface of the box do not take into account the favorable firing area that needs to be secured for the furthest firing distance type firearm.
It will be appreciated that in order to ensure the rationality of the game, the advantageous shot area of the player within the revival zone towards the outside of the revival zone should be greater than the advantageous shot area of the player outside of the revival zone towards the inside of the revival zone to form a protection for the revival zone. I.e. with filled obstacles to ensure protection of the field of view of the revival zone.
It will be appreciated that in the present embodiment, the order of the steps S2 and S3 may be reversed, i.e. the barrier is filled first and then the revival region is regenerated, so long as the position of the revival region can be ensured to satisfy the above-mentioned requirement in the step S2 and the barrier performs the field of view protection on the revival region.
Referring to fig. 4, step S1 further includes the sub-steps of:
s11, defining favorable shooting areas of a plurality of firearms;
specifically, according to the types of firearms in the game, the furthest shooting distance, the effective shooting distance and the effective shooting angle of each firearm are combined, and the favorable shooting area of each firearm is calculated.
S12, meshing the basic map according to the precision requirement;
specifically, the gridding of the basic map can be set manually according to the requirement, and the higher the accuracy requirement is, the smaller the gridding is.
S13, putting favorable shooting areas of various firearms into each grid node for adaptation;
and (3) putting the favorable shooting areas of various firearms calculated in the step S11 into each grid node for adaptation, wherein the favorable shooting areas of each firearm can be realized in each grid node except the boundary, so that the fairness of the game is ensured.
Referring to fig. 5, step S2 further includes the sub-steps of:
s21, two reviving areas are generated at the edges of two opposite sides of the basic map;
specifically, the revival area is set at the map edge to form protection for the revival area.
S22, enabling the distance of a connecting line between two revival areas to be equal to the distance between one revival area and at least one adjacent edge of the revival area generated by the basic map;
specifically, the rationality of the distance between the two revived areas is ensured by using the connecting distance between the two revived areas and the distance between one revived area and at least one adjacent edge of the revived area generated by the basic map. That is, the distance between two revival points is moderate, and there is no revival point too close to the center of the map.
Referring to fig. 6, step S3 further includes the sub-steps of:
s31, constructing an obstacle sequence;
specifically, the obstacles of different sizes are classified, and the obstacle sequences of different obstacle categories are formed.
S32, filling the barriers in the basic map by utilizing the sequence from big to small of the barriers;
specifically, while ensuring the favorable shooting area of the firearm of the type with the farthest shooting distance, sequentially filling the obstacles in the obstacle sequence into the basic map in the order from large to small, and forming the field of view protection for the revival area.
The invention also provides a storage medium having a computer program stored therein, wherein the computer program is arranged to perform the above-mentioned method steps when run. The storage medium may include, for example, a floppy disk, an optical disk, a DVD, a hard disk, a flash Memory, a U-disk, a CF card, an SD card, an MMC card, an SM card, a Memory Stick (Memory Stick), an XD card, and the like.
The computer software product is stored in a storage medium and includes instructions for causing one or more computer devices (which may be personal computer devices, servers or other network devices, etc.) to perform all or part of the steps of the method of the invention.
The invention also provides a game map generation model construction system, which comprises a processor and a memory, wherein the memory is stored with a computer program, and when the computer program is executed by the processor, the game map generation model construction method is realized.
Compared with the prior art, the game map generation model construction method, the storage medium and the system provided by the invention have the following beneficial effects:
by meshing the map and adapting the favorable shot areas of each type of firearm on each mesh node, the map is enabled to adapt the favorable shot areas of each type of firearm. Meanwhile, the filling of the barriers is utilized to ensure the visual field protection of the favorable shooting area and the revival area of the firearms of the furthest range type, thereby improving the fairness of the game.
The above-described embodiments of the present invention do not limit the scope of the present invention. Any other corresponding changes and modifications made in accordance with the technical idea of the present invention shall be included in the scope of the claims of the present invention.

Claims (5)

1. The game map generation model construction method is characterized by comprising the following steps:
creating a basic map, gridding the basic map, and adapting the favorable shooting areas of various firearms by taking each grid node as an observation point;
generating two revival areas at the edge of the base map;
the distance of the connecting line between the two reviving areas is equal to the edge distance of one reviving area relatively far away from the reviving area basic map;
constructing an obstacle sequence, and filling the basic map with obstacles according to the order of the sizes of the obstacles;
the creating the basic map and gridding the basic map, taking each grid node as an observation point, and adapting the favorable shooting areas of various firearms comprises the following steps:
defining a favorable shooting area of a plurality of firearms;
gridding the basic map according to the precision requirement;
placing favorable shooting areas of a plurality of firearms into each grid node for adaptation;
the advantageous firing area is an additional coverable area that each firearm can fire compared to other firearms due to range and firearm characteristics.
2. The game map generation model construction method according to claim 1, wherein:
the distance between the grid nodes is 50.
3. The game map generation model construction method according to claim 1, wherein:
when filling the obstacles in order of their size, at least one mesh node is required to be able to guarantee a favorable firing zone for the type of firearm with the furthest firing distance.
4. A storage medium, characterized by:
the storage medium having stored therein a computer program, wherein the computer program is arranged to execute the game map generation model construction method of any one of claims 1 to 3 at run-time.
5. A game map generation model construction system is characterized in that:
the game map generation model construction system comprises a processor and a memory, wherein a computer program is stored in the memory, and the computer program is executed by the processor to realize the game map generation model construction method according to any one of claims 1-3.
CN202010883792.7A 2020-08-28 2020-08-28 Game map generation model construction method, storage medium and system Active CN112107863B (en)

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JP2000024317A (en) * 1998-07-10 2000-01-25 Namco Ltd Game apparatus and information recorded medium
CN102651742A (en) * 2011-02-23 2012-08-29 株式会社都比克 Massively mutliplayer online first person shooting game service system and method
KR20130124040A (en) * 2012-05-04 2013-11-13 (주)네오위즈게임즈 Method for providing on-line shooting game supporting respawn buffer function and the game server thereof
KR20140112101A (en) * 2012-10-09 2014-09-23 (주)네오위즈게임즈 Method, apparatus and recording medium for providing shooting game
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