CN117547828A - Game skill generating method, terminal device and computer readable storage medium - Google Patents

Game skill generating method, terminal device and computer readable storage medium Download PDF

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Publication number
CN117547828A
CN117547828A CN202311356281.XA CN202311356281A CN117547828A CN 117547828 A CN117547828 A CN 117547828A CN 202311356281 A CN202311356281 A CN 202311356281A CN 117547828 A CN117547828 A CN 117547828A
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China
Prior art keywords
skill
game
segment
generation
requirement
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CN202311356281.XA
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Chinese (zh)
Inventor
高山晓
林惠娥
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Fuzhou High Tech Zone Special Code Technology Co ltd
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Fuzhou High Tech Zone Special Code Technology Co ltd
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Priority to CN202311356281.XA priority Critical patent/CN117547828A/en
Publication of CN117547828A publication Critical patent/CN117547828A/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
    • A63F13/60Generating 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
    • A63F13/63Generating 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 by the player, e.g. authoring using a level editor
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating 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
    • A63F13/69Generating 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 by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
    • 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
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/6009Methods for processing data by generating or executing the game program for importing or creating game content, e.g. authoring tools during game development, adapting content to different platforms, use of a scripting language to create content
    • A63F2300/6018Methods for processing data by generating or executing the game program for importing or creating game content, e.g. authoring tools during game development, adapting content to different platforms, use of a scripting language to create content where the game content is authored by the player, e.g. level editor or by game device at runtime, e.g. level is created from music data on CD
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/807Role playing or strategy games

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Management, Administration, Business Operations System, And Electronic Commerce (AREA)

Abstract

The application discloses a game skill generating method, terminal equipment and a computer readable storage medium, wherein the method comprises the following steps: when a game skill generation requirement is received, obtaining a skill segment and a skill diagram corresponding to the game skill generation requirement; acquiring skill trigger logic in the skill diagram editing instruction when the skill diagram editing instruction corresponding to the skill diagram is received; acquiring a skill segment playing time sequence in the skill segment editing instruction when receiving the skill segment editing instruction corresponding to the skill segment; and generating the game skills corresponding to the game skill generation requirements according to the skill trigger logic and the skill frame segment playing time sequence. Solves the problem of low game skill generation efficiency caused by the limitation of game skill manufacturing tools, and achieves the effect of improving the game skill generation efficiency.

Description

Game skill generating method, terminal device and computer readable storage medium
Technical Field
The present application relates to the field of game development, and in particular, to a game skill generation method, a terminal device, and a computer-readable storage medium.
Background
An electronic game refers to an interactive game running on an electronic device platform, and in game development, game character skills are indispensable parts, and character skills refer to experiences and abilities of individuals capable of effectively and convincingly playing roles.
The skill picture is needed to be made in advance by game development, planners and art, and the skill of the game role in the game is edited by a skill editor, while one skill of the current skill editor can only be simultaneously arranged and made by one person. In action games, a game skill is generally classified into a play skill, a circulation skill, a catch skill, etc., and when playing a skill, it is also necessary to determine whether a current character state, a character is hit, whether a physical state of the character has changed, and if so, another designated skill is played. For such complex skill logic, it is necessary to implement the skill logic by hard coding the program, and since a skill editor can be programmed and produced by only one person at a time, it cannot be mass-produced, resulting in low efficiency of game skill generation.
Disclosure of Invention
The embodiment of the application solves the problem that when generating game skills, traditional game skill production generally requires a practitioner to simultaneously master related skills such as planning, programs, fine arts and the like so as to design the game skills which lead players to be careful. This results in a greater difficulty in making game skills, as it is often difficult for a single practitioner to be able to perform tasks in multiple areas. In order to solve the problem, the application provides a novel method, the complex game skill requirements are decomposed to a plurality of professional posts by coupling the game skill requirements, so that the manufacturing difficulty of the game skill is greatly reduced, the simultaneous multi-user multi-variety collaborative production is supported, and the production yield of the game skill is improved.
The embodiment of the application provides a game skill generating method, which comprises the following steps:
when a game skill generation requirement is received, obtaining a skill segment and a skill diagram corresponding to the game skill generation requirement;
acquiring skill trigger logic in the skill diagram editing instruction when the skill diagram editing instruction corresponding to the skill diagram is received;
acquiring a skill segment playing time sequence in the skill segment editing instruction when receiving the skill segment editing instruction corresponding to the skill segment;
and generating the game skills corresponding to the game skill generation requirements according to the skill trigger logic and the skill frame segment playing time sequence.
Optionally, when receiving a game skill generation requirement, the step of obtaining a skill segment and a skill graph corresponding to the game skill generation requirement includes:
analyzing the game skill generation requirement and determining a required game function;
determining a corresponding skill segment version and a skill diagram version according to the game function;
and acquiring the skill fragments corresponding to the skill fragment versions and the skill diagrams corresponding to the skill diagram versions.
Optionally, after the step of analyzing the game skill generation requirement and determining the required game function, the method further includes:
judging whether a target game skill corresponding to the game function exists in a server or not;
and if the target game skills exist, extracting the target game skills.
Optionally, after the step of acquiring the skill segments and the skill diagrams corresponding to the game skill generation requirements when the game skill generation requirements are received, the method includes:
when the game skill generation requirement comprises a first priority requirement and a second priority requirement, acquiring the skill segment and the skill graph corresponding to the first priority requirement;
after the first priority requirement is completed, caching first skill data generated by the first priority requirement;
and acquiring the first skill data according to the second priority requirement, generating skill data corresponding to the game skill generation requirement, and updating the skill data into a memory.
Optionally, the step of acquiring the trigger logic of the skills in the skill diagram editing instruction when the skill diagram editing instruction corresponding to the skill diagram is received includes:
Determining the triggering condition, skill effect and skill flow of the skill according to the skill diagram editing instruction;
modifying the arrangement sequence of the skill graph according to the triggering condition, the skill effect and the skill flow;
and determining the trigger logic according to the arrangement sequence.
Optionally, when receiving a skill segment editing instruction corresponding to the skill segment, the step of obtaining a frame segment playing time sequence of the skill in the skill segment editing instruction includes:
acquiring a track object in the skill segment editing instruction, and determining a track object playing sequence;
designing playing logic of the track objects according to the playing sequence of the track objects;
and determining the playing time sequence of the frame segment according to the playing logic.
Optionally, the step of generating the game skill corresponding to the game skill generation requirement according to the skill trigger logic and the skill frame segment playing time sequence includes:
according to the file type required by the game skill generation requirement, packaging the skill data;
and combining the packaged skill data with the description document to carry out caching.
Optionally, after the step of generating the game skill corresponding to the game skill generation requirement according to the skill trigger logic and the skill frame segment playing time sequence, the method includes:
When a game skill acquisition request is received, determining a game skill corresponding to the game skill acquisition request;
traversing whether the game skills are stored in a game skill generating system;
and if so, sending a result corresponding to the game skill to a requester corresponding to the game skill acquisition request.
In addition, in order to achieve the above object, an embodiment of the present invention further provides a terminal device, including a memory, a processor, and a game skill generating program stored in the memory and executable on the processor, where the processor implements the method as described above when executing the game skill generating program.
In addition, in order to achieve the above object, an embodiment of the present invention further provides a computer-readable storage medium having stored thereon a game skill generation program which, when executed by a processor, implements the method as described above.
One or more technical solutions provided in the embodiments of the present application at least have the following technical effects or advantages:
and when receiving the game skill generation requirement, acquiring a skill segment and a skill diagram corresponding to the game skill generation requirement. And when a skill diagram editing instruction corresponding to the skill diagram is received, acquiring corresponding skill trigger logic in the skill diagram editing instruction. And when a skill segment editing instruction corresponding to the skill segment is received, acquiring a skill frame playing time sequence in the skill segment editing instruction. And generating game skills corresponding to the game generation requirements according to the skill trigger logic and the skill frame segment playing time sequence. The game skill generation system may invoke the edited skill segments and skill diagrams after receiving the game skill generation requirements. And generating game skills according to actual requirements. And the skill segments and the skill diagrams are combined to generate the game skill after being edited one by one without waiting for completion of the skill segments and the skill diagrams. The problem of low efficiency of game skill generation in the related technology is solved, and the effect of improving the game skill generation efficiency is achieved.
Drawings
FIG. 1 is a schematic flow chart of a game skill generating method according to an embodiment of the present application;
FIG. 2 is a schematic flow chart of a game skill generating method according to a second embodiment of the present application;
FIG. 3 is a schematic diagram of a skill diagram editing process according to the present application;
FIG. 4 is a schematic diagram of the relationship between nodes in the skill graph of the present application;
FIG. 5 is a functional schematic of each module of the game skill generating system of the present application;
FIG. 6 is a schematic flow chart of a game skill generating method according to a second embodiment of the present application;
fig. 7 is a schematic diagram of a terminal structure of a hardware running environment according to an embodiment of the present application.
Detailed Description
The design of game skills involves game play, which is generally designed and crafted by a planner; the game performance is designed and manufactured by art. The game play and game performance are accomplished by two different staff. At present, a skill can only be programmed and produced by one person at the same time by the skill editor, and each time a game skill generation requirement is received, the skill needs to undergo the processes of program coding, skill action design, skill action generation and the like, so that the generation efficiency is low. To solve this problem, the present application proposes a game skill generation method: the game skill generating system comprises a skill diagram and skill fragments which are manufactured in advance, and when the game skill generating requirement is received, the skill fragments and the skill diagram corresponding to the game skill generating requirement are obtained. Determining skill trigger logic according to the received skill diagram editing instruction; and determining a skill frame segment playing time sequence according to the received skill segment editing instruction. And generating game skills according to the skill trigger logic and the skill frame segment playing time sequence rendering. The skill diagram and skill fragments stored in the game skill generating system can be used for responding to the game skill generating requirement, so that the effect of improving the game skill generating efficiency is achieved.
In order to better understand the above technical solution, exemplary embodiments of the present application will be described in more detail below with reference to the accompanying drawings. While exemplary embodiments of the present application are shown in the drawings, it should be understood that the present application may be embodied in various forms and should not be limited to the embodiments set forth herein. Rather, these embodiments are provided so that this disclosure will be thorough and complete, and will fully convey the scope of the disclosure to those skilled in the art.
In order to better understand the above technical solutions, the following detailed description will refer to the accompanying drawings and specific embodiments.
Example 1
In this embodiment, a game skill generation method is provided.
Referring to fig. 1, the game skill generating method of the present embodiment includes the steps of:
step S100: when a game skill generation requirement is received, obtaining a skill segment and a skill diagram corresponding to the game skill generation requirement;
in this embodiment, the present application is applied to a game skill generation system in which a skill diagram and a skill segment that have been previously created are stored. In order to simplify the flow, a game skill is split into two data sets of a skill diagram and a skill segment, wherein the skill diagram is used for processing skill logic and controlling the playing of the skill segment. The skill segment is used for processing skill performance and controlling time sequence playing of the performance resources of the art production. The presentation resources of the art production include, but are not limited to, animation, special effects, UI design, lenses, etc.
As an alternative, in-game skill design involves both game play, which is typically designed and crafted by a planner, and game performance, which is designed and crafted by an art crafter, which is a person at two different positions. The prior skill editor has the defects that one skill can only be arranged and designed by one person, namely, a person with planning capability and art picture making capability is required to generate game skills, and the efficiency is low. The skill design is divided into two large modules, namely skill logic design and skill performance design, so that a planner and an art maker can design a game skill at the same time. The game skill generation efficiency is improved.
Illustratively, after separating the skill orchestration into a skill logic design and a skill performance design, the skill logic design employs visual programming, such that planners without a programming basis can also drive through complex skill logic designs. The skill performance design adopts a time axis design, so that an artist can preview each frame of picture change of the skill in real time and perform fine editing aiming at each skill segment. The programmer may use the derived skill file to perform an implementation of the in-game skill. The planner, the artist and the programmer work in cooperation, so that the artistic expression and the function of the skills are mutually matched, and the development efficiency and the working quality are improved.
As another alternative, different versions of skill diagrams and skill segments are stored in the game skill generation system database. After receiving the game skill generation requirements, analyzing the game skill generation requirements, determining the required game functions, and determining the corresponding skill segment version and skill diagram version according to the game functions. And acquiring the skill segment corresponding to the skill segment version and the skill graph corresponding to the skill graph version.
For example, in different versions of a game, the skills possessed by the same character and the figures of the character may differ, so that after receiving a game skill generation demand, the game function to be edited is determined first. After determining the game function, a skill graph and a skill segment having the latest version of the game function are obtained.
As yet another alternative, after completing a game skill design, the planner may upload the designed game skill to the game skill design system for subsequent invocation, reducing duplication. Therefore, after receiving the game skill generation requirement and analyzing the game function, the game skill generation system can judge whether the target game skill corresponding to the game function exists in the server corresponding to the game skill generation system, and if the target game skill exists, the target game skill is directly extracted.
Illustratively, when receiving a demand for batch generation of game skills, a planner selects a corresponding skill graph and skill segment in the game skill generation system, and then edits the skill graph and skill segment according to the actual demand to generate the game skills. And performing trial run, verifying and correcting the performance of the game skills, and uploading the performance to a game skill generating system after the correction is completed. And then the program is set to call the game skills, so that the batch generation of the game skills is realized.
Step S200: acquiring skill trigger logic in the skill diagram editing instruction when the skill diagram editing instruction corresponding to the skill diagram is received;
in this embodiment, the skill trigger logic refers to the playing order of skill segments. The skill diagram is a visual editing tool for controlling the skill playing flow. Based on Xnode plugins, functions such as an expansion graph, nodes, ports and the like are expanded, and flexible configuration of data such as monitoring information, condition attributes, skill fragment references and the like is supported.
As an optional implementation manner, the game skill generating system comprises a skill diagram editing module which is mainly used for monitoring user input information and controlling the playing time sequence of a plurality of skill fragments; monitoring a key event and controlling playing logic of the skill segment; broadcasting a key frame event according to the playing condition of the skill segment; and controlling the playing of the skill fragments according to preset conditions and supporting the logic of the real-time debugging skill graph.
In the skill diagram editing module, after receiving user login information, a skill diagram editing instruction input by the user is received, and the playing sequence of the skill fragments is adjusted according to the input instruction information. Referring to fig. 2, when a skill graph editing and debugging instruction is received, cache data of a game skill generating system is grabbed, whether the cache data has running data of a current skill graph or not is judged, if so, the cache data is directly loaded into a skill editor interface, meanwhile, the state of a current running role is grabbed, and the skill graph cache data and the role state data are transmitted to a skill graph drawing management class. The drawing management class is essentially a Monobehaviour management class, and updates method that refreshes all nodes every frame. And according to the states of the nodes, the appearance colors of the nodes, the port connecting lines and the like are changed, so that the trend of the nodes can be clearly observed in the debugging process, and the visual debugging of the skill graph is realized.
As yet another alternative embodiment, the trigger conditions, skill effects, and skill flows of the skills are determined after receiving the skill graph editing instructions. And modifying the arrangement sequence of the skill graph according to the triggering condition, the skill effect and the skill flow, and determining skill triggering logic according to the arrangement sequence.
Illustratively, upon receiving a skill graph editing instruction, the trigger conditions, skill effects, and skill flows of the skill are determined. If the trigger condition is determined to be a certain skill point on the player selection screen, the skill flow includes the action change condition of the game character, and the skill effect includes various states of the game character displayed during and at the end of the skill flow. The skill effect and skill flow all need to represent the change condition of the role of the game character on the screen, namely, all need to represent the change of the skill diagram.
As another alternative implementation mode, the skill diagram mainly realizes the custom functions of node parameters, dynamic ports, execution conditions and the like through the custom nodes so as to meet diversified design requirements. The common function of the custom node is realized by the base class of the custom node, and the state change of the node is mainly processed, such as initialization, start, entry, exit, stop and the like.
Illustratively, referring to fig. 3, each node is associated with each other by a port connection line, the ports being divided into a master port and an information port. The main port comprises two ports, namely an entry port and an exit port, so that the conduction effect between the nodes is realized, and the exit port of the front node is generally connected with the entry port of the rear node. The information port realizes information transfer between nodes, and when the node exits, the information is transferred to the next node. The Update interface in the skill graph node class is used for controlling the drawing of the node, and the skill editor is used for drawing the UI of the node in an editing state. And in the skill editing and debugging state, displaying the current skill flow execution flow.
Step S300: acquiring a skill segment playing time sequence in the skill segment editing instruction when receiving the skill segment editing instruction corresponding to the skill segment;
in this embodiment, the skill segment editing instructions are implemented in a skill segment editing module that resides in the game skill generation system. A skill segment is a visual editing tool that edits and controls various objects and components in a timeline manner. The window interface is expanded and optimized on the layout of a traditional animation system. The interface is divided into three parts of a preview window, a time axis and an editing window. The preview window is used for rendering results of skill frames at different time frames, and planning and art staff can accurately adjust the granularity of skill to the frames through the preview window, so that the accuracy of skill making is improved. The time axis is used to process the timing and hierarchical relationships between multiple tracks and to select a target track, on which the higher-level tracks are executed more preferentially, and the child tracks depend on the lifecycle of the parent track. The editing window is used for setting the editable parameters of the target track, and the window changes along with the changes of different track types, so that a user can edit and debug conveniently.
As an alternative implementation manner, after receiving the skill segment editing instruction, determining a track object to be operated, and determining the playing sequence of each segment in the track object. And designing playing logic of the track object according to the playing sequence, and further determining the playing time sequence of the skill frame segment.
Illustratively, a skill segment is made up of multiple tracks and segments, one track can house one or more segments of the same type, each segment having a respective lifecycle. Each skill segment may be independently edited, and the respective track content and track segments independently manipulated and managed. The track may include, for example, a character object track, an animation track, a special effects track, a displacement track, and the like. An animation track contains a plurality of segments, each segment being arranged in a specified order. And determining the playing logic of the whole track object according to the arrangement sequence of the fragments in each track, and further determining the playing time sequence of the whole skill fragment.
As another alternative, the track segments may enable a skill segment to preview from frame to frame. Frame previews may be specified in real-time, frame-by-frame previews when editing skill segments. Designating a frame preview facilitates adjusting the detailed presentation of a particular frame. The real-time frame-by-frame previewing is based on the appointed frame previewing, and the frames from 0 to n are progressively played during playing, so that the overall fluency can be conveniently observed.
Illustratively, when editing a skill segment, if it is an object class track, when initializing, loading a preform resource, instantiating an object, binding a parent node, and initializing object data such as position, rotation, size and the like. If the displacement track is the displacement track, the end position is calculated in advance during initialization, and the application position is refreshed according to the data of the current frame, the life cycle, the displacement curve and the like during preview.
As an alternative implementation, if a skill section is complex in design, problems such as unsmooth pictures and stuck pictures can occur when the track is more. Therefore, a part of the pictures can be firstly rendered and stored in a prerendering mode, and then the rest skill segments are designed.
Illustratively, referring to FIG. 4, after the track segments are designed, the track data is input into the pre-rendering flow. And establishing an index relation between the playing time and the skill rendering result in the pre-rendering stage, wherein the renderer only needs to inquire to obtain the corresponding rendering result according to the transmitted rendering time. When the initialization or configuration data of the editor changes, the pre-rendering skill performance results are calculated frame by frame, wherein the pre-rendering skill performance results comprise rendering results such as the position, rotation, scaling change, particle rendering results of special effects, the motion position of a collision box and the like of the skeleton animation in different frame times. When the skill is automatically played, the playing time is automatically accumulated by the editor, the accumulated playing time is transmitted into the renderer to obtain a continuous rendering result, when the skill is previewed frame by frame, the rendering time is obtained by key frames, the obtained key frame time is input, and after the pre-rendering result is obtained by inquiry, the pre-rendering result is displayed in a preview window to obtain the frame by frame rendering result. By means of prerendering, repeated calculation is avoided, and preview efficiency is improved.
Step S400: and generating the game skills corresponding to the game skill generation requirements according to the skill trigger logic and the skill frame segment playing time sequence.
In this embodiment, the skill trigger logic is determined according to skill graph editing instructions, including trigger conditions and trigger modes of the skill. Such as skills may be triggered by a key press, a swipe gesture, or a specific game event. The skill segment playing time sequence is determined according to skill segment editing instructions and comprises a plurality of frame segments, and each frame segment represents an action or effect of a skill. Each frame segment may be an art pre-cast resource for animation, special effects, sound effects, etc. The play timing is determined according to the action and effect of skill, including the start time and duration of each frame segment, and the delay and engagement relationships between the frame segments, through a time axis or state machine.
As an alternative embodiment, skill trigger logic and skill frame segment play timing implements the logic and effects of skill through the editor or programming language of the game engine. In the process of generating game skills, the game skills can be adjusted and optimized according to actual effects so as to achieve balance and playability of the game.
Illustratively, referring to FIG. 5, the game skill generation system includes a data module, a skill graph editing module, and a skill segment editing module. The data module is responsible for processing the relationship between the target character and the skill, the relationship between the skill graph and the skill segment, supporting the addition, deletion, modification and inquiry of the skill data, and backing up and exporting the skill data. The planner uses a data module, a skill logic diagram editing module and a skill fragment editing module to take charge of the overall design of the skill. The artistic staff mainly uses a skill segment editing module to ensure that the skills reach the expected effect in art. And the program and a skill file export part mainly using a skill editor realize the function of correctly releasing the skill of the role in the game by analyzing the skill file and generating an operation file.
As another alternative implementation, because the development languages or file formats corresponding to the game skills required by different plans are different, the game skill data is required to be obtained according to the file types required by the game skill generation requirements, the game skill data is packaged, and the packaged game skill data and the associated description documents are cached, so that the game skill data can be conveniently obtained in batches, and the game skill generation requirements are responded. The description document refers to a program description document of game skill data, which facilitates other persons to understand the program and make adaptive modifications thereto by describing the document.
Illustratively, upon receiving a game skill generation requirement, the file types required by the requirement are determined. And converting skill trigger logic and skill frame segment playing time sequence required by game skill generation requirements into the file type, and packaging. When the game skills are complex, in order to facilitate subsequent debugging and modification of the game skills, a description document is generally required to quickly locate the code position and improve efficiency when a problem occurs or improvement of the game skills is required.
As yet another alternative embodiment, after generating the game skill corresponding to the game skill generating requirement, if the game skill acquiring request is received, determining the game skill corresponding to the game skill acquiring request; traversing whether the game skills are stored in a game skill generating system; and if so, sending a result corresponding to the game skill to a requester corresponding to the game skill acquisition request.
Illustratively, after the planner designs the completed game skills, the game skill data is uploaded to a game skill generation system. When a game skill acquisition request is received, traversing a system database, judging whether the game skill corresponding to the game skill acquisition request exists in the system database, and if so, extracting a corresponding game skill result. If not, extracting the game skills with high similarity with the game skills required by the game skill acquisition request. After game programs corresponding to game skills with high similarity are obtained, debugging and modification are carried out on the game programs so as to improve the working efficiency.
In this embodiment, when a game skill generation demand is received, a corresponding skill segment and skill diagram are acquired. Skill segments and skill charts are pre-designed by programmers and artwork personnel. After the skill diagram is obtained, when a skill diagram editing instruction is received, skill trigger logic in the skill diagram editing instruction is obtained. And when the skill segment editing instruction is acquired, acquiring a frame segment playing time sequence in the skill segment editing instruction. And combining and generating game skills corresponding to game skill generation requirements according to the skill trigger logic and the frame segment playing time sequence. Because the skill diagram and skill segment are designed in advance, the time for designing the skill diagram and skill segment can be reduced when generating game skills. And after one person finishes one step, the design of the next step is carried out, so that the generation efficiency of game skills is improved.
Example two
Based on the first embodiment, another embodiment of the present application is provided, referring to fig. 6, after the step of obtaining a skill segment and a skill graph corresponding to a game skill generation requirement when the game skill generation requirement is received, the method includes the following steps:
step S110: when the game skill generation requirement comprises a first priority requirement and a second priority requirement, acquiring the skill segment and the skill graph corresponding to the first priority requirement;
Step S120: after the first priority requirement is completed, caching first skill data generated by the first priority requirement;
step S130: and acquiring the first skill data according to the second priority requirement, generating skill data corresponding to the game skill generation requirement, and updating the skill data into a memory.
In this embodiment, in actual operation, one game skill may be split into a plurality of sub-skills, which are assigned to different planners for completion. Several planners are therefore required to coordinate to complete the game skills.
As an alternative implementation, in actual production, the generation of game skills may be interfered by factors such as online time, working platform, number of staff, etc. To ensure overall balance and fluency of the game, the game skill generation requirements may be split into first priority requirements and second priority requirements according to the core level of skill. After the design of the corresponding skill data of the first priority requirement is completed, the design of the second priority requirement is performed.
Illustratively, the first priority requirements are assigned to the first plan, and after the design of the first priority skills is completed, the first priority skills need to be tested, and adjusted and optimized according to the test results, so as to ensure that the skills can operate normally. And storing the first skill data corresponding to the first priority requirement. After the first priority requirement is met, the skill corresponding to the second priority requirement is adjusted by the second plan. The function and effect of the second priority skills may be further refined and optimized based on the design of the first priority skills and actual user feedback. And completing the game skill corresponding to the second priority requirement to generate a requirement for completing the game skill.
As another alternative, the same sub-skill design requirements may exist in the first priority requirement and the second priority requirement. And the first planner acquires a skill diagram and a skill segment corresponding to the first priority requirement, completes the first priority requirement and updates the first game skill data into a game skill generation system database. And the second planner acquires a skill graph and a skill segment corresponding to the second priority requirement, completes the second priority requirement and updates the second game skill data into the game skill generation system database. Because the same sub-skill design requirement exists in the first priority requirement and the second priority requirement, intersecting data exists in the first game skill data and the second game skill data, the intersecting data in the first game skill data can be covered by the intersecting data in the second game skill data, and the intersecting data are stored in a game skill generating system database. Because the sub-skills of the same game skill only store one version of data, the occupation of space can be reduced, and meanwhile, the problem of data disorder during the follow-up data acquisition is prevented.
Illustratively, one game skill is divided into skill 1, skill 2, skill 3, skill 4, and skill 5. Skills 1, skills 2 and skills 3 are classified as first priority requirements, and skills 3, skills 4 and skills 5 are classified as second priority requirements. If skills 3 of the first priority demand are uploaded in the morning and skills 3 of the second priority demand are uploaded in the afternoon, only relevant data of skills 3 uploaded by the second priority demand are finally reserved in the system.
In this embodiment, game skills are divided into a first priority requirement and a second priority requirement according to the core degree of the skills. And the design of game skills is carried out according to the priority, so that timely response to the requirements is ensured, and the balance and fluency of the whole game are ensured.
Example III
In an embodiment of the present application, a game skill generating apparatus is provided.
Referring to fig. 7, fig. 7 is a schematic diagram of a terminal structure of a hardware running environment according to an embodiment of the present application.
As shown in fig. 7, the control terminal may include: a processor 1001, such as a CPU, a network interface 1003, memory 1004, and a communication bus 1002. Wherein the communication bus 1002 is used to enable connected communication between these components. The network interface 1003 may optionally include a standard wired interface, a wireless interface (e.g., WI-FI interface). The memory 1004 may be a high-speed RAM memory or a stable memory (non-volatile memory), such as a disk memory. The memory 1004 may also optionally be a storage device separate from the processor 1001 described above.
It will be appreciated by those skilled in the art that the terminal structure shown in fig. 7 is not limiting of the terminal and may include more or fewer components than shown, or may combine certain components, or a different arrangement of components.
As shown in fig. 7, an operating system, a network communication module, and a game skill generation program may be included in the memory 1004, which is one type of computer storage medium.
In the game skill generating device hardware configuration shown in fig. 7, the processor 1001 may call a game skill generating program stored in the memory 1004 and perform the following operations:
when a game skill generation requirement is received, obtaining a skill segment and a skill diagram corresponding to the game skill generation requirement;
acquiring skill trigger logic in the skill diagram editing instruction when the skill diagram editing instruction corresponding to the skill diagram is received;
acquiring a skill segment playing time sequence in the skill segment editing instruction when receiving the skill segment editing instruction corresponding to the skill segment;
and generating the game skills corresponding to the game skill generation requirements according to the skill trigger logic and the skill frame segment playing time sequence.
Optionally, the processor 1001 may call a game skill generation program stored in the memory 1004, and further perform the following operations:
analyzing the game skill generation requirement and determining a required game function;
determining a corresponding skill segment version and a skill diagram version according to the game function;
And acquiring the skill fragments corresponding to the skill fragment versions and the skill diagrams corresponding to the skill diagram versions.
Optionally, the processor 1001 may call a game skill generation program stored in the memory 1004, and further perform the following operations:
judging whether a target game skill corresponding to the game function exists in a server or not;
and if the target game skills exist, extracting the target game skills.
Optionally, the processor 1001 may call a game skill generation program stored in the memory 1004, and further perform the following operations:
when the game skill generation requirement comprises a first priority requirement and a second priority requirement, acquiring the skill segment and the skill graph corresponding to the first priority requirement;
after the first priority requirement is completed, caching first skill data generated by the first priority requirement;
and acquiring the first skill data according to the second priority requirement, generating skill data corresponding to the game skill generation requirement, and updating the skill data into a memory.
Optionally, the processor 1001 may call a game skill generation program stored in the memory 1004, and further perform the following operations:
Determining the triggering condition, skill effect and skill flow of the skill according to the skill diagram editing instruction;
modifying the arrangement sequence of the skill graph according to the triggering condition, the skill effect and the skill flow;
and determining the skill trigger logic according to the arrangement sequence.
Optionally, the processor 1001 may call a game skill generation program stored in the memory 1004, and further perform the following operations:
acquiring a track object in the skill segment editing instruction, and determining a track object playing sequence;
designing playing logic of the track objects according to the playing sequence of the track objects;
and determining the skill frame segment playing time sequence according to the playing logic.
Optionally, the processor 1001 may call a game skill generation program stored in the memory 1004, and further perform the following operations:
according to the file type required by the game skill generation requirement, packaging the skill data;
and combining the packaged skill data with the description document to carry out caching.
Optionally, the processor 1001 may call a game skill generation program stored in the memory 1004, and further perform the following operations:
when a game skill acquisition request is received, determining a game skill corresponding to the game skill acquisition request;
Traversing whether the game skills are stored in a game skill generating system;
and if so, sending a result corresponding to the game skill to a requester corresponding to the game skill acquisition request.
In addition, in order to achieve the above object, an embodiment of the present invention further provides a terminal device, including a memory, a processor, and a game skill generating program stored in the memory and executable on the processor, where the processor implements the game skill generating method as described above when executing the game skill generating program.
In addition, in order to achieve the above object, an embodiment of the present invention also provides a computer-readable storage medium having stored thereon a game skill generation program which, when executed by a processor, implements the game skill generation method as described above.
It will be appreciated by those skilled in the art that embodiments of the present application may be provided as a method, system, or computer program product. Accordingly, the present application may take the form of an entirely hardware embodiment, an entirely software embodiment, or an embodiment combining software and hardware aspects. Furthermore, the present application may take the form of a computer program product embodied on one or more computer-usable storage media (including, but not limited to, disk storage, CD-ROM, optical storage, and the like) having computer-usable program code embodied therein.
The present application is described with reference to flowchart illustrations and/or block diagrams of methods, apparatus (systems) and computer program products according to embodiments of the application. It will be understood that each flow and/or block of the flowchart illustrations and/or block diagrams, and combinations of flows and/or blocks in the flowchart illustrations and/or block diagrams, can be implemented by computer program instructions. These computer program instructions may be provided to a processor of a general purpose computer, special purpose computer, embedded processor, or other programmable data processing apparatus to produce a machine, such that the instructions, which execute via the processor of the computer or other programmable data processing apparatus, create means for implementing the functions specified in the flowchart flow or flows and/or block diagram block or blocks.
These computer program instructions may also be stored in a computer-readable memory that can direct a computer or other programmable data processing apparatus to function in a particular manner, such that the instructions stored in the computer-readable memory produce an article of manufacture including instruction means which implement the function specified in the flowchart flow or flows and/or block diagram block or blocks.
These computer program instructions may also be loaded onto a computer or other programmable data processing apparatus to cause a series of operational steps to be performed on the computer or other programmable apparatus to produce a computer implemented process such that the instructions which execute on the computer or other programmable apparatus provide steps for implementing the functions specified in the flowchart flow or flows and/or block diagram block or blocks.
It should be noted that in the claims, any reference signs placed between parentheses shall not be construed as limiting the claim. The word "comprising" does not exclude the presence of elements or steps not listed in a claim. The word "a" or "an" preceding an element does not exclude the presence of a plurality of such elements. The application may be implemented by means of hardware comprising several distinct elements, and by means of a suitably programmed computer. In the unit claims enumerating several means, several of these means may be embodied by one and the same item of hardware. The use of the words first, second, third, etc. do not denote any order. These words may be interpreted as names.
While preferred embodiments of the present application have been described, additional variations and modifications in those embodiments may occur to those skilled in the art once they learn of the basic inventive concepts. It is therefore intended that the following claims be interpreted as including the preferred embodiments and all such alterations and modifications as fall within the scope of the application.
It will be apparent to those skilled in the art that various modifications and variations can be made in the present application without departing from the spirit or scope of the invention. Thus, if such modifications and variations of the present application fall within the scope of the claims and the equivalents thereof, the present application is intended to cover such modifications and variations.

Claims (10)

1. A game skill generation method, characterized in that it is applied to a game skill generation system in which a skill diagram and a skill segment that are made in advance are stored, the game skill generation method comprising the steps of:
when a game skill generation requirement is received, obtaining a skill segment and a skill diagram corresponding to the game skill generation requirement;
acquiring skill trigger logic in the skill diagram editing instruction when the skill diagram editing instruction corresponding to the skill diagram is received;
Acquiring a skill segment playing time sequence in the skill segment editing instruction when receiving the skill segment editing instruction corresponding to the skill segment;
and generating the game skills corresponding to the game skill generation requirements according to the skill trigger logic and the skill frame segment playing time sequence.
2. The game skill generation method of claim 1, wherein the step of acquiring skill segments and skill diagrams corresponding to game skill generation requirements upon receiving the game skill generation requirements comprises:
analyzing the game skill generation requirement and determining a required game function;
determining a corresponding skill segment version and a skill diagram version according to the game function;
and acquiring the skill fragments corresponding to the skill fragment versions and the skill diagrams corresponding to the skill diagram versions.
3. A game skill generating method according to claim 2, wherein after said step of analyzing said game skill generating requirements to determine a desired game function, further comprising:
judging whether a target game skill corresponding to the game function exists in a server or not;
and if the target game skills exist, extracting the target game skills.
4. The game skill generation method as claimed in claim 1, wherein after the step of acquiring skill segments and skill diagrams corresponding to the game skill generation requirements when the game skill generation requirements are received, the method comprises:
when the game skill generation requirement comprises a first priority requirement and a second priority requirement, acquiring the skill segment and the skill graph corresponding to the first priority requirement;
after the first priority requirement is completed, caching first skill data generated by the first priority requirement;
and acquiring the first skill data according to the second priority requirement, generating skill data corresponding to the game skill generation requirement, and updating the skill data into a memory.
5. The game skill generation method as claimed in claim 1, wherein the step of acquiring skill trigger logic in the skill diagram editing instruction when receiving the skill diagram editing instruction corresponding to the skill diagram comprises:
determining the triggering condition, skill effect and skill flow of the skill according to the skill diagram editing instruction;
modifying the arrangement sequence of the skill graph according to the triggering condition, the skill effect and the skill flow;
And determining the skill trigger logic according to the arrangement sequence.
6. The game skill generation method as claimed in claim 1, wherein the step of acquiring skill segment playing time sequence in the skill segment editing instruction when receiving the skill segment editing instruction corresponding to the skill segment comprises:
acquiring a track object in the skill segment editing instruction, and determining a track object playing sequence;
designing playing logic of the track objects according to the playing sequence of the track objects;
and determining the skill frame segment playing time sequence according to the playing logic.
7. The game skill generation method of claim 1, wherein the step of generating the game skill corresponding to the game skill generation requirement according to the trigger logic and the frame segment play timing comprises:
according to the file type required by the game skill generation requirement, packaging the skill data;
and combining the packaged skill data with the description document to carry out caching.
8. The game skill generation method as claimed in claim 1, wherein after the step of generating the game skill corresponding to the game skill generation requirement according to the skill trigger logic and the skill frame segment playing time sequence, the method comprises:
When a game skill acquisition request is received, determining a game skill corresponding to the game skill acquisition request;
traversing whether the game skills are stored in a game skill generating system;
and if so, sending a result corresponding to the game skill to a requester corresponding to the game skill acquisition request.
9. A terminal device comprising a memory, a processor and a game skill generation program stored on the memory and executable on the processor, the processor implementing the method of any of claims 1-8 when executing the game skill generation program.
10. A computer readable storage medium, characterized in that the computer readable storage medium has stored thereon a game skill generation program, which when executed by a processor, implements the method of any of claims 1-8.
CN202311356281.XA 2023-10-19 2023-10-19 Game skill generating method, terminal device and computer readable storage medium Pending CN117547828A (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
CN202311356281.XA CN117547828A (en) 2023-10-19 2023-10-19 Game skill generating method, terminal device and computer readable storage medium

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
CN202311356281.XA CN117547828A (en) 2023-10-19 2023-10-19 Game skill generating method, terminal device and computer readable storage medium

Publications (1)

Publication Number Publication Date
CN117547828A true CN117547828A (en) 2024-02-13

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Family Applications (1)

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Country Link
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