CN117357890A - Archiving processing method and device for game, electronic equipment and computer readable storage medium - Google Patents

Archiving processing method and device for game, electronic equipment and computer readable storage medium Download PDF

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Publication number
CN117357890A
CN117357890A CN202311004660.2A CN202311004660A CN117357890A CN 117357890 A CN117357890 A CN 117357890A CN 202311004660 A CN202311004660 A CN 202311004660A CN 117357890 A CN117357890 A CN 117357890A
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China
Prior art keywords
game
target
archive
picture
video
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CN202311004660.2A
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Chinese (zh)
Inventor
曾依琪
苑海超
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Netease Hangzhou Network Co Ltd
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Netease Hangzhou Network Co Ltd
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Priority to CN202311004660.2A priority Critical patent/CN117357890A/en
Publication of CN117357890A publication Critical patent/CN117357890A/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
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • 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
    • A63F13/45Controlling the progress of the video game
    • A63F13/49Saving the game status; Pausing or ending the game

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Processing Or Creating Images (AREA)

Abstract

The application discloses a method and a device for archiving and processing games, electronic equipment and a computer readable storage medium, wherein the method comprises the following steps: responding to the target game account to log in the target game, reading a game archive corresponding to the target game account, and playing a game video picture corresponding to the game archive on a game interface, wherein the game video picture is associated with a game progress corresponding to the game archive; stopping playing the game video picture corresponding to the game archive file in response to the completion of reading the game archive file; and displaying a game scene corresponding to the game progress on the game interface. In the process of loading the game picture, the player can recall the game progress of the previous game faster and more intuitively by watching the game video picture indicating the progress of the loaded game, thereby being beneficial to improving the game experience of the player, reducing the loss rate of the player and improving the utilization rate of the server.

Description

Archiving processing method and device for game, electronic equipment and computer readable storage medium
Technical Field
The present invention relates to the field of computer technologies, and in particular, to a method and apparatus for processing an archive of a game, an electronic device, and a computer readable storage medium.
Background
In a game, an archive point refers to a particular game node or location in the game that holds the player's current game progress so that the player may play the game directly from the archive point into the game and then continue with the last game progress without starting from the head.
In the prior art, in the process of entering a loaded game screen from an archiving point, contents such as a text list or a picture plus text are usually presented on a game interface until entering the game screen. For example, the same static image-text or dynamic progress bar is displayed on the game interface during each loading of the game picture from the archiving point, and then the game picture is directly switched to enter the game. For another example, the same animated video is circularly shown on the game interface each time a game frame is loaded from an archiving point until the game loading is completed and the game frame is directly switched to enter the game.
However, because the image-text or the animation video displayed on the game interface in the process of loading the game picture from the archiving point has larger difference with the content of the game picture after entering, the player is easy to cause negative emotion due to boring waiting in the game loading process, so that the user experience of the player is reduced, the player is easy to lose, and the server is easy to consume.
Disclosure of Invention
The application provides a method and a device for archiving and processing a game, electronic equipment and a computer readable storage medium, which are used for solving the problems that in the prior art, the difference between game picture content and game picture content after entering the game is large, a player is easy to wait for boring to easily cause negative emotion, and the experience of the game is reduced.
In a first aspect, an embodiment of the present application provides a method for archiving processing a game, where the method includes:
responding to a target game account to log in a target game, reading a game archive corresponding to the target game account, and playing a game video picture corresponding to the game archive on a game interface, wherein the game video picture is associated with a game progress corresponding to the game archive;
stopping playing the game video picture corresponding to the game archive file in response to the completion of reading the game archive file;
and displaying a game scene corresponding to the game progress on the game interface.
In a second aspect, an embodiment of the present application provides an archiving processing apparatus for a game, the apparatus including:
the control module is used for responding to a target game account to log in a target game, reading a game archive corresponding to the target game account, and playing a game video picture corresponding to the game archive on a game interface, wherein the game video picture is associated with a game progress corresponding to the game archive;
The processing module is used for stopping playing the game video pictures corresponding to the game archive file in response to the completion of reading the game archive file;
and the display module is used for displaying the game scene corresponding to the game progress on the game interface.
In a third aspect, an embodiment of the present application provides an electronic device, including:
a memory and a processor, the memory and the processor coupled;
the memory is used for storing one or more computer instructions;
the processor is configured to execute the one or more computer instructions to implement the archiving processing method for a game as described in any one of the first aspect above.
In a fourth aspect, embodiments of the present application provide a computer readable storage medium having stored thereon one or more computer instructions, wherein the instructions are executable by a processor to implement the method of archiving processing a game according to any one of the first aspects above.
In a fifth aspect, embodiments of the present application provide a computer program product comprising a computer program which, when executed by a processor, implements the method of archiving processing a game as described in any one of the first aspects above.
Compared with the prior art, the application has the following advantages:
according to the archiving processing method of the game, a target game is logged in response to a target game account, a game archiving file corresponding to the target game account is read, a game video picture corresponding to the game archiving file is played on a game interface, and the game video picture is associated with a game progress corresponding to the game archiving file; stopping playing the game video picture corresponding to the game archive file in response to the completion of reading the game archive file; and displaying a game scene corresponding to the game progress on the game interface. In the process of loading the game archive file corresponding to the target game account, the game video picture indicating the loaded game progress is played on the game interface, so that a player can recall the game progress, the battle situation and the like of the previous game more quickly and intuitively, the player can enter a game state more quickly after the game is loaded, and the situation that the player is happy and passive emotions are caused by boring waiting due to irrelevant pictures and texts or video contents which are displayed on the game interface and are irrelevant to the game progress is avoided; the game video picture displayed in the process of loading the game scene corresponding to the game archive file and the game picture after entering the game are penetrated into a continuous game picture, so that the usability and fluency of the interaction flow are improved, the immersive game interaction experience is brought to the player, the loss rate of the player is reduced, and the utilization rate of the server is improved.
Drawings
The accompanying drawings, which are included to provide a further understanding of the application and are incorporated in and constitute a part of this application, illustrate embodiments of the application and together with the description serve to explain the application and do not constitute an undue limitation to the application. In the drawings:
fig. 1 is an application scenario schematic diagram of a method for archiving processing a game according to a first embodiment of the present application;
FIG. 2 is a flowchart of a method for archiving processing of a game according to a second embodiment of the present application;
FIG. 3 is a schematic diagram of a conversion from a three-dimensional game screen to a two-dimensional game screen according to a second embodiment of the present application;
FIG. 4 is a schematic diagram of a target game interface for a target game provided in a second embodiment of the present application;
FIG. 5 is a schematic illustration of a process of archiving a moment game interface provided in accordance with a second embodiment of the present application;
fig. 6 is a schematic structural diagram of an archiving processing device for games according to a third embodiment of the present application;
fig. 7 is a schematic hardware structure of an electronic device according to a fourth embodiment of the present application.
Specific embodiments thereof have been shown by way of example in the drawings and will herein be described in more detail. These drawings and the written description are not intended to limit the scope of the inventive concepts in any way, but to illustrate the concepts of the present application to those skilled in the art by reference to specific embodiments.
Detailed Description
For purposes of clarity, advantages, and features of the present application, the following description will make apparent and complete the present application with reference to the figures and detailed description. In the following description, numerous specific details are set forth in order to provide a thorough understanding of the present application. However, the described embodiments are intended to be some, but not all, of the embodiments described herein, and all other embodiments that may be made by one of ordinary skill in the art without the benefit of the present disclosure are intended to be within the scope of the present application.
It should be noted that in the description of the present application, the terms "first," "second," and the like are used for descriptive purposes only and are not to be construed as indicating or implying relative importance, as well as a particular order or sequence. The specific meaning of the terms in this application will be understood by those of ordinary skill in the art in a specific context. Furthermore, in the description of the present application, unless otherwise indicated, the term "plurality" refers to two or more. The term "and/or" describes an association relationship of associated objects, meaning that there may be three relationships, e.g., a and/or B, which may represent: a exists alone, A and B exist together, and B exists alone. The character "/" generally indicates that the context-dependent object is an "or" relationship. The terms "comprises," "comprising," and "having," and any variations thereof, are intended to cover a non-exclusive inclusion, such that a process, method, system, article, or apparatus that comprises a list of steps or elements is not necessarily limited to those steps or elements expressly listed or inherent to such process, method, article, or apparatus.
In order to facilitate understanding of the technical solutions of the present application, related concepts related to the present application will be described first.
The player performs a save operation on the current game progress at a point in the game process (referred to as an archive point), and the game generates a file containing game progress information, i.e., a game archive file. After the player logs in the game account number next time, the game application program automatically reads the game archive file and then directly enters a game scene corresponding to the game progress recorded by the game archive file, so that the player can continue playing on the basis of the last game progress without going from the beginning of the game. For example, when a player plays half way or exits the game due to other things, the game progress needs to be stored and archived, so that the player can reload the last game progress anywhere at any time and then continue playing from the last exited game progress without having to restart the game.
In addition, the game file can maintain the game rhythm besides the function of saving the game progress, so that the time waste of playing the game again by the player is avoided. For example, if there is a more difficult level in the game, the player may archive when playing the part, and the archive may be reloaded directly without having to restart the game when losing. This is more beneficial to the player to experience the game and maintain the rhythm of the game.
In view of the above-described problems, the present application provides a method of archiving processing a game, an apparatus for archiving processing a game corresponding to the method, an electronic device capable of implementing the method of archiving processing a game, and a computer-readable storage medium. The following provides detailed descriptions of the above methods, apparatuses, electronic devices, and computer-readable storage media.
In order to make the purposes and technical solutions of the present application clearer and more intuitive, the method provided by the embodiments of the present application will be described in detail below with reference to the accompanying drawings and embodiments. It should be understood that the specific embodiments described herein are for purposes of illustration only and are not intended to limit the present application. It is to be understood that the following embodiments may exist alone and that the embodiments and features of the embodiments described below may be combined with each other without conflict between the embodiments provided herein, and for the same or similar matters, descriptions in different embodiments are not repeated. In addition, the timing of steps in the method embodiments described below is merely an example and is not strictly limited, and in some cases, steps shown or described may be performed in an order different from that.
The application provides a game archiving processing method, a game archiving processing device, electronic equipment and a computer storage medium. Specifically, the archiving processing method of the game in one embodiment of the present application may be executed by a computer device, where the computer device may be a terminal device or a server device. The terminal device can be a terminal device such as a smart phone, a tablet personal computer, a notebook computer, a touch screen, a game machine and the like, and the terminal device can also comprise a client, wherein the client can be a game application client, a browser client carrying a game program, an instant messaging client or the like. The server may be an independent physical server, a server cluster or a distributed system formed by a plurality of physical servers, or a cloud server providing cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communication, middleware services, domain name services, security services, basic cloud computing services such as big data and artificial intelligence platforms, and the like.
Next, an application scenario of a method for archiving and processing a game according to a first embodiment of the present application will be described with reference to fig. 1, and fig. 1 is a schematic diagram of an application scenario of a method for archiving and processing a game according to a first embodiment of the present application.
As shown in fig. 1, a first terminal held by a user may establish a connection with a server (or a server cluster) through a network. A terminal is any device having computing hardware capable of supporting and executing a software application product corresponding to a game. The game software application products include, but are not limited to, any of a first person game application, a third person game application, a single person game application, and a multiplayer online tactical game (Multiplayer Online Battle Arena Games, MOBA) application. The types of games described above may include, but are not limited to, at least one of: two-dimensional (2D) game applications, three-dimensional (3D) game applications, virtual Reality (VR) game applications, augmented Reality (Augmented Reality, AR) game applications, mixed Reality (MR) game applications. The above is merely an example, and the present embodiment is not limited in any way. The server (or cluster of servers) may provide services (e.g., gaming services, application services, etc.) to the user terminal or clients installed on the user terminal.
Further, a database may be provided on a server (or cluster of servers) or on a separate server for the server to provide data storage services. For example, at least one game archive file corresponding to each player's game account number, other files corresponding to each game archive file, and the like may be stored in the database in real time and continuously. The network may be a wireless network or a wired network, such as a Wireless Local Area Network (WLAN), a Local Area Network (LAN), a cellular network, a 2G network, a 3G network, a 4G network, a 5G network, etc. The different terminal devices may be connected to a server or the like using their own bluetooth network or hotspot network, or the terminals may communicate with each other via the server and the communication network.
It should be understood that: the above application scenario is only an example and is not limiting to the present application, and in addition, the disclosure in this application scenario is given in the following embodiments.
Next, a method for archiving a game according to a second embodiment of the present application will be described with reference to fig. 2, and fig. 2 is a flowchart of the method for archiving a game according to the second embodiment of the present application.
As shown in fig. 2, the archiving processing method of the game includes:
s201, responding to the target game account to log in the target game, reading a game archive file corresponding to the target game account, and playing a game video picture corresponding to the game archive file on a game interface, wherein the game video picture is associated with a game progress corresponding to the game archive file.
In the embodiment of the application, a player logs in a target game account through a held first terminal to enter a game. The game archive file is an archive file generated by recording the current game progress of the player by executing the game archive operation when the player finishes the last game and reflecting the game progress corresponding to the archive point. For example, a player is playing a role playing game, playing a young warrior, exploring a mystery fantasy world, completing various tasks and fighting with monsters. An in-game archiving function may save a player's game progress and achievements. Whenever a player reaches an important milestone, such as completing a mission, obtaining a strong weapon, or passing a difficulty, the player may choose to save the game, i.e., play the game archive. After the player has just completed a difficult task, such as helping the principals leave the danger. At this point, the player opens the game menu, selects the archive option, and creates a new archive, and the subsequently generated game archive records the status of the player successfully helping the principals to leave the dangerous situation and related data, such as the rescue time of the principals, weapons and props equipped by the player, and the like.
In the embodiment of the application, the game video picture corresponding to the game archive file is associated with the game progress corresponding to the game archive file. The game video corresponding to the game archive file may be a video of part or all of the previous game process of the player. For example, the game video corresponding to the game archive file may be a game video including a time period immediately before the time of the archiving operation performed by the player. For example, when a player performs real-time video recording on a game screen of the player, and the player triggers an archiving operation at the 20 th minute time in the local game process, the game video screen 3 minutes before the archiving time is taken as a game video screen corresponding to the game archiving file, that is, the video screen from the 17 th minute 0 s to the 20 th minute 0 s is cut from the video screen obtained by real-time video recording. By way of example only, no limitation is placed on this in the embodiments of the present application. For another example, in a role playing game, a player plays a young warrior to play the game, and when the player helps the principals to leave the dangerous situation in the game, the player selects the archiving option to generate a game archiving file, and a game video picture corresponding to the game archiving file is displayed in a game video picture corresponding to the game file, wherein the warrior is operated by the player to rescue the principals from the dangerous situation. By way of example only, the embodiments of the present application are not limited in any way.
S202, stopping playing the game video picture corresponding to the game archive file in response to the completion of reading the game archive file.
S203, displaying a game scene corresponding to the game progress on the game interface.
In the embodiment of the application, the terminal equipment responds to the completion of reading the game archive file, and stops playing the game video picture corresponding to the archive file. And then, displaying a game scene corresponding to the game progress recorded by the game archive file which is just read on the game interface. For example, in a role playing game in which a player plays a young warrior, the player selects an archive option to generate a game archive while helping the principals to leave the danger in the last game. After the player finishes reading the game archive file in the next round, stopping playing the game video picture corresponding to the game archive file, displaying a game scene that the player plays young warriors to help principals to leave the dangerous situation, displaying equipment and props owned by the player, and the like.
According to the method for archiving and processing the game, the target game is logged in response to the target game account, the game archive file corresponding to the target game account is read, and the game video picture corresponding to the game archive file is played on the game interface, wherein the game video picture is associated with the game progress corresponding to the game archive file. And stopping playing the game video picture corresponding to the game archive file in response to the completion of reading the game archive file. And displaying game scenes of the game progress corresponding to the game archive file on the game interface so that the user plays the game on the game progress corresponding to the game archive file. In the process of loading the game archive file corresponding to the target game account, the game video picture related to the game progress played on the game interface can be watched by the target game, so that a player can recall the game progress, battle situation, task target and the like when the previous game leaves the game more quickly and intuitively, the player can adapt to and put into the game more quickly after the game is loaded, and especially when one player has not played a certain game for a certain period of time, the latest game picture can help the player to be familiar with the operation and the interface of the game again, and the familiarity to the game mechanism is recovered, so that the player is prevented from boring waiting due to the fact that the picture and the video content irrelevant to the game progress are displayed on the game interface. The game video picture displayed in the process of loading the game scene corresponding to the game archive file and the game picture after entering the game are penetrated into a continuous game picture, so that the usability, continuity and fluency of the game interaction flow can be improved, a player can adapt to and input into the game more quickly, the game experience of the player is improved, the loss rate of the player is reduced, and the utilization rate of the server is improved.
On the basis of the above embodiments, the archiving processing method of the game provided in the embodiments of the present application will be further described.
Optionally, the target game account number corresponds to a plurality of game archive files. Before the game archive file corresponding to the target game account is read, the method further comprises the following steps S301-S302:
s301, displaying a plurality of game archiving identifications on a game interface. The game archive identification device comprises a plurality of game archive identification devices, a plurality of game archive identification devices and a plurality of game archive identification devices, wherein the game archive identification devices are respectively in one-to-one correspondence with different game archive files, and each game archive file is respectively in one-to-one correspondence with different game video pictures.
In the embodiment of the application, in order to provide better game experience and flexibility for the player, the target game account number of the player can correspond to a plurality of different game files in the target game. Specifically, there are at least several cases where one target game account number is recorded simultaneously in correspondence with a plurality of game archive files, and the target game account number is at a plurality of different game progress in the target game. Case one, multiple characters or game progress: i.e., allowing each player to create multiple characters or switch between different game plays in certain games. By having multiple game files, players can save game data for different characters or progress simultaneously without having to overlay or confuse them. Case two, multiplayer game: for multiplayer games, each player may need a separate game archive to track their individual progress and achievements. In this way, each player can manage their game data according to their own preferences and game style without interfering with each other. Case three, multiple game modes: some games offer different modes of play, such as a single player mode, a collaborative mode, or a competitive mode. Each mode may have different game rules, challenges, and goals. By having multiple game files, a player can freely switch between different game modes and save the progress and achievement of each mode separately. Case four, branched storyboards or selectively driven games: some games produce different storylines or outcomes depending on the player's selections and behavior. By having multiple archiving points, a player can make different selections in the game and save the progress of each branch storyline simultaneously in order to trace back and explore other possibilities. The above four cases are merely exemplary cases where a target game may have a plurality of different game archive files, which are merely examples, and the embodiments of the present application do not limit any.
Multiple game archives may provide players with greater freedom and flexibility to manage and save game data for different characters, progress, game modes, or storylines. In this way, players can organize and experience game content according to their own preferences and game requirements.
In embodiments of the present application, the game archive identification is used to indicate the corresponding game archive file. The plurality of game archive identifications are respectively in one-to-one correspondence with different game archive files, the game archive files are respectively in one-to-one correspondence with different game video pictures, and the corresponding relation between the game archive files can be shown by referring to a table 1.
TABLE 1
S302, controlling playing of a game video picture corresponding to the game archive file with the latest generation time.
In the embodiment of the present application, the generation time of each game archive file is different according to the archive time of the player. And ordering the game archive files according to the generation time sequence. Playing the game video picture corresponding to the game archive file with the forefront sequence (namely playing the game archive file with the latest generation time). The game video picture corresponding to the game archive file with the latest playing time can enable the player to quickly recall the situation and task targets when the player leaves the game last time and a certain game target and task exist in the game, and the player can obtain the current task direction and target by playing the latest game picture so as to know what to do next, and avoid missing or forgetting where and what to do.
Optionally, on the basis of the plurality of game archive files corresponding to the target game account, the specific implementation method of "reading the game archive file corresponding to the target game account and playing the game video corresponding to the game archive file on the game interface" in step S201 may include the following steps S2011-S2012:
s2011, responding to the selection operation of the target game account number for the target game archive identification, and reading a target game archive file corresponding to the target game archive identification.
S2012, playing the game video picture corresponding to the target game archive file on the game interface.
In this embodiment of the present application, there are a plurality of game files corresponding to the target game account of the player, for example, different game files are identified according to different hero roles, for example, in the target game, the hero roles that the player can select and control include hero 1, hero 2, hero 3, and hero 4. If the player plays the four heros through the target game account, the player will have corresponding game files for the four hero roles in the target game. That is, in the case where the player plays any hero role, the game archive files for recording the current game progress, the game archive files corresponding to different hero roles, and the game archive identifications corresponding to the respective game archive files are generated at the end of each game, and table 2 may be referred to.
TABLE 2
Hero role Game archive file Game archiving identification
Hero character 1 Game archive 1 001
Hero character 2 Game archive file 2 002
Hero character N Game archive file N 00N
As shown in Table 2, a player can play a game by selecting one hero role (such as hero role 1) from the game, and the interface plays a game video picture corresponding to the game progress (including information such as game battle situation) of the hero role played by the player last time, so that the player can recall the game scenario faster to better continue playing the game on the basis of the game progress of playing the hero role last time, and the game immersion of the player is further improved.
Optionally, after stopping playing the game video corresponding to the game archive file, the method further includes the following steps S304-S305:
s304, converting the picture effect of the game video picture corresponding to the target game archive file from a two-dimensional picture to a three-dimensional picture to obtain the three-dimensional video picture and playing the three-dimensional video picture when the game video picture corresponding to the target game archive file is a two-dimensional picture and the target game is a three-dimensional game.
And S305, responding to the three-dimensional video picture after the playing is finished, and displaying a game picture of the game progress corresponding to the game archive file on a game interface.
In the embodiment of the application, when the target game is a three-dimensional picture, the game video picture of the two-dimensional picture is converted back to the three-dimensional picture, and then the three-dimensional game video picture naturally enters a three-dimensional game scene.
Optionally, after S203, the following steps S401 to S403 may be further included:
s401, responding to an archiving request instruction of the target game account for the target game, and generating a game archiving file of the target game account at the current game progress according to the current game progress of the target game account in the target game.
S402, acquiring a game video picture of a first duration of a target game account in a target game according to the current game progress.
S403, performing effect conversion processing on the game video pictures to obtain game video pictures corresponding to the game archive files, so that the target game controls playing of the game video pictures in the process of reading the game archive files.
In the embodiment of the application, the time when the target game account sends the archiving request instruction for the target game is the archiving time.
Optionally, the player is subjected to game picture recording in each game process, and the recorded game video pictures are stored. When a player selects to conduct game archiving in a three-dimensional scene game (namely archiving time), the game video picture with the first time length is intercepted from the game video picture obtained by recording, and is used as the game video picture corresponding to the generated game archiving file, so that the game dynamic performance of the player at the current game progress can be recorded in a personalized way.
Alternatively, the first duration may be a historical average of the duration required to read the game archive by the game engine. Therefore, the time for playing the game video pictures corresponding to the game archive is basically consistent with the time spent for loading the game archive file, and the game video pictures corresponding to the game archive file can directly enter the game scene corresponding to the game progress indicated by the game archive file after being played, so that redundant game video pictures are avoided.
Optionally, the game video pictures corresponding to the game archive file are generated by recording the game video pictures of the second time before and after the archive time. Wherein the second duration is one half of the first duration.
The manner in which games are archived differs from game to game, for example, in some games a player may choose to save game progress at any time without having to open the game archiving system. In other games, a player can only archive a game at a particular time, place, or game progress (e.g., how close), etc., by turning on the game archiving system. An existing archive list including archive name, archive date, archive location, etc. information is displayed after the game archive system is turned on. The player may select a game archive to be loaded, or may create a new game archive. In some games, it is also possible to provide a game archive management function that allows a player to delete or rename a game archive.
It should be noted that, when a player ends a game or a game of level, the game archiving system needs to archive the current game progress. In addition, the archive may be a flexible archive, i.e., a real-time archive, and is not limited to a game or a game of interest.
Optionally, in the method for archiving and processing a game provided in the embodiment of the present application, a game picture of a game of a target game account in a game of a target game is recorded, so as to obtain a first recorded picture.
For example, a game is recorded throughout the entire game process from the start of the game to the end of the game by the player, and the obtained recorded picture is the first recorded picture. For example, the game picture is recorded in real time during the game of the player, but only the game video picture of the latest first duration or third duration is reserved, and the obtained video picture is the first video picture. Wherein the third time period is longer than the first time period. By way of example only, the embodiments of the present application are not limited in any way.
Optionally, the specific implementation manner of the step of obtaining the game video picture of the first duration of the target game account in the target game according to the current game progress may include at least one of the following:
In the first mode, a game video picture of a first time period adjacent to an archiving time is taken from the first video picture, and the archiving time is a generation time of an archiving request instruction. Wherein the first duration may be a historical average duration required to read the game archive by the game engine. For example, if the first duration is 1 minute, the real-time video recording is performed on the game screen of the player, and the player triggers the archiving operation at the 30 th minute in the local game process, then the game video screen 1 minute before the archiving time is taken as the game video screen corresponding to the game archiving file, that is, the video screen from the 29 th minute 0 second to the 30 th minute 0 second is taken from the video screen obtained by the real-time video recording, which is merely by way of example and not by way of limitation.
And in a second mode, at least one game video clip meeting preset characteristics before the archiving time is intercepted from the first video picture, and the game video clip is formed into a game video picture with a first time length. The preset features comprise one or more of the following, and the game video clips with the following preset features are intercepted, so that a player can quickly recall the situation of the last game. The five preset features are merely examples and are not intended to be limiting in any way.
First, important moment: finding important moments in the game, such as important scenario turns, critical combat or vigorous competitive subtleties. These moments often give the player a strong emotional experience, so that intercepting such a picture allows the player to quickly recall the last game.
Second, skill display: if special skills or operations exist in the game, a screen showing those skills may be selected. This includes high level combat techniques, rapid puzzle solutions or interesting game mechanisms, etc. Such a screen may make a memory profound for players interested in gaming technology and strategy.
Third, beautiful scene: if there are exclamations or unique scenes in the game, these beautiful scenes can be selected to be cut off as pictures. This includes a strong natural landscape, a well-designed building, or an attractive artistic style. Such a picture has a very high aesthetic value and gives a profound impression to the player.
Fourth, superexcellent performance: if there is role playing or scenario interaction in the game, it may be selected to intercept the frames that exhibit excellent performance. This includes wonderful character conversations, profound emotional exchanges, or exciting pieces of action, which can give the player an impressive impression and can bring the player back to the game story and character development history.
Fifth, creative play: if unique creative plays or non-traditional game elements exist in the game, the selection of capturing the pictures that reveal those plays may be made. Such as a mental challenge for a puzzle, a gorgeous performance or stimulated racing scenario for a music game, etc.
In the embodiment of the application, when the total duration of the intercepted at least one game video clip is equal to the first duration, the at least one game video clip is formed into a game video picture with the first duration according to the recording time sequence of the game video clip. When the total time length of the at least one game video clip is longer than the first time length, the at least one game video clip is formed into a game video picture to be processed according to the recording time sequence of the game video clip, so that the playing speed of the game video picture to be processed can be increased, and the game video picture with the playing time length of the first time length can be obtained after the playing speed is increased. By way of example only, the present embodiments do not limit this in any way. And under the condition that the total time length of the intercepted at least one game video clip is smaller than the first time length, a method for prolonging the playing time length to the first time length by adopting a method for playing one or more game video clips for a plurality of times is adopted, and the at least one game video clip is formed into a game video picture with the first time length according to the recording time sequence of the game video clips. Wherein some of the game video clips are played at least twice in the game video frames of the first duration, and so on. For example, a first time period is 4 minutes, 3 game video clips with a time period of 1 minute have been cut, and any one of the game video clips is considered to be played 2 times to form a game video frame with a time period of up to 4 minutes.
In the embodiment of the present application, step S403 "performs an effect conversion process on the game video images to obtain game video images corresponding to the game archive file. The effect conversion processing on the game video picture can be realized in various modes, including at least one of the following modes: filter (Filters): different filter effects can be applied to change the properties of the picture such as color, contrast, brightness, saturation, etc. Common filter effects include black whitening, nostalgic effects, blurring, sharpening, etc. Tone mapping (Color mapping): the overall tone and atmosphere of the picture is changed by adjusting the color curve, gradation, and tone. This can be used to create a specific visual style such as cool tone, warm tone, or high contrast effect. Illumination and shading effects (Lighting and Shadows): the brightness and the projection effect of the scene can be changed by adjusting the illumination and shadow parameters, so that different atmospheres and visual effects are created. Blur effect (Blur): by applying the effects of gaussian blur or motion blur, etc., the picture can be blurred, thereby producing a motion or depth of field effect. Distortion effect (Distortion): the distortion effect can be applied to generate deformation effects such as bending, stretching or refracting on the picture, and the deformation effects are used for creating illusion or increasing visual impact. Particle Effects (Particle Effects): by adding the particle system, various special effects such as flame, smoke, explosion and the like can be generated in the picture, and the details and dynamic sense of the scene are increased. Lens Effects (Lens Effects): the method comprises the steps of depth of field effect, radial blurring, halation, chromatic aberration and the like, is used for simulating the optical characteristics of a real camera, and is used for enhancing the sense of reality or artistic effect of a picture. Dynamic color correction (Dynamic Color Correction): the color and contrast of the picture are automatically adjusted according to the change of the game scene to maintain visual consistency or highlight key elements. These are some common game video effects processing methods, by way of example only, and in fact many other effects processing methods are available for selection and application by developers. Different effect processing modes can be used singly or in combination to achieve the required visual effect and artistic style.
Optionally, the optional implementation manner of "performing the effect conversion process on the game video image to obtain the game video image corresponding to the game archive file" in step 403 may include the following steps: when the game video picture is a three-dimensional picture, the picture effect of the game video picture is converted from the three-dimensional picture to a two-dimensional picture, and the two-dimensional video picture is obtained.
In the embodiment of the application, the stylized switching of the game video pictures is realized through the game program, namely, the game video pictures in the Three-dimensional (3D) style in the game archive record are converted into the expression style which is the same as the expression style (Two Dimension, 2D) in the game main interface, so that the picture effect similar to the 2D game is displayed.
In this embodiment of the present application, based on the game video corresponding to the generated game archive file, the game video corresponding to the game archive file is rendered in real time from 3D to 2D by the real-time rendering function of the rendering engine, for example, as shown in fig. 3, the conversion degree of the rendering style is 0% (3D) from the game video, and 100% (2D) at the end of the game video, so as to generate a dynamic game video in which the three-dimensional video effect evolves into the two-dimensional video effect. Namely, two dynamic expressions exist in a game video picture: 1. dynamic in game office when player files; 2. and when the style is converted, the dynamic rendering process is performed in real time. The world view package of the painting art which is fit with the style of the game increases the immersion of the player. Fig. 3 is a schematic diagram of converting a three-dimensional game screen into a two-dimensional game screen according to a second embodiment of the present application.
In the following, other specific implementations of converting a game video from a 3D style to a 2D style will be exemplarily described.
Method one, using render-to-texture techniques: rendering the 3D game video onto a texture and displaying the texture on a 2D plane. This method can be implemented by the RenderTexture component in the Unity software. By setting the position and angle of the virtual camera, the 3D scene can be rendered on the texture, and the texture is displayed on the 2D plane, so that a 2D-style game video picture is obtained.
A second method uses a post-treatment technology: and the 2D style effect is achieved by processing the picture frames in the 3D game video pictures. For example, an effect renderer such as an edge (Outline) effect renderer, a cartoon rendering (Cel Shading) effect renderer, a Blur (Blur) effect renderer, or the like may be used to achieve an effect of converting a game video picture from a 3D style to a 2D style.
Method three, using 2D eidolon: and converting the object in the 3D style game video picture into a 2D eidolon, and combining the 2D eidolons to generate a 2D style picture. This approach requires converting the 3D model into a 2D texture and creating a 2D eidolon using the Sprite component in Unity software.
Method four, using animation software: the 3D style game video pictures are imported into animation production software, and are processed by using a 2D animation technology to generate 2D style animation or video. This approach requires the use of specialized animation software, such as Adobe After Effects, etc.
It should be noted that converting a 3D style game video into a 2D style is not a simple copy and paste, but rather requires extensive editing and processing of the original game video to achieve the 2D style effect. The above four other specific implementations for converting the game video from the 3D style to the 2D style are merely examples, and the embodiments of the present application are not limited in any way.
Optionally, the two-dimensional video picture is played in a preset manner.
For example, a two-dimensional game video is played in a popup widget on a game interface. Or, the two-dimensional video picture can be directly played on the whole game interface.
Optionally, an optional implementation of the step of playing the two-dimensional video picture in a preset manner includes steps S404 to S405:
s404, scaling the target video picture.
S405, returning to the target game interface of the target game, and playing the target video picture after the zoom processing in the target game interface.
In the embodiment of the application, the target game interface of the target game can be used for indicating the main interface of the target game. The main interface of the game is a game interface which is firstly contacted by a player at the beginning of the game, provides core functions and interaction elements of the game, and helps the player to navigate, set and track the progress of the game. The design and content of the main interface varies from game to game, and generally includes at least one of the following: game title, main menu, game mode selection, progress tracking, settings, and other important information. As shown in interface (a) of fig. 4, the target video is scaled, and the scaled target video is obtained. Then, playing the scaled target video image in a target game interface (e.g. a game main interface) as shown in the interface (b), and fig. 4 is a schematic diagram of the target game interface of the target game according to the second embodiment of the present application.
In the embodiment of the application, when the next time the player enters the game, the completely 2D stylized archive game video picture of the game archive file is played (or circularly played) on the 2D game archive file interface by calling the game video picture corresponding to the game archive file. When the player selects to enter the game from the game archive file, loading the animation into a 2D game video screen corresponding to the game archive file.
In the embodiment of the application, the game video pictures corresponding to the game archive files are considered to be displayed in a visual dynamic mode, the game pictures before the player logs out of the game last time are stored, and the archiving time of the game pictures is controllable. The visual dynamic game picture is archived, so that visual prompt can be played for players, and reading is simplified. The interactive process from the process of reading the game archive file to the process of entering the game scene is connected in series to form a whole, the real-time dynamic performance is realized to bring personalized experience to the player, the negative emotion brought by waiting in the loading interface is reduced, and the interactive process is smoother. When the player enters the game next time, the game picture presented to the player is a section of game picture before the last game progress is finished, so that the player can quickly recall the last game progress, and negative emotion caused by waiting in the process of loading a game interface is reduced, and the interaction flow is smoother.
The above-mentioned alternative implementation manner will be exemplarily described with reference to fig. 5 and a specific example, and fig. 5 is a schematic diagram of a change process of the archiving time game interface provided in the second embodiment of the present application.
In the embodiment of the application, the game video picture corresponding to the game archive file is generated in real time after the player saves the game archive file, and is directly played after being generated, and returns to the target game interface. As shown in fig. 5, when responding to an archiving request instruction of a target game account for a target game, step 1 records a game video picture, such as an interface (a), of a first time period adjacent to the archiving time. And 2, performing effect conversion processing, such as an interface (6), on the game video picture. And step 3, loading the two-dimensional video picture subjected to effect conversion processing, such as an interface (c). And 4, changing the two-dimensional video picture corresponding to the game archive file along with the style of a target game interface (such as a game main interface), such as an interface (d). And 5, circularly playing a two-dimensional video picture on the target game interface, such as an interface (e).
And storing the two-dimensional game picture corresponding to the game archive file as offline data to the local, and calling the offline game video picture to be displayed when the player successfully logs in the application next time. When the player successfully logs in, the interface (e) of fig. 5 is directly displayed.
In the target game, at least one game archive file is provided for a player to select, but in the game main interface, only a 2D game video picture of the game archive file stored by the player last time is played in a picture in the middle of the game main interface, and the 2D game video picture is converted back to a 3D style and then naturally enters a 3D game bureau. It should be noted that, when the player selects the function entry "select archive" to enter the archive interface, there are multiple game archive entries, and game video pictures corresponding to different game archive files are played at the same time.
In the embodiment of the application, after the player triggers the game archiving operation, the game video picture corresponding to the game archiving file is played on the game main interface, so that the player can simply review the game. Secondly, integrating a coherent whole picture through generating a game archive file, generating a game video picture corresponding to the game archive file, returning to a game main interface, performing interesting dynamic stylized expression, performing style conversion deduction on the game video picture corresponding to the game archive file, and returning to the game main interface to finish the whole process of the game, so as to carry out experience series connection. This brings new game experience to the player, greatly improving the user's game experience in interactive flow and vision.
The archiving processing device of the game provided by the application is described below, and the archiving processing device of the game described below and the archiving processing method of the game described above can be referred to correspondingly to each other.
Fig. 6 is a schematic structural diagram of an archiving processing device for games according to a third embodiment of the present application. As shown in fig. 6, the archiving processing device for a game includes: a control module 601, a processing module 602, and a display module 603.
The control module is used for responding to a target game account to log in a target game, reading a game archive corresponding to the target game account, and playing a game video picture corresponding to the game archive on a game interface, wherein the game video picture is associated with a game progress corresponding to the game archive;
the processing module is used for stopping playing the game video pictures corresponding to the game archive file in response to the completion of reading the game archive file;
and the display module is used for displaying the game scene corresponding to the game progress on the game interface.
Optionally, the control module is further configured to:
displaying a plurality of game archive identifications on the game interface; wherein, a plurality of said game archives label each correspond to different game archives one by one, each said game archives file each correspond to different game video pictures one by one;
and controlling playing and generating a game video picture corresponding to the game archive file with the latest time.
Optionally, the control module is specifically configured to:
responding to the selection operation of the target game account number for a target game archive identifier, and reading a target game archive file corresponding to the target game archive identifier;
And playing the game video picture corresponding to the target game archive file on the game interface.
Optionally, the processing module is specifically configured to:
converting the picture effect of the game video picture corresponding to the target game archive file from a two-dimensional picture to a three-dimensional picture to obtain a three-dimensional video picture and playing the three-dimensional video picture when the game video picture corresponding to the target game archive file is a two-dimensional picture and the target game is a three-dimensional game;
the display module is specifically used for:
and responding to the three-dimensional video picture after the playing is finished, and displaying a game picture of the game progress corresponding to the game archive file on the game interface.
Optionally, the control module is specifically configured to:
responding to an archiving request instruction of the target game account for the target game, and generating a game archiving file of the target game account at the current game progress according to the current game progress of the target game account in the target game;
acquiring a first time-length game video picture of the target game account in the target game according to the current game progress; the first time length is the historical average time length required by the target game to read the game archive file;
And performing effect conversion processing on the game video pictures to obtain game video pictures corresponding to the game archive files.
Optionally, the control module is further configured to:
recording the game picture of the local game in the target game by the target game account number to obtain a first video picture;
the control module is specifically used for:
intercepting a game video picture of a first time length adjacent to an archiving time from the first video picture, wherein the archiving time is the generation time of the archiving request instruction;
or intercepting at least one game video clip meeting the preset characteristics before the archiving time, and forming the game video clip into a game video picture with a first time length.
Optionally, the control module is specifically configured to:
and under the condition that the game video picture is a three-dimensional picture, converting the picture effect of the game video picture from the three-dimensional picture to a two-dimensional picture to obtain the two-dimensional video picture.
Optionally, the control module is further configured to:
and playing the two-dimensional video picture in a preset mode.
Optionally, the control module is specifically configured to:
scaling the target video picture;
Returning to the target game interface of the target game, and playing the target video picture after the scaling processing in the target game interface.
The archiving processing device for the game provided in this embodiment may be used to execute the technical solution of the archiving processing method embodiment for the game, and its implementation principle and technical effect are similar, and this embodiment is not repeated here.
Fig. 7 is a schematic hardware structure of an electronic device according to a fourth embodiment of the present application, as shown in fig. 7, an electronic device 700 of the present embodiment includes: a processor 701 and a memory 702; wherein the method comprises the steps of
A memory 702 for storing computer-executable instructions;
a processor 701 for executing computer-executable instructions stored in a memory to implement the steps performed by the archiving processing method for a game in the above-described embodiment. Reference may be made in particular to the relevant description of the embodiments of the method described above.
Alternatively, the memory 702 may be separate or integrated with the processor 701.
When the memory 702 is provided separately, the electronic device further comprises a bus 703 for connecting said memory 702 to the processor 701.
The fifth embodiment of the present application further provides a computer readable storage medium, where computer execution instructions are stored, and when a processor executes the computer execution instructions, the technical solution corresponding to the archiving processing method of the game in any one of the foregoing embodiments executed by the electronic device is implemented.
The sixth embodiment of the present application also provides a computer program product, the program product comprising: and the computer program is stored in the readable storage medium, and the at least one processor of the electronic device can read the computer program from the readable storage medium, and the at least one processor executes the computer program to enable the electronic device to execute the technical scheme corresponding to the archiving processing method of the game in any embodiment.
It should be noted that, for the detailed descriptions of the apparatus, the electronic device, the computer readable storage medium and the computer program product provided in the third embodiment, the fourth embodiment, the fifth embodiment and the sixth embodiment of the present application, reference may be made to the related descriptions of the second embodiment of the present application, which are not repeated herein.
While the preferred embodiment has been described, it is not intended to limit the invention thereto, and any person skilled in the art may make variations and modifications without departing from the spirit and scope of the present invention, so that the scope of the present invention shall be defined by the claims of the present application.
In the several embodiments provided in this application, it should be understood that the disclosed apparatus and method may be implemented in other ways. For example, the above-described embodiments of the apparatus are merely illustrative, and for example, the division of the modules is merely a logical function division, and there may be additional divisions when actually implemented, for example, multiple modules may be combined or integrated into another system, or some features may be omitted or not performed. Alternatively, the coupling or direct coupling or communication connection shown or discussed with each other may be an indirect coupling or communication connection via some interfaces, devices or modules, which may be in electrical, mechanical, or other forms.
The integrated modules, which are implemented in the form of software functional modules, may be stored in a computer readable storage medium. The software functional module is stored in a storage medium, and includes several instructions for causing an electronic device (which may be a personal computer, a server, or a network device, etc.) or a processor (english: processor) to perform some of the steps of the methods described in the embodiments of the present application.
It should be understood that the above processor may be a central processing module (english: central Processing Unit, abbreviated as CPU), or may be other general purpose processors, a digital signal processor (english: digital Signal Processor, abbreviated as DSP), an application specific integrated circuit (english: application Specific Integrated Circuit, abbreviated as ASIC), or the like. A general purpose processor may be a microprocessor or the processor may be any conventional processor or the like. The steps of a method disclosed in connection with the present invention may be embodied directly in a hardware processor for execution, or in a combination of hardware and software modules in a processor for execution.
The memory may comprise a high-speed RAM memory, and may further comprise a non-volatile memory NVM, such as at least one magnetic disk memory, and may also be a U-disk, a removable hard disk, a read-only memory, a magnetic disk or optical disk, etc.
The bus may be an industry standard architecture (Industry Standard Architecture, ISA) bus, an external device interconnect (Peripheral Component, PCI) bus, or an extended industry standard architecture (Extended Industry Standard Architecture, EISA) bus, among others. The buses may be divided into address buses, data buses, control buses, etc. For ease of illustration, the buses in the drawings of the present application are not limited to only one bus or one type of bus.
The storage medium may be implemented by any type or combination of volatile or nonvolatile memory devices such as Static Random Access Memory (SRAM), electrically erasable programmable read-only memory (EEPROM), erasable programmable read-only memory (EPROM), programmable read-only memory (PROM), read-only memory (ROM), magnetic memory, flash memory, magnetic or optical disk. A storage media may be any available media that can be accessed by a general purpose or special purpose computer.
Those of ordinary skill in the art will appreciate that: all or part of the steps for implementing the method embodiments described above may be performed by hardware associated with program instructions. The foregoing program may be stored in a computer readable storage medium. The program, when executed, performs steps including the method embodiments described above; and the aforementioned storage medium includes: various media that can store program code, such as ROM, RAM, magnetic or optical disks.
Finally, it should be noted that: the above embodiments are only for illustrating the technical solution of the present application, and not for limiting the same; although the present application has been described in detail with reference to the foregoing embodiments, it should be understood by those of ordinary skill in the art that: the technical scheme described in the foregoing embodiments can be modified or some or all of the technical features thereof can be replaced by equivalents; such modifications and substitutions do not depart from the spirit of the corresponding technical solutions from the scope of the technical solutions of the embodiments of the present application.

Claims (12)

1. A method of archiving a game, the method comprising:
responding to a target game account to log in a target game, reading a game archive corresponding to the target game account, and playing a game video picture corresponding to the game archive on a game interface, wherein the game video picture is associated with a game progress corresponding to the game archive;
stopping playing the game video picture corresponding to the game archive file in response to the completion of reading the game archive file;
and displaying a game scene corresponding to the game progress on the game interface.
2. The method of claim 1, wherein the target game account number corresponds to a plurality of game archive files; before the game archive file corresponding to the target game account is read, the method comprises the following steps:
Displaying a plurality of game archive identifications on the game interface; wherein, a plurality of said game archives label each correspond to different game archives one by one, each said game archives file each correspond to different game video pictures one by one;
and controlling playing and generating a game video picture corresponding to the game archive file with the latest time.
3. The method according to claim 2, wherein the reading the game archive corresponding to the target game account number and playing the game video corresponding to the game archive on the game interface includes:
responding to the selection operation of the target game account number for a target game archive identifier, and reading a target game archive file corresponding to the target game archive identifier;
and playing the game video picture corresponding to the target game archive file on the game interface.
4. The method of claim 1, wherein after stopping playing the game video corresponding to the game archive file, further comprising:
converting the picture effect of the game video picture corresponding to the target game archive file from a two-dimensional picture to a three-dimensional picture to obtain a three-dimensional video picture and playing the three-dimensional video picture when the game video picture corresponding to the target game archive file is a two-dimensional picture and the target game is a three-dimensional game;
And displaying game pictures of the game progress corresponding to the game archive file on a game interface, wherein the game pictures comprise:
and responding to the three-dimensional video picture after the playing is finished, and displaying a game picture of the game progress corresponding to the game archive file on the game interface.
5. The method according to claim 1, wherein the method further comprises:
responding to an archiving request instruction of the target game account for the target game, and generating a game archiving file of the target game account at the current game progress according to the current game progress of the target game account in the target game;
acquiring a game video picture of a first duration of the target game account in the target game according to the current game progress; the first time length is the historical average time length required by the target game to read the game archive file;
and performing effect conversion processing on the game video pictures to obtain game video pictures corresponding to the game archive files.
6. The method of claim 5, wherein the method further comprises:
recording the game picture of the local game in the target game by the target game account number to obtain a first video picture;
The step of obtaining the game video picture of the first duration of the target game account in the target game according to the current game progress comprises the following steps:
intercepting a game video picture of a first time length adjacent to an archiving time from the first video picture, wherein the archiving time is the generation time of the archiving request instruction;
or intercepting at least one game video clip meeting the preset characteristics before the archiving time, and forming the game video clip into a game video picture with a first time length.
7. The method of claim 5, wherein performing an effect conversion process on the game video to obtain a game video corresponding to the game archive file, comprises:
and under the condition that the game video picture is a three-dimensional picture, converting the picture effect of the game video picture from the three-dimensional picture to a two-dimensional picture to obtain the two-dimensional video picture.
8. The method of claim 7, wherein the method further comprises:
and playing the two-dimensional video picture in a preset mode.
9. The method of claim 8, wherein playing the two-dimensional video in a preset manner comprises:
Scaling the target video picture;
returning to the target game interface of the target game, and playing the target video picture after the scaling processing in the target game interface.
10. An archiving processing apparatus for a game, the apparatus comprising:
the control module is used for responding to a target game account to log in a target game, reading a game archive corresponding to the target game account, and playing a game video picture corresponding to the game archive on a game interface, wherein the game video picture is associated with a game progress corresponding to the game archive;
the processing module is used for stopping playing the game video pictures corresponding to the game archive file in response to the completion of reading the game archive file;
and the display module is used for displaying the game scene corresponding to the game progress on the game interface.
11. An electronic device, the electronic device comprising:
a processor; and
a memory for storing an archiving processing program of a game, the electronic device being powered on and executing the program by the processor, performing the archiving processing method of a game according to any one of claims 1-9.
12. A computer-readable storage medium, in which an archiving processing program of a game is stored, the program being executed by a processor to perform the archiving processing method of a game according to any one of claims 1-9.
CN202311004660.2A 2023-08-09 2023-08-09 Archiving processing method and device for game, electronic equipment and computer readable storage medium Pending CN117357890A (en)

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