CN113713394A - Game work generation method and device, computer equipment and storage medium - Google Patents

Game work generation method and device, computer equipment and storage medium Download PDF

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Publication number
CN113713394A
CN113713394A CN202110901637.8A CN202110901637A CN113713394A CN 113713394 A CN113713394 A CN 113713394A CN 202110901637 A CN202110901637 A CN 202110901637A CN 113713394 A CN113713394 A CN 113713394A
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China
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game
chapter
information
node
flow
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陶学诚
谢金燕
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Guangzhou Sanqi Network Technology Co ltd
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Guangzhou Sanqi Network Technology Co ltd
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Priority to CN202110901637.8A priority Critical patent/CN113713394A/en
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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
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/822Strategy games; Role-playing games
    • 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

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Information Retrieval, Db Structures And Fs Structures Therefor (AREA)

Abstract

The application relates to a game work generation method, a game work generation device, a computer device and a storage medium. The method comprises the following steps: acquiring game scenario frame information, game basic information, game role information and game scenario material configuration information edited by a user; the game scenario frame information comprises a chapter flow chart composed of a plurality of chapter nodes edited by the user on a first interface and a scenario flow chart composed of a plurality of flow nodes corresponding to each chapter node edited by the user on a second interface; and generating game works according to the game scenario frame information, the game basic information, the game role information and the game scenario material configuration information. The embodiment of the invention can improve the efficiency of a user in editing the relevant information for the game works, thereby shortening the development period of the AVG game.

Description

Game work generation method and device, computer equipment and storage medium
Technical Field
The present application relates to the field of game development technologies, and in particular, to a method and an apparatus for generating a game work, a computer device, and a storage medium.
Background
The AVG (advanced game) game is a game that is created in japan in the last 90 th century, and generally refers to a game in which a player controls a character to take a virtual adventure, and the AVG game is focused on a game scenario, advances the progress of the game through a character narration, and is a game format that is inspired by excellent characters and scenarios by using an elegant vertical drawing and CG in combination with sound-quality expression and background music rendering.
The traditional AVG game production mode depends on establishing a professional game research and development team, a large amount of game programming manpower is required to be invested, and games are developed by using programming languages such as c + +, Lua, typescript and the like according to a game planning scheme. The development cost of the mode based on pure manual development is very high, a professional game programmer is needed to develop the game, and the development period is long.
There are some game production tools that users can use even non-professional game programmers to produce game works, for example, users can edit the names of the works, the plot contents of the works, the specific presentation modes of the plot contents (such as special effects of white fonts, special effects of character images, and the like). However, since the AVG game usually includes a plurality of story endings, different scenario trends may be presented to the player according to different selections of the player in the game, for example, a certain game work is provided with 3 endings, the scenario trend of ending 1 is that the sequence chapter > first chapter > second chapter > third chapter-1 > ending 1, the scenario trend of ending 2 is that the sequence chapter > first chapter > second chapter > third chapter-2 > fourth chapter-1 > ending 2, the scenario trend of ending 3 is that the sequence chapter > first chapter > second chapter > third chapter-2 > fourth chapter-2 > ending 3, so that when the user edits the related information of each chapter of the game work by using the current game production tool, the user needs to set jump information specifically for each chapter, the jump information is used to determine the next chapter of the chapter (the next chapter may be one chapter or a plurality of chapters), this is troublesome in operation, and it can be understood that the larger the number of chapters included in a game piece, the more troublesome the operation. In addition, the current game production work displays each chapter in a list, and thus, after the user sets jump information, it is not intuitive from the editing interface what the next chapter of each chapter is, nor is it obvious whether there is any association between each chapter and other chapters, and, illustratively, the effect of displaying the respective chapters of the game pieces in the above example in a list can be seen in fig. 1-1, the next chapter of the first chapter is only the second chapter, and at this time, the jump information set for the first chapter in fig. 1-1 can be seen in fig. 1-2, the next chapter of the second chapter is the third chapter-1 and the third chapter-2, and at this time, the jump information set for the second chapter in fig. 1-1 can be seen in fig. 1-3, the above disadvantages make the efficiency of editing information by users very low, and prolong the development cycle of AVG game.
Disclosure of Invention
The invention provides a game work generation method, a device, a computer device and a storage medium aiming at the defects, and the embodiment of the invention can improve the efficiency of a user in editing relevant information for the game work, thereby shortening the development period of the AVG game.
The present invention provides, according to a first aspect, a method of generating a game piece, the method comprising, in one embodiment:
acquiring game scenario frame information, game basic information, game role information and game scenario material configuration information edited by a user; the game scenario frame information comprises a chapter flow chart composed of a plurality of chapter nodes edited by the user on a first interface and a scenario flow chart composed of a plurality of flow nodes corresponding to each chapter node edited by the user on a second interface;
and generating game works according to the game scenario frame information, the game basic information, the game role information and the game scenario material configuration information.
In one embodiment, the game scenario material configuration information includes chapter base information of each chapter node in the chapter flow chart, and flow base information and flow content configuration information of each flow node in each scenario flow chart.
In one embodiment, the step of generating a game composition based on the game scenario frame information, the game foundation information, the game character information, and the game scenario material configuration information comprises:
determining the display information of each chapter node in the chapter flow chart and each flow node in each plot flow chart according to the game plot frame information; the presentation information of each chapter node in the chapter flow chart represents the jump relationship among the chapter nodes and comprises next node information corresponding to each chapter node, and the presentation information of each flow node in the plot flow chart represents the jump relationship among the flow nodes and comprises the next node information corresponding to each flow node;
and generating game works according to the presentation information, the game basic information, the game role information and the game scenario material configuration information of each chapter node in the chapter flow chart and each flow node in the scenario flow chart.
In one embodiment, the step of determining the chapter nodes in the chapter flow chart and the presentation information of the flow nodes in the scenario flow chart according to the game scenario framework information includes:
analyzing the chapter flow diagram to determine the presentation information of each chapter node in the chapter flow diagram;
and analyzing each plot flow chart to determine the presentation information of each flow node in each plot flow chart.
In one embodiment, before the step of obtaining the game scenario frame information, the game basic information, the game role information and the game scenario material configuration information edited by the user, the method further comprises:
providing a first interface for a user, and acquiring a chapter flow chart composed of a plurality of chapter nodes and chapter basic information of each chapter node, which are edited by the user through a second interface;
responding to an editing command of a user for any chapter node in the chapter flow diagram, providing a second interface for editing chapter contents of any chapter node for the user, and acquiring a plot flow diagram composed of a plurality of flow nodes and flow basic information of each flow node, which is edited for any chapter node by the user through the second interface;
responding to an editing command of a user for any flow node in the plot flow chart of any chapter node, providing a third interface for editing the flow content of any flow node for the user, and acquiring the flow content configuration information edited for any flow node by the user through the third interface;
and providing a fourth interface for the user, and acquiring the game basic information and the game role information edited by the user through the fourth interface.
In one embodiment, the method further comprises: and storing the acquired chapter flow chart and each scenario flow chart, and establishing an association relation between each acquired scenario flow chart and the chapter node thereof.
In one embodiment, the step of obtaining the game scenario frame information, the game basic information, the game character information and the game scenario material configuration information edited by the user comprises:
receiving a game work generation instruction triggered by a user, wherein the game work generation instruction is triggered after the user edits chapter contents for all chapter nodes in the chapter flow chart and edits flow contents for all flow nodes in the scenario flow chart;
and responding to the game work generation instruction, and acquiring game scenario frame information, game basic information, game role information and game scenario material configuration information related to the game work generation instruction.
The present invention provides according to a second aspect a gaming work generation apparatus, which in one embodiment comprises:
the information acquisition module is used for acquiring game scenario frame information, game basic information, game role information and game scenario material configuration information edited by a user; the game scenario frame information comprises a chapter flow chart composed of a plurality of chapter nodes edited by the user on a first interface and a scenario flow chart composed of a plurality of flow nodes corresponding to each chapter node edited by the user on a second interface;
and the game work generation module is used for generating the game work according to the game scenario frame information, the game basic information, the game role information and the game scenario material configuration information.
The present invention provides according to a third aspect a computer device comprising a memory, a processor and a computer program stored on the memory and executable on the processor, the processor implementing the steps of an embodiment of any of the methods described above when executing the computer program.
The present invention provides according to a fourth aspect a computer-readable storage medium having stored thereon a computer program which, when being executed by a processor, carries out the steps of the embodiments of the method of any one of the above.
In the embodiment of the invention, the user can edit the related information of each chapter in the overall scenario of the game in a flow chart drawing mode and edit the related information of each flow in each chapter in the scenario in a flow chart drawing mode, so that the user does not need to specially set jump information for each chapter, the operation of editing the information by the user is simplified, in addition, the user can intuitively see the next chapter of each chapter and the next flow of each flow through the flow chart and can also intuitively see whether the association exists between the chapters or the flows, thereby improving the efficiency of the user in editing the information and further shortening the development cycle of the AVG game.
Drawings
FIG. 1-1 is a schematic representation of a presentation of sections edited by a user in the prior art;
1-2 is a schematic view of an interface for editing skip information for the first chapter shown in FIG. 1-1;
1-3 are schematic diagrams of interfaces for editing skip information for the second chapter shown in FIG. 1-1;
FIG. 2 is a schematic flow chart diagram illustrating a method for generating a game piece according to one embodiment;
FIG. 3 is a schematic diagram illustrating a process for obtaining edit information input by a user in one embodiment;
FIG. 4 is a schematic view of a first interface in one embodiment;
FIG. 5 is a schematic view of a second interface in one embodiment;
FIG. 6 is a schematic illustration of a third interface in one embodiment;
FIG. 7 is a schematic diagram of a fourth interface in one embodiment;
FIG. 8 is a flow chart illustrating a method of generating a game piece according to another embodiment;
FIG. 9 is a block diagram showing the construction of a game work generation apparatus according to an embodiment;
FIG. 10 is a diagram showing an internal structure of a computer device according to an embodiment.
Detailed Description
In order to make the objects, technical solutions and advantages of the present application more apparent, the present application is described in further detail below with reference to the accompanying drawings and embodiments. It should be understood that the specific embodiments described herein are merely illustrative of the present application and are not intended to limit the present application.
The invention provides a game work generation method. In one embodiment, the method for generating the game composition can be applied to an editing terminal, wherein software (namely a game generating tool) for generating the AVG game composition is installed in the editing terminal, and the user can generate the game composition by opening the software; possibly, the generation operation of the game composition may also be performed by the remote server, that is, the editing terminal uploads the information edited by the user to the remote server, so that the remote server can generate the game composition with the information edited by the user. The editing terminal includes, but is not limited to, various personal computers, notebook computers, smart phones, tablet computers, desktop computers, and the like, and the remote server may be implemented by an independent server or a server cluster composed of a plurality of servers.
The method for generating a game work includes the steps shown in fig. 2, and the steps included in the method will be described in detail below.
S110: and acquiring game scenario frame information, game basic information, game role information and game scenario material configuration information edited by a user.
In one embodiment, as shown in fig. 3, before the step of obtaining the game scenario frame information, the game basic information, the game character information, and the game scenario material configuration information edited by the user, the method further includes:
s210: providing a first interface for editing the whole plot content for a user, and acquiring a chapter flow chart composed of a plurality of chapter nodes and chapter basic information of each chapter node, which are edited by the user through the first interface;
s220: responding to an editing command of a user for any chapter node in the chapter flow diagram, providing a second interface for editing chapter contents of any chapter node for the user, and acquiring a plot flow diagram composed of a plurality of flow nodes and flow basic information of each flow node, which is edited for any chapter node by the user through the second interface;
s230: responding to an editing command of a user for any flow node in the plot flow chart of any chapter node, providing a third interface for editing the flow content of any flow node for the user, and acquiring the flow content configuration information edited for any flow node by the user through the third interface;
s240: and providing a fourth interface for editing the basic information of the game works for the user, and acquiring the game basic information and the game role information edited by the user through the fourth interface.
When a user edits a flow chart (a chapter flow chart or a scenario flow chart), the flow chart edited by the user is stored, for example, the editing terminal stores the flow chart locally or uploads the flow chart to a remote server for storage, and when each scenario flow chart is obtained, an association relation needs to be established between the scenario flow chart and a corresponding chapter node so as to facilitate subsequent calling.
Considering that a great amount of information needs to be edited by a user when a game work is produced, the present embodiment, when providing an interface for editing information to the user, places related information in the same interface, specifically, divides editing items of information such as game work basic information (i.e., game basic information and game character information), overall scenario content (i.e., a chapter flow diagram (a flow diagram drawn by the user for the overall scenario of the game work) and chapter basic information of each chapter node), chapter content (i.e., a scenario flow diagram (a flow diagram drawn by the user for each chapter scenario) and flow basic information of each flow node), and flow content (i.e., flow content configuration information) in different interfaces, thereby allowing the user to edit the overall scenario content in a first interface, the chapter content in a second interface, the flow content in a third interface, and the game work basic information in the first interface, therefore, the operation of switching the interface in the process of editing the information by the user is reduced, and the editing efficiency of the user can be improved.
For example, a first interface as shown in fig. 4 may be provided to a user, the user may draw a chapter flow chart on the left side in the first interface, and edit chapter basic information on the right side, for example, the left side of fig. 4 is a canvas, there is an initial node "work directory" in the canvas, the user may add a node after the initial node through a toolbar in fig. 4, the toolbar may include the following functions, that is, adding a previous chapter, adding a next chapter, branch merging, and adding a new ending, and the functions are described as follows:
(1) adding a previous chapter: and adding a node in front of the selected node, wherein the node represents adding a chapter in front of the current chapter.
(2) Newly adding a later chapter: and adding a node behind the selected node to represent the newly added later chapter. A plurality of latter chapters can be added behind the same chapter node to form different branch scenarios.
(3) Branch merging: the functionality of branch merging may be used if different branching scenarios eventually lead to the same ending or chapter.
(4) Newly adding an ending: and adding an ending node behind the selected node, wherein each plot line only has one ending.
Each node added in the canvas by the user has a corresponding unique node identifier (or called node ID), and after the subsequent user edits corresponding information (such as a node name, a node summary, and the like) for each node, the node identifier and the information edited by the user can be associated. Through the mode of enabling a user to edit the flow chart, the user can configure the presentation information for each chapter quickly, for example, the user creates a new node B behind the node A through the function of adding a later chapter, the editing terminal can determine that the skip relation between the chapter corresponding to the node A and the chapter corresponding to the node B is that the next chapter of the chapter corresponding to the node A is the chapter corresponding to the node B through the operation of the user, and the user does not need to set the skip information for the chapter corresponding to the node A independently.
It should be noted that, originally, a chapter may be set behind the node a, which is assumed to be the node C, but this time does not prevent creating the node B behind the node a (for example, "chapter-1" is originally preceded by chapter-2 "and" chapter-2 "is added by the user, and then the next chapter of" chapter-2 "is modified from chapter-1" to chapter-1 "and" chapter-2 "), and of course, if the next node of a certain chapter node includes multiple nodes, the user needs to set the condition of jumping from the chapter node to the nodes behind, which is what the existing production tool can implement, so that this is not described too much, and exemplarily, the user may set the jumping according to the active selection of the player (for example, providing an interface to the player, option a indicates jumping to chapter a, and option B indicates jumping to chapter B), or may jump according to some numerical values of the player (for example, it is detected that the number of coins of the user exceeds a preset threshold, it jumps to chapter a automatically, and if the number of coins does not exceed the preset threshold, it jumps to chapter B automatically).
For another example, the user creates a new node B in front of the node a by adding the previous chapter, and the editing terminal can determine the skip relationship between the chapter corresponding to the node a and the chapter corresponding to the node B by the user operation, that is, the next chapter of the chapter corresponding to the node B is the chapter corresponding to the node a, if a node is assumed to be the node D in front of the node a, the next chapter of the chapter corresponding to the node D is also modified from the chapter corresponding to the node a to the chapter corresponding to the node B (for example, "chapter" is originally followed by "second chapter", and "chapter" is newly added before "second chapter", and then the next chapter of "chapter" is changed to "chapter").
Illustratively, the user may be provided with a second interface as shown in fig. 5, and the user may draw a plot flow diagram on the left side and edit the flow basic information on the right side in the second interface.
Illustratively, the user may be provided with a third interface as shown in fig. 6, in which the user may edit the flow content; wherein, the operation of editing the plot flow chart by the user through the third interface is similar to the operation of editing the chapter flow chart, for example, the initial node in the canvas is the chapter node of the chapter content to be edited, after the user can select the node, clicking on a scene in the toolbar to add a process node of the scene type, clicking on a choice in the toolbar to add a process node of the choice type, when more than one node is included after the selected node, the flow node may be further edited by other options in the toolbar, such as, the conditions for jumping from the selected node to the following nodes are edited by conditional branches, for example, the selected node is followed by an a node and a B node, and through conditional branch editing, when the good sensitivity exceeds 30, jumping from the selected node to the node A, and when the good sensitivity does not exceed 30, jumping from the selected node to the node B.
For example, a first interface as shown in fig. 7 may be provided to the user, and the user may click on the "work information" option in the fourth interface to call up each editing item for editing the game basic information for editing, and click on the "character setting" option in the fourth interface to call up each editing item for editing the game basic information for editing.
The game scenario frame information comprises a chapter flow chart composed of a plurality of chapter nodes edited by the user on the first interface and a scenario flow chart composed of a plurality of flow nodes corresponding to the chapter nodes edited by the user on the second interface. The game scenario material configuration information comprises chapter basic information of each chapter node in the chapter flow chart, and flow basic information and flow content configuration information of each flow node in each scenario flow chart.
The game basic information refers to the attribute of a game work, the game role information comprises basic information of at least one game role, the chapter basic information refers to the attribute of a chapter, and the process basic information refers to the attribute of a process. The game basic information, the game role information, the chapter basic information, and the flow basic information are not specifically limited in this embodiment, and the information items may include different information in different application scenarios.
For example, the game basic information may include a game name, a presentation mode (such as a horizontal screen or a vertical screen), a style category (such as a palace, a love formation or a mystery detection, etc.), a game UI frame (used for defining design contents such as click effects in game works, styles of dialog boxes, etc.; this embodiment provides a plurality of sets of game UI frames for a user in advance, from which the user can select one set as required), and a game cover, a game brief description (such as a game playing method, a scenario overview, etc.); the basic information of each game character includes, but is not limited to, character gender (e.g., male or female), character rank (e.g., chief or match), character name (e.g., red, white, etc.), character profile, character story summary, character image (each character may have at least one character image, e.g., red with long hair, red with skirt); the chapter basis information may include, for example, a chapter name (e.g., "first chapter sun shadow", or "sun shadow", etc.), a chapter scenario summary, and a chapter cover; the process basic information may include a process name (e.g., "scene 1 wine brewing theory hero", "peaches three knot meaning", "choice questions: handle of husband's bushy", etc.), a process type (e.g., scene or choice questions).
The process content configuration information includes setting information of at least one click event, and the setting information of each click event includes core event setting information and additional event setting information. The core event setting information and the additional event setting information can be set according to the requirements of different application scenarios. For example, taking the interface content shown in fig. 6 as an example, the user may edit a corresponding dialogue scenario for the flow node in the interface shown in fig. 6, the dialogue scenario may include multiple click events, and each click event may perform setting of a core event and an additional event. The core event refers to an event which can occur when a player clicks each time, such as a bystander, a conversation, a CG scene or an event waiting for a reader to operate, for example, a user can select a background picture and/or background music which needs to be presented for the conversation scene, can select a corresponding role image and a corresponding role expression for a role for a dialogue role in the right side of an interface, edit dialogue content for the role, and edit a word special effect, a dialog box setting, a role station and the like of the dialogue; the additional event is used for realizing the functions of adding or eliminating background/foreground/music/sound effect to the scene, performing numerical operation and the like; each additional event is separated by | from each other.
Correspondingly, the step of acquiring the game scenario frame information, the game basic information, the game role information and the game scenario material configuration information edited by the user comprises the following steps: receiving a game work generation instruction triggered by a user, wherein the game work generation instruction is triggered after the user edits chapter contents for all chapter nodes in the chapter flow chart and edits flow contents for all flow nodes in the scenario flow chart; and responding to the game work generation instruction, and acquiring game scenario frame information, game basic information, game role information and game scenario material configuration information related to the game work generation instruction.
S120: and generating game works according to the game scenario frame information, the game basic information, the game role information and the game scenario material configuration information.
When a user needs to make a game work, the user only needs to edit information such as game scenario frame information, game basic information, game role information, game scenario material configuration information and the like of the game work through an editing terminal, and then the game work can be generated according to the information.
In one embodiment, as shown in fig. 8, the step of generating a game composition according to the game scenario frame information, the game basic information, the game character information, and the game scenario material configuration information includes:
s121: and determining the display information of each chapter node in the chapter flow chart and each flow node in the plot flow chart according to the game plot frame information.
The presentation information of each chapter node in the chapter flow chart indicates a skip relationship between each chapter node, and includes next node information corresponding to each chapter node, for example, in the flow chart shown in fig. 4, the next node information corresponding to the chapter node of "sequence chapter" is "first chapter: chapter name "chapter two" the next node information that this chapter node corresponds to is "chapter three-1: chapter names "and" chapter three-2: chapter name ".
Similarly, the presentation information of each process node in the plot flow chart indicates a skip relationship between the process nodes, and includes next node information corresponding to each process node, for example, in the flow chart shown in fig. 5, "scene 1: scene name "the next node information corresponding to this flow node is" scene 2: scene name "," scene 2: scene name "the next node information corresponding to this flow node is" scene 3-1: scene name "and" scene 3-2: scene name "," scene 3-1: scene name "and" scene 3-2: scene name "the next node information corresponding to these two process nodes is" choice question: title name ".
When the display information of each chapter node in the chapter flow chart and each flow node in each plot flow chart is determined according to the game plot framework information, the chapter flow chart and each plot flow chart are analyzed respectively to determine the display information of each chapter node in the chapter flow chart and the display information of each flow node in each plot flow chart.
S122: and generating game works according to the presentation information, the game basic information, the game role information and the game scenario material configuration information of each chapter node in the chapter flow chart and each flow node in the scenario flow chart.
The method for generating the game work provided by this embodiment abstracts the development of the AVG game code into the form of the flowchart, so that the user (i.e. the game creator, which may be a non-professional game programmer or even a person without game programming ability) can make the game work in the manner of drawing the flowchart, i.e. the user edits the information such as chapter name, presentation sequence and presentation level of each chapter included in the overall game scenario in the manner of drawing the flowchart in the editing terminal, and edits the information such as flow type, flow name, presentation sequence and presentation level of each flow included in each chapter scenario in the manner of drawing the flowchart in the editing terminal, so that the user does not need to set jump information specifically for each chapter, simplifies the operation of editing information by the user, and in addition, the user can intuitively see the next chapter of each chapter through the flowchart, The next process of each process is what, and whether the association exists between each chapter or process can be visually seen, so that the efficiency of the user in editing information is improved, and the development period of the AVG game is shortened.
Fig. 2, 3, and 8 are flow diagrams of a game work generation method in one embodiment. It should be understood that, although the steps in the flowcharts of fig. 2, 3 and 8 are shown in order as indicated by the arrows, the steps are not necessarily performed in order as indicated by the arrows. The steps are not performed in the exact order shown and described, and may be performed in other orders, unless explicitly stated otherwise. Moreover, at least some of the steps in fig. 2, 3, and 8 may include multiple sub-steps or multiple stages that are not necessarily performed at the same time, but may be performed at different times, and the order of performing the sub-steps or stages is not necessarily sequential, but may be performed alternately or alternatingly with other steps or at least some of the sub-steps or stages of other steps.
Based on the same inventive concept, the invention also provides a game work generation device. In the present embodiment, as shown in fig. 9, the game work generation apparatus includes the following modules:
the information obtaining module 110 is configured to obtain game scenario frame information, game basic information, game role information, and game scenario material configuration information edited by a user; the game scenario frame information comprises a chapter flow chart composed of a plurality of chapter nodes edited by the user on a first interface and a scenario flow chart composed of a plurality of flow nodes corresponding to each chapter node edited by the user on a second interface;
and the game work generation module 120 is configured to generate a game work according to the game scenario frame information, the game basic information, the game role information, and the game scenario material configuration information.
In one embodiment, the game scenario material configuration information includes chapter base information of each chapter node in the chapter flow chart, and flow base information and flow content configuration information of each flow node in each scenario flow chart.
Accordingly, in one embodiment, a gaming composition generation module includes:
the information determining submodule is used for determining the chapter nodes in the chapter flow chart and the presentation information of the flow nodes in the plot flow chart according to the game plot framework information;
and the work generation submodule is used for generating the game work according to the presentation information, the game basic information, the game role information and the game scenario material configuration information of each chapter node in the chapter flow chart and each flow node in the scenario flow chart.
Accordingly, in one embodiment, the information determination sub-module comprises:
the first analysis unit is used for analyzing the chapter flow chart to determine the presentation information of each chapter node in the chapter flow chart;
and the second analysis unit is used for analyzing each plot flow chart so as to determine the presentation information of each flow node in each plot flow chart.
In one embodiment, the game work generation apparatus further comprises:
the first information acquisition module is used for providing a first interface for a user and acquiring the chapter flow chart composed of a plurality of chapter nodes and the chapter basic information of each chapter node, which is edited by the user through a second interface;
the second information acquisition module is used for responding to an editing command of a user for any chapter node in the chapter flow diagram, providing a second interface for editing chapter contents of any chapter node for the user, and acquiring a plot flow diagram composed of a plurality of flow nodes and flow basic information of each flow node, which is edited for any chapter node by the user through the second interface;
the third information acquisition module is used for responding to an editing command of a user for any flow node in the plot flow chart of any chapter node, providing a third interface for editing the flow content of any flow node for the user, and acquiring the flow content configuration information edited by the user for any flow node through the third interface;
and the fourth information acquisition module is used for providing a fourth interface for the user and acquiring the game basic information and the game role information edited by the user through the fourth interface.
Accordingly, in one embodiment, the gaming work generation apparatus further comprises an information storage module.
And the information storage module is used for storing the acquired chapter flow chart and each scenario flow chart and establishing an association relation between each scenario flow chart and the chapter node thereof.
In one embodiment, the information acquisition module includes:
the instruction receiving submodule is used for receiving a game work generating instruction triggered by a user, wherein the game work generating instruction is triggered after the user edits chapter contents for all chapter nodes in the chapter flow chart and edits flow contents for all flow nodes in the scenario flow chart;
and the instruction response submodule is used for responding to the game work generation instruction and acquiring game scenario frame information, game basic information, game role information and game scenario material configuration information related to the game work generation instruction.
For the specific definition of the game composition generation device, reference may be made to the above definition of the game composition generation method, which is not described herein again. The various modules of the above-described game work generation apparatus may be implemented in whole or in part by software, hardware, and combinations thereof. The modules can be embedded in a hardware form or independent from a processor in the computer device, and can also be stored in a memory in the computer device in a software form, so that the processor can call and execute operations corresponding to the modules.
In one embodiment, a computer device is provided, the internal structure of which may be as shown in FIG. 10.
The computer device includes a processor, a memory, a network interface, and a database connected by a system bus. Wherein the processor of the computer device is configured to provide computing and control capabilities. The memory of the computer device comprises a nonvolatile storage medium and an internal memory. The non-volatile storage medium stores an operating system, a computer program, and a database. The internal memory provides an environment for the operation of an operating system and computer programs in the non-volatile storage medium. The database of the computer device is used for storing data such as game scenario frame information, game basic information, game role information, game scenario material configuration information and the like, and the specific stored data can also refer to the limitations in the above method embodiments. The network interface of the computer device is used for communicating with an external terminal through a network connection. The computer program is executed by a processor to implement a game work generation method.
Those skilled in the art will appreciate that the architecture shown in fig. 10 is merely a block diagram of some of the structures associated with the disclosed aspects and is not intended to limit the computing devices to which the disclosed aspects apply, as particular computing devices may include more or less components than those shown, or may combine certain components, or have a different arrangement of components.
The embodiment also provides a computer device, which includes a memory, a processor, and a computer program stored in the memory and executable on the processor, and when the processor executes the computer program, the following steps are implemented:
acquiring game scenario frame information, game basic information, game role information and game scenario material configuration information edited by a user; the game scenario frame information comprises a chapter flow chart composed of a plurality of chapter nodes edited by the user on a first interface and a scenario flow chart composed of a plurality of flow nodes corresponding to each chapter node edited by the user on a second interface; and generating game works according to the game scenario frame information, the game basic information, the game role information and the game scenario material configuration information.
In one embodiment, the game scenario material configuration information includes chapter basis information of each chapter node in the chapter flow diagram, and flow basis information and flow content configuration information of each flow node in each scenario flow diagram.
In one embodiment, the processor executes the computer program to generate the game composition according to the game scenario frame information, the game basic information, the game character information and the game scenario material configuration information, and further implements the following steps:
determining the display information of each chapter node in the chapter flow chart and each flow node in each plot flow chart according to the game plot frame information; and generating game works according to the presentation information, the game basic information, the game role information and the game scenario material configuration information of each chapter node in the chapter flow chart and each flow node in the scenario flow chart.
In one embodiment, the processor executes the computer program to determine chapter nodes in a chapter flow chart and presentation information of flow nodes in a scenario flow chart according to the game scenario frame information, and further performs the following steps:
analyzing the chapter flow diagram to determine the presentation information of each chapter node in the chapter flow diagram; and analyzing each plot flow chart to determine the presentation information of each flow node in each plot flow chart.
In one embodiment, the processor executes the computer program to perform the following steps before the step of obtaining the game scenario frame information, the game basic information, the game character information and the game scenario material configuration information edited by the user is performed:
providing a first interface for a user, and acquiring a chapter flow chart composed of a plurality of chapter nodes and chapter basic information of each chapter node, which are edited by the user through a second interface; responding to an editing command of a user for any chapter node in the chapter flow diagram, providing a second interface for editing chapter contents of any chapter node for the user, and acquiring a plot flow diagram composed of a plurality of flow nodes and flow basic information of each flow node, which is edited for any chapter node by the user through the second interface; responding to an editing command of a user for any flow node in the plot flow chart of any chapter node, providing a third interface for editing the flow content of any flow node for the user, and acquiring the flow content configuration information edited for any flow node by the user through the third interface; and providing a fourth interface for the user, and acquiring the game basic information and the game role information edited by the user through the fourth interface.
In one embodiment, the processor executes the computer program and further performs the steps of:
and storing the acquired chapter flow chart and each scenario flow chart, and establishing an association relation between each acquired scenario flow chart and the chapter node thereof.
In one embodiment, when the processor executes the computer program, the following steps are further implemented when the processor obtains game scenario frame information, game basic information, game role information and game scenario material configuration information edited by a user:
receiving a game work generation instruction triggered by a user, wherein the game work generation instruction is triggered after the user edits chapter contents for all chapter nodes in the chapter flow chart and edits flow contents for all flow nodes in the scenario flow chart; and responding to the game work generation instruction, and acquiring game scenario frame information, game basic information, game role information and game scenario material configuration information related to the game work generation instruction.
In one embodiment, a computer-readable storage medium is provided, having a computer program stored thereon, which when executed by a processor, performs the steps of:
acquiring game scenario frame information, game basic information, game role information and game scenario material configuration information edited by a user; the game scenario frame information comprises a chapter flow chart composed of a plurality of chapter nodes edited by the user on a first interface and a scenario flow chart composed of a plurality of flow nodes corresponding to each chapter node edited by the user on a second interface; and generating game works according to the game scenario frame information, the game basic information, the game role information and the game scenario material configuration information.
In one embodiment, the game scenario material configuration information includes chapter basis information of each chapter node in the chapter flow diagram, and flow basis information and flow content configuration information of each flow node in each scenario flow diagram.
In one embodiment, the computer program when executed by the processor to generate a game composition based on the game scenario frame information, the game base information, the game character information, and the game scenario material configuration information further performs the steps of:
determining the display information of each chapter node in the chapter flow chart and each flow node in each plot flow chart according to the game plot frame information; and generating game works according to the presentation information, the game basic information, the game role information and the game scenario material configuration information of each chapter node in the chapter flow chart and each flow node in the scenario flow chart.
In one embodiment, the computer program, when executed by the processor, determines the chapter nodes in the chapter flow chart and the presentation information of the flow nodes in the plot from the game scenario framework information, further implements the steps of:
analyzing the chapter flow diagram to determine the presentation information of each chapter node in the chapter flow diagram; and analyzing each plot flow chart to determine the presentation information of each flow node in each plot flow chart.
In one embodiment, the computer program executed by the processor further implements the following steps prior to the step of obtaining the game scenario frame information, the game basic information, the game character information and the game scenario material configuration information edited by the user:
providing a first interface for a user, and acquiring a chapter flow chart composed of a plurality of chapter nodes and chapter basic information of each chapter node, which are edited by the user through a second interface; responding to an editing command of a user for any chapter node in the chapter flow diagram, providing a second interface for editing chapter contents of any chapter node for the user, and acquiring a plot flow diagram composed of a plurality of flow nodes and flow basic information of each flow node, which is edited for any chapter node by the user through the second interface; responding to an editing command of a user for any flow node in the plot flow chart of any chapter node, providing a third interface for editing the flow content of any flow node for the user, and acquiring the flow content configuration information edited for any flow node by the user through the third interface; and providing a fourth interface for the user, and acquiring the game basic information and the game role information edited by the user through the fourth interface.
In one embodiment, the computer program is executed by a processor and further implements the steps of:
and storing the acquired chapter flow chart and each scenario flow chart, and establishing an association relation between each acquired scenario flow chart and the chapter node thereof.
In one embodiment, when the computer program is executed by the processor and acquires the game scenario frame information, the game basic information, the game character information and the game scenario material configuration information edited by the user, the following steps are further implemented:
receiving a game work generation instruction triggered by a user, wherein the game work generation instruction is triggered after the user edits chapter contents for all chapter nodes in the chapter flow chart and edits flow contents for all flow nodes in the scenario flow chart; and responding to the game work generation instruction, and acquiring game scenario frame information, game basic information, game role information and game scenario material configuration information related to the game work generation instruction.
It will be understood by those skilled in the art that all or part of the processes of the embodiments of the methods described above can be implemented by a computer program, which can be stored in a non-volatile computer-readable storage medium, and can include the processes of the embodiments of the methods described above when the computer program is executed. Any reference to memory, storage, database, or other medium used in the embodiments provided herein may include non-volatile and/or volatile memory, among others. Non-volatile memory can include read-only memory (ROM), Programmable ROM (PROM), Electrically Programmable ROM (EPROM), Electrically Erasable Programmable ROM (EEPROM), or flash memory. Volatile memory can include Random Access Memory (RAM) or external cache memory. By way of illustration and not limitation, RAM is available in a variety of forms such as Static RAM (SRAM), Dynamic RAM (DRAM), Synchronous DRAM (SDRAM), Double Data Rate SDRAM (DDRSDRAM), Enhanced SDRAM (ESDRAM), Synchronous Link DRAM (SLDRAM), Rambus Direct RAM (RDRAM), direct bus dynamic RAM (DRDRAM), and memory bus dynamic RAM (RDRAM).
The technical features of the above embodiments can be arbitrarily combined, and for the sake of brevity, all possible combinations of the technical features in the above embodiments are not described, but should be considered as the scope of the present specification as long as there is no contradiction between the combinations of the technical features.
The above-mentioned embodiments only express several embodiments of the present application, and the description thereof is more specific and detailed, but not construed as limiting the scope of the invention. It should be noted that, for a person skilled in the art, several variations and modifications can be made without departing from the concept of the present application, which falls within the scope of protection of the present application. Therefore, the protection scope of the present patent shall be subject to the appended claims.

Claims (10)

1. A method of generating a game composition, the method comprising:
acquiring game scenario frame information, game basic information, game role information and game scenario material configuration information edited by a user; the game scenario frame information comprises a chapter flow chart composed of a plurality of chapter nodes edited by a user on a first interface and a scenario flow chart composed of a plurality of flow nodes corresponding to each chapter node edited on a second interface;
and generating game works according to the game scenario frame information, the game basic information, the game role information and the game scenario material configuration information.
2. The method of claim 1, wherein the game scenario material configuration information includes chapter basis information for each chapter node in the chapter flow diagram, and flow basis information and flow content configuration information for each flow node in each scenario flow diagram.
3. The method of claim 2, wherein the step of generating a game composition based on the game scenario frame information, the game foundation information, the game character information, and the game scenario material configuration information comprises:
determining the presentation information of each chapter node in the chapter flow chart and each flow node in each plot flow chart according to the game plot frame information; the presentation information of each chapter node in the chapter flow chart represents the jump relationship among the chapter nodes and comprises next node information corresponding to each chapter node, and the presentation information of each flow node in the plot flow chart represents the jump relationship among the flow nodes and comprises the next node information corresponding to each flow node;
and generating game works according to the presentation information, the game basic information, the game role information and the game scenario material configuration information of each chapter node in the chapter flow chart and each flow node in the scenario flow chart.
4. The method of claim 3, wherein the step of determining presentation information for each chapter node in the chapter flow diagram and each flow node in the plot flow diagram based on the game scenario framework information comprises:
analyzing the chapter flow diagram to determine the presentation information of each chapter node in the chapter flow diagram;
and analyzing each plot flow chart to determine the presentation information of each flow node in each plot flow chart.
5. The method of any one of claims 1-4, wherein the step of obtaining user-edited game scenario frame information, game base information, game character information, and game scenario material configuration information is preceded by the step of:
providing a first interface for a user, and acquiring the chapter flow chart composed of a plurality of chapter nodes and the chapter basic information of each chapter node, which are edited by the user through the first interface;
responding to an editing command of a user for any chapter node in the chapter flow diagram, providing a second interface for editing chapter contents of any chapter node for the user, and acquiring a plot flow diagram composed of a plurality of flow nodes and flow basic information of each flow node, which is edited for any chapter node by the user through the second interface;
responding to an editing command of a user for any flow node in the plot flow chart of any chapter node, providing a third interface for editing the flow content of any flow node for the user, and acquiring flow content configuration information edited for any flow node by the user through the third interface;
and providing a fourth interface for the user, and acquiring the game basic information and the game role information edited by the user through the fourth interface.
6. The method of claim 5, wherein the method further comprises:
and storing the acquired chapter flow chart and each scenario flow chart, and establishing an association relation between each acquired scenario flow chart and the chapter node thereof.
7. The method of claim 5, wherein the step of acquiring user-edited game scenario frame information, game foundation information, game character information, and game scenario material configuration information comprises:
receiving a game work generation instruction triggered by a user, wherein the game work generation instruction is triggered after the user edits chapter content for all chapter nodes in the chapter flow chart and edits flow content for all flow nodes in the scenario flow chart;
and responding to the game work generation instruction, and acquiring game scenario frame information, game basic information, game role information and game scenario material configuration information related to the game work generation instruction.
8. A game work generation apparatus, the apparatus comprising:
the information acquisition module is used for acquiring game scenario frame information, game basic information, game role information and game scenario material configuration information edited by a user; the game scenario frame information comprises a chapter flow chart composed of a plurality of chapter nodes edited by a user on a first interface and a scenario flow chart composed of a plurality of flow nodes corresponding to each chapter node edited on a second interface;
and the game work generation module is used for generating the game works according to the game scenario frame information, the game basic information, the game role information and the game scenario material configuration information.
9. A computer device comprising a memory, a processor and a computer program stored on the memory and executable on the processor, characterized in that the steps of the method of any of claims 1 to 7 are implemented when the computer program is executed by the processor.
10. A computer-readable storage medium, on which a computer program is stored, which, when being executed by a processor, carries out the steps of the method of any one of claims 1 to 7.
CN202110901637.8A 2021-08-06 2021-08-06 Game work generation method and device, computer equipment and storage medium Pending CN113713394A (en)

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