CN106730853B - Game parameter configuration method and related device - Google Patents

Game parameter configuration method and related device Download PDF

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CN106730853B
CN106730853B CN201710001681.7A CN201710001681A CN106730853B CN 106730853 B CN106730853 B CN 106730853B CN 201710001681 A CN201710001681 A CN 201710001681A CN 106730853 B CN106730853 B CN 106730853B
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simulation
life
objects
values
game
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CN106730853A (en
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杨绍辉
徐应恺
黄兰希
张冬来
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Tencent Technology Shenzhen Co Ltd
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Tencent Technology Shenzhen Co Ltd
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/822Strategy games; Role-playing games
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • 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
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/58Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level

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  • Human Computer Interaction (AREA)
  • Theoretical Computer Science (AREA)
  • Management, Administration, Business Operations System, And Electronic Commerce (AREA)

Abstract

The invention provides a game parameter configuration method, which is used for reducing the human resource consumption of a game system. The game parameter configuration method provided by the embodiment of the invention comprises the following steps: values of life reducing attributes of a plurality of second simulation objects are collected. And counting the values of the life reduction attributes of the plurality of second simulation objects to obtain an attribute counting value. And configuring an initial value of the life allowance of the first simulation object according to the attribute statistic value. By the method, the server of the game system can acquire the data of the player character at any time, and the life allowance of the NPC is configured in real time according to the acquired data of the player character, so that the reasonable life allowance of the NPC is accurately configured, the consumption of human resources is reduced, and the development and popularization of PVE games are facilitated. The invention also provides a related game parameter configuration device.

Description

Game parameter configuration method and related device
Technical Field
The invention is applicable to the field of data processing, and particularly relates to a game parameter configuration method and a related device.
Background
With the development of science and technology, various competitive games are developed endlessly, and the leisure life of game players is greatly enriched.
A Player battle Environment (PVE) is a current common game type, in the PVE, a Player controls a Player Character in a game to battle a Non-Player Character (NPC) provided by a game system, and acquires game resources such as experience values, wealth values, equipment and the like of the game by killing the NPC.
To ensure the playability and reasonableness of the game, the game system should reasonably configure the life margin of the NPC so that the player character can kill the NPC after the life duration of the NPC reaches the expected life duration. However, after the game system is running, the player character is in a growing state, and the attacking force (i.e., life reduction attribute) of the player character to the NPC is increased, so that it is difficult for the game system to accurately estimate how much the life margin of the NPC is configured, so that the NPC can be killed after the expected life duration. Especially, the increase of the paying players and the plug-in players makes the attacking ability of the player character more difficult to estimate, which adds more difficulty to the determination of the life margin of the NPC.
To configure an accurate and reasonable life margin for an NPC, state-of-the-art techniques typically configure the life margin of the NPC manually. Specifically, after the game system is operated, the system maintenance personnel sets the life allowance of the NPC according to the attack ability of each current player at preset time intervals. The method can accurately configure the reasonable life margin of the NPC, but needs to consume extra human resources, and is not beneficial to the development and popularization of the PVE game.
Disclosure of Invention
The embodiment of the invention provides a game parameter configuration method, which is used for reducing the human resource consumption of a game system. The invention also provides a related game parameter configuration device.
The game parameter configuration method provided by the invention is suitable for a server of a game system, the game system comprises a first simulation object and M second simulation objects, the first simulation object is provided with a life margin, each second simulation object is provided with a life reduction attribute, the second simulation objects are used for reducing the life margin of the first simulation object, M is a positive integer, and the game parameter configuration method comprises the following steps:
collecting values of life reduction attributes of a plurality of second simulation objects from the M second simulation objects;
counting the values of the life reduction attributes of the plurality of second simulation objects to obtain attribute counting values;
and configuring an initial value of the life allowance of the first simulation object according to the attribute statistic value.
The game parameter configuration device provided by the invention is suitable for a game system, the game system comprises a first simulation object and M second simulation objects, the first simulation object is provided with a life margin, each second simulation object is provided with a life reduction attribute, the second simulation objects are used for reducing the life margin of the first simulation object, M is a positive integer, and the game parameter configuration device comprises:
the data acquisition module is used for acquiring values of life reduction attributes of a plurality of second simulation objects from the M second simulation objects;
the data statistics module is used for counting the values of the life reduction attributes of the plurality of second simulation objects to obtain attribute statistics values;
and the parameter configuration module is used for configuring an initial value of the life allowance of the first simulation object according to the attribute statistic value.
In the game parameter configuration method provided by the invention, a server acquires the values of the life reduction attributes of a plurality of second simulation objects; counting the collected life reduction attribute values of the plurality of second simulation objects to obtain attribute statistical values; and configuring an initial value of the life allowance of the first simulation object according to the attribute statistic value. By the method, the server of the game system can acquire the data of the player character at any time, and the life allowance of the NPC is configured in real time according to the acquired data of the player character, so that the reasonable life allowance of the NPC is accurately configured, the consumption of human resources is reduced, and the development and popularization of PVE games are facilitated.
Drawings
In order to more clearly illustrate the technical solutions in the embodiments of the present invention, the drawings needed to be used in the description of the embodiments will be briefly introduced below, and it is obvious that the drawings in the following description are only some embodiments of the present invention, and it is obvious for those skilled in the art to obtain other drawings based on these drawings without creative efforts.
FIG. 1 is a flow chart of an embodiment of a method for configuring game parameters according to the present invention;
FIG. 2 is a flow chart of another embodiment of a method for configuring game parameters according to the present invention;
FIG. 3 is a flowchart of another embodiment of a method for configuring game parameters according to the present invention;
FIG. 4 is a flowchart of another embodiment of a method for configuring game parameters according to the present invention;
FIG. 5 is a block diagram of an embodiment of a game parameter configuration apparatus provided by the present invention;
fig. 6 is a structural diagram of another embodiment of the game parameter configuration device provided by the invention.
Detailed Description
The invention provides a game parameter configuration method, which is used for reducing the human resource consumption of a game system. The invention also provides a relevant game parameter configuration device, which will be described separately below.
The technical solutions in the embodiments of the present invention will be clearly and completely described below with reference to the drawings in the embodiments of the present invention, and it is obvious that the described embodiments are only a part of the embodiments of the present invention, and not all of the embodiments. All other embodiments, which can be derived by a person skilled in the art from the embodiments given herein without making any creative effort, shall fall within the protection scope of the present invention.
PVEs are currently a common type of game, in which a Player plays a Player Character in the game against a Non-Player Character (NPC) provided by the game system.
NPCs may appear in games as the identity of various characters, such as guards, beasts, ultimate boss, and the like. The life state of NPC is measured by blood volume. When not injured, the NPC is in a full blood state. Each time a lesion is received, the NPC reduces the amount of blood corresponding to the lesion. When blood volume is reduced to 0, the NPC character is killed. The player character can obtain corresponding game resources such as experience values, wealth and equipment by killing the NPC, and further grow in the game.
Large PVE games, such as Group Vs Group (GVG) games, Multiplayer Online Role playing games (MMORPG), etc., often have multiple partitions each supported by a corresponding server because of the large game size and the large number of participating players. Each partition is considered a gaming system in the present invention. The servers corresponding to different partitions can perform data interaction, so that player characters in different game systems can interact, such as participation in national war and the like.
In order to ensure the difficulty and playability of the game, game developers often expect that the NPC can be supported to be killed after a desired life time in the process of killing the NPC by the player character. Therefore, it is important to properly configure the initial blood volume of the NPC character (i.e., the blood volume of NPC chromaffin). However, in the process of configuring the initial blood volume of NPC, there are the following problems:
the first problem is that the number of player characters, the attack power of the player characters and the jumping degree of the player characters in different partitions of the same game have great difference, and the NPC initial blood volume conforming to each partition is difficult to be uniformly configured. Such problems are very common in MMOPRG games, such as national battlefield scenes.
For example, game developers expect that the same length of time is used by the player characters of both national war parties to hit and kill the NPC. Assuming that the NPC initially has a blood volume of 100 million, the blood volume setting of the NPC is just right for the player who is taking 1 week, is active for 5000 people, and is at most low-grade in the power of attack. However, the NPC can be killed quickly when the player character is left to open for 1 month, 20000 people are active, and the player character has a high level of attack power.
Problem two, after the game is taken, the number and attack power of the player characters are continuously increased, and the reasonable NPC initial blood volume configured during the taking process is probably not reasonable after the game is taken for a period of time.
The third problem is that a large number of plug-in players and paying players exist in the game, and the attacking force of the character operated by the players is difficult to accurately estimate according to the character grade, equipment and other factors, so that a reasonable NPC initial blood volume cannot be accurately prepared in the process of service.
In view of the above problems, the prior art provides several solutions as follows:
method one, avoiding killing method. Namely, the game changes the victory or defeat strategy of originally killing the NPC into the victory or defeat strategy such as seizing the ground disk, seizing the chessman and the like.
Method one no longer needs to allocate the initial blood volume for the NPC, so the three problems described above can be avoided. But the first method is to sacrifice the freedom and playability of the game, and influences the game experience of the player to a considerable extent. And the method does not fundamentally solve the problem of NPC initial blood volume allocation.
And a second method and a partition configuration method. Different NPC initial blood volumes are configured for different partitioned game systems. For example, if there are more players, higher levels, or more players paying, the NPC initial blood volume of the zone may be configured to be higher. If there are a small number of player characters in a zone, a low rank, or a small number of paid players, the initial blood volume of the NPC for that zone can be configured to be low.
The second method can solve the problem that different partitions exist in the first method, but the second method needs maintenance personnel of the game system to manually configure the NPC initial blood volume of each partition, and when the game is large in scale and has more partitions, the second method needs to consume a large amount of manpower. And the second method does not solve the second and third problems.
And thirdly, parameter configuration based on the service time. Namely, the maintainer of the game system estimates the current ability of the player character in the game system according to the service time of the game system, and further configures the initial blood volume of the current NPC.
The third method can solve the first problem and the second problem, but the third problem is that the correlation between the abilities of externally hanging players and paying players and the service time is not strong, so the third problem cannot be solved well. In addition, in the third method, a maintainer of the game system needs to manually configure the initial blood volume of the NPC once at intervals, and a large amount of manpower is consumed.
In summary, no method exists in the current technology for reasonably allocating the initial blood volume of NPC.
In view of the above problems, the present invention provides a game parameter configuration method, the basic flow of which refers to fig. 1, and the method mainly includes:
101. values of life reducing attributes of a plurality of second simulation objects are collected.
The present invention is described by way of example with respect to a single gaming system. The game system runs on the server, and comprises one or more first simulation objects and M second simulation objects, wherein M is a positive integer. The first simulation object has a life residual and the second simulation object has a life reducing attribute for reducing the life residual of the first simulation object.
In an actual game operation, the first simulation object may be an NPC character in the game, the first simulation object may have a life margin of a blood volume of the NPC character, and the initial value of the life margin of the first simulation object may be an initial blood volume of the NPC character. The second simulation object may be a player character in the game, the life reduction attribute of the second simulation object may be the offensive power of the player character, and the value of the life reduction attribute of the second simulation object is data of the offensive power of the player character. The second simulated object reduces the life margin of the first simulated object, which may refer to the player character launching an attack on the NPC, such that the blood volume of the NPC is reduced.
The server collects values of life reduction attributes of a plurality of the M second simulation objects. The specific collection method will be described in detail in the following examples, which are not limited herein.
102. And counting the values of the life reduction attributes of the plurality of second simulation objects to obtain an attribute counting value.
The server performs statistics on the values of the life reduction attributes of the plurality of second simulation objects collected in step 101 to obtain an attribute statistic value. The attribute statistics are used to represent the size of a generalized life-reducing attribute of each second simulated object in the gaming system
103. And configuring an initial value of the life allowance of the first simulation object according to the attribute statistic value.
The attribute statistic obtained in step 102 can reflect the life reduction attribute of each second simulation object currently in the game system, so that an initial value of a more accurate and reasonable life margin can be calculated for the first simulation object according to the attribute statistic. Then, the server calculates an initial value of the life margin of the first simulation object according to the attribute statistic value, and configures the calculated value to the first simulation object.
In the game parameter configuration method provided by this embodiment, the server acquires values of life reduction attributes of a plurality of second simulation objects; counting the collected life reduction attribute values of the plurality of second simulation objects to obtain attribute statistical values; and configuring an initial value of the life allowance of the first simulation object according to the attribute statistic value. By the method, the server of the game system can collect the data of the player character at any time, and the life allowance of the NPC is configured in real time according to the collected data of the player character. Since the life margin of the NPC in this embodiment is configured by the server in real time according to the data of the player character, the server can accurately configure the reasonable life margin of the NPC no matter in which partition the player character is, how fast the player character grows, and whether the player character has a store or pays. Meanwhile, the NPC parameters are configured by the server, so that the consumption of human resources can be reduced, and the development and popularization of PVE games are facilitated.
Optionally, one or more first simulation objects may exist in the game system, and the game parameter configuration method provided by this embodiment is applicable to any first simulation object therein.
The embodiment shown in fig. 1 shows a basic flow of the game parameter configuration method provided by the present invention, and the game parameter configuration method will be further described with reference to the game scene, please refer to fig. 2:
201. values of life reducing attributes of a plurality of second simulation objects are collected.
The server collects data on the offensive power of a plurality of player characters in the game system.
The game system can include M player characters, wherein M is a positive integer, but M can reach the order of magnitude of more than thousands of people in actual operation of the game. The server does not need to collect the data of the attack power of all the M player characters, and only needs to select the player characters meeting the preset conditions from the data to collect the data of the attack power.
There are many methods for selecting a player character that meets preset conditions, and a specific method may be determined in combination with a game scene. For example, in a national battlefield, a player character can be selected that meets the participation conditions (e.g., a rating of more than 50) for both of the participating countries. As another example, in a attacking world boss scenario, all player characters that are able to participate in combat may be selected. As another example, in a cross-partition battle scenario, a player character eligible for a battle entry (e.g., 500 th top of the battle force ranking) may be selected.
Optionally, the data of the attack power of the player character is used to represent the attack power of the player character, and specifically includes: the player character outputs one or more of the parameters such as the injury value, the fighting capacity value, the equipment addition value and the like of the player character each time, and may also include other parameters, and one or more of the parameters may be obtained through calculation, which is not limited in the present invention.
202. And averaging the values of the life reduction attributes of the plurality of second simulation objects to obtain an attribute statistic value.
The server performs average calculation on the data of the offensive power of the plurality of player characters collected in step 201 to obtain an attribute statistic value. Since the attribute statistic is an average value of data of the attack power of a plurality of player characters, it can represent the general attack power of each player character in the game system.
Optionally, the average calculation may be calculating an arithmetic mean, or may be other kinds of calculation operations, such as calculating a weighted mean, or calculating an arithmetic mean after removing the highest and lowest data, and the invention is not limited in this respect.
203. And configuring an initial value of the life allowance of the first simulation object according to the attribute statistic value.
The server calculates the initial blood volume of the NPC from the average value of the data of the offensive power of the plurality of player characters calculated in step 202, and allocates the calculated result to the NPC.
In the game parameter configuration method provided by this embodiment, the initial blood volume of the NPC is configured in real time by the server according to the data of the player character. Therefore, the consumption of human resources can be reduced, and the development and popularization of the PVE game are facilitated.
The embodiment shown in fig. 1 and fig. 2 shows a basic flow of the game parameter configuration method provided by the present invention, and a more detailed game parameter configuration method will be described below, referring to fig. 3, which includes:
301. values of life reducing attributes of a plurality of second simulation objects are collected.
Step 301 may refer to the related descriptions in steps 101 and 201, which are not described herein.
302. The target time period is determined according to the running time of the game system.
The server determines the target time period according to the running time length of the game system (namely the service time length of the game system). Wherein the target time period comprises one or more preset periods. And the server collects the data of the attack power of the plurality of second simulation objects by taking a preset period as a unit.
For example, the server may take one day as a preset period.
For example, if one day is used as one preset period, the length of the target time period may be the last N days, so that the target time period includes N preset periods, where N is a positive integer.
For example, since the data of the player fluctuates sharply immediately after the game is started, the server may not include P days before the start of the game in the range of the target time period, where P is a positive integer. In the last P days after the starting, the server can adopt the data set by the maintenance personnel of the game system to replace the data of the attack power of the plurality of second simulation objects, and then the parameter determination method provided by the invention is executed. And within the P +1 th day to the P + N th day after the service is started, the server determines the time period from the P +1 th day to the current time point as a target time period. After the P + N days after the service is opened, the server determines the latest N days as the target time period.
303. And collecting the values of the life reduction attributes of the plurality of second simulation objects in each preset period.
The server collects data of the offensive power of the plurality of player characters in each preset period in the target time period. It is understood that if the target time period includes a plurality of preset periods, the data of the offensive power of the plurality of player characters is also collected a plurality of times.
304. And averaging the values of the life reduction attributes of the plurality of second simulation objects to obtain an attribute statistic value.
The server performs average calculation on the data of the offensive power of the plurality of player characters collected in step 303 to obtain an attribute statistic value. Since the attribute statistic is an average value of data of the attack power of a plurality of player characters, it can represent the general attack power of each player character in the game system.
305. And configuring an initial value of the life allowance of the first simulation object according to the attribute statistic value.
The server calculates the initial blood volume of the NPC from the average value of the data of the offensive power of the plurality of player characters calculated in step 304, and allocates the calculated result to the NPC.
The game developer usually expects that the NPC can be supported to be killed after the NPC reaches the expected life duration in the process of killing the NPC by the player character, so the expected life duration of the NPC can be preset in the server.
In addition, the server may estimate a first number of player characters that may kill the NPC. Specifically, the server may determine a target condition that needs to be met by the player character to kill the NPC (e.g., the level reaches 50), then determine a second number of player characters meeting the target condition from among the M player characters in the game system, and estimate a first number of player characters that can be involved in killing the NPC activity from among the second number of player characters.
In the process of calculating the initial blood volume of the NPC, the server firstly determines the set expected life time of the NPC, estimates the expected life time to obtain a first number, and then multiplies the expected life time, the first number and the attribute statistic value to obtain the reasonable initial blood volume of the NPC.
In this embodiment, the server determines a target time period according to the running time of the game system, where the target time period includes a preset period. The server collects data of the offensive power of the plurality of player characters in each preset period in the target time period, and then averages the collected offensive power data of the plurality of player characters to obtain an attribute statistic value. By the method, the calculated attribute statistic value has better real-time performance and more accurately represents the general attack capability of the player character in the game system.
The embodiment shown in fig. 3 shows a more detailed game parameter configuration method. In practical applications, in order to obtain a more reasonable NPC initial blood volume, the server may further correct each parameter involved in the game parameter configuration method, specifically refer to fig. 4:
401. values of life reducing attributes of a plurality of second simulation objects are collected.
402. And determining a target time period according to the running time of the system.
403. And collecting the values of the life reduction attributes of the plurality of second simulation objects in each preset period.
Steps 401 to 403 may refer to the related descriptions in the embodiments shown in fig. 1 to fig. 3, and are not described herein again.
404. The values of the life reducing attributes of the plurality of second simulation objects are modified.
The server may modify the values of the collected life reducing attributes of the plurality of second simulation objects. The method specifically comprises the following modification modes:
the first correction method is a correction based on the skill of the player character. For example, the magnitude of the injury suffered by the NPC character may be related to the occupation of the player character, i.e., the player characters in different occupations output the same magnitude of attack, and the extent of the blood volume reduction caused to the NPC character may be different. In this case, the server collects the data of the offensive power of the player character, and then corrects the data of the offensive power of the player character according to the occupation of the player character.
And a second modification method, which is based on the modification of the attack attribute of the player character. For example, in a game, an attack by a player character may have a variety of attributes, such as wind attributes, fire attributes, thunderstorm attributes, and the like. The damage of the NPC character can be related to the attack attribute of the player character, namely the player character outputs the attacks with the same size and different attributes, and the degree of blood volume reduction caused by the NPC character can be different. In this case, the server collects the data of the attack power of the player character, and then corrects the data of the attack power of the player character according to the attack attribute of the player character.
And a third correction method for correcting the defense characteristics based on the NPC. In general, the NPC role does not set up defenses. However, if the game sets a defense for the NPC character, the server should correct the data of the offensive power of the player character slightly less.
The server may also modify the data of the offensive power of the player character in other manners, which is not limited in this embodiment.
405. And averaging the modified life reduction attribute values of the plurality of second simulation objects to obtain an attribute statistic value.
And the server averages the modified life reduction attribute values of the plurality of second simulation objects to obtain an attribute statistic value. The method for averaging the modified life reduction attribute values of the plurality of second simulation objects is similar to the method for directly averaging the life reduction attribute values of the plurality of second simulation objects in the embodiment shown in fig. 1 to 3, and details thereof are omitted here.
406. The number of second simulation objects that can perform the operation of reducing the life margin of the first simulation object is determined to be the first number.
The server may estimate a first number of player characters that may kill the NPC. Specifically, the server may determine a target condition that needs to be met by the player character to kill the NPC (e.g., the level reaches 50), then determine a second number of player characters meeting the target condition from among the M player characters in the game system, and estimate a first number of player characters that can be involved in killing the NPC activity from among the second number of player characters.
Specifically, the server may determine the modification parameters corresponding to the player character. In the actual operation of the game, the correction parameter can represent the proportion of active players, so the value of the correction parameter is a positive number which is not more than 1. Thus, the server multiplies the second quantity by the correction parameter to obtain the first quantity.
Optionally, the value of the correction parameter may be preset in the server, and is called by the server when the game parameter configuration method provided by the present invention is executed.
Alternatively, the modification parameter may not be a fixed value but may be associated with the operating duration of the game system, since the game tends to have a higher proportion of active players at the beginning of the start and a lower proportion of active players after the start. The longer the running time of the game system is, the smaller the correction parameter is.
Alternatively, since the longer the operation time period of the game system, the higher the rank of the player character tends to be, the highest rank of the player character in the game system may be used instead of the operation time period of the game system. That is, the correction parameter may be associated with the highest rank of the player character, and the higher the highest rank of the player character is, the smaller the correction parameter is. In the actual operation of the game, different 'seals' can be set according to the grade gradient, and after the grade of a player character breaks through the seal, the corresponding value of the correction parameter can be obtained.
Alternatively, the modified parameters may also be associated with a battle scene of the game. The values of the correction parameters corresponding to different game scenes such as national war, royal city station, statue cutting, explosion temple protecting and the like can be different.
Table 1 gives an example of the correction parameter settings. In the running of the game, the server may search the corresponding value of the correction parameter in table 1 according to the seal broken by the level of the player character and the game scene.
Seal stamp National war Emperor's battle Cut statue Explosion type mosque
1 0.3 0.3 1 0.1
10 0.3 0.3 1 0.1
20 0.3 0.3 1 0.1
30 0.3 0.3 1 0.1
40 0.3 0.3 1 0.1
50 0.3 0.3 1 0.1
60 0.26 0.26 1 0.09
70 0.24 0.24 1 0.08
80 0.22 0.22 0.9 0.07
90 0.22 0.22 0.8 0.07
100 0.22 0.22 0.7 0.07
110 0.22 0.22 0.7 0.07
120 0.22 0.22 0.7 0.07
130 0.22 0.22 0.7 0.07
140 0.22 0.22 0.7 0.07
150 0.22 0.22 0.7 0.07
160 0.22 0.22 0.7 0.07
TABLE 1
407. And configuring an initial value of the life allowance of the first simulation object according to the attribute statistic value.
In the process of calculating the initial blood volume of the NPC, the server firstly determines the set expected life time of the NPC, estimates the expected life time to obtain a first number, and then multiplies the expected life time, the first number and the attribute statistic value to obtain the reasonable initial blood volume of the NPC.
In this implementation, the server corrects the collected values of the life reduction attribute of the second simulation object, and corrects the number of the second simulation objects by the correction parameter. Therefore, the initial value of the calculated life allowance of the first simulation object can be more accurate and closer to the current actual game scene.
The embodiment shown in fig. 1 to 4 describes the game parameter configuration method provided by the present invention in detail, and a game parameter configuration device for implementing the game parameter configuration method will be described below.
The game parameter configuration device provided by the embodiment can be in the form of a server or other equipment with computing capability in practical application. The game parameter configuration device is suitable for a game system, the game system comprises a first simulation object and M second simulation objects, the first simulation object is provided with a life margin, each second simulation object is provided with a life reduction attribute, the second simulation objects are used for reducing the life margin of the first simulation object, and M is a positive integer.
Referring to fig. 5, the structure of the game parameter configuration device provided in this embodiment mainly includes:
a data collecting module 501, configured to collect values of life reduction attributes of a plurality of second simulation objects from the M second simulation objects;
a data statistics module 502, configured to count values of the life reduction attributes of the plurality of second simulation objects to obtain an attribute statistic value;
a parameter configuration module 503, configured to configure an initial value of the life residual of the first simulation object according to the attribute statistic.
In the game parameter configuration method provided by this embodiment, the data acquisition module 501 acquires values of life reduction attributes of a plurality of second simulation objects; the data statistics module 502 counts the collected life reduction attribute values of the plurality of second simulation objects to obtain attribute statistics values; the parameter configuration module 503 configures an initial value of the life margin of the first simulation object according to the attribute statistic. The game parameter configuration device provided by the embodiment can collect data of a player character at any time, and configure the life margin of the NPC in real time according to the collected data of the player character. Since the life margin of the NPC in this embodiment is configured in real time by the game parameter configuration device according to the data of the player character, the game parameter configuration device can accurately configure the reasonable life margin of the NPC no matter in which partition the player character is, how fast the player character grows, and whether the player character has a cheating or payment. Meanwhile, the NPC parameters are configured by using the game parameter configuration device, so that the consumption of human resources can be reduced, and the development and popularization of PVE games are facilitated.
Optionally, the data statistics module 502 is specifically configured to:
and carrying out average calculation on the values of the life reduction attributes of the plurality of second simulation objects to obtain attribute statistics values of the plurality of second simulation objects.
Optionally, the data acquisition module 501 is specifically configured to:
determining a target time period according to the running duration of the game system;
collecting numerical values of the life reduction attributes of the plurality of second simulation objects every other preset period in the target time period;
the data statistics module 502 is specifically configured to:
and carrying out average calculation on the values of the life reduction attributes of the plurality of second simulation objects collected in each preset period in the target time period to obtain attribute statistical values of the plurality of second simulation objects.
Optionally, the parameter configuration module 503 is further configured to:
determining the number of second simulation objects which can perform the operation of reducing the life allowance of the first simulation object in the M second simulation objects as a first number;
determining a desired lifetime of the first simulated object;
calculating a product of the first number, the expected lifetime and the attribute statistic, and configuring the product as an initial value of the lifetime margin of the first simulation object.
Optionally, the parameter configuration module 503 is further configured to:
determining a target condition that the second simulation object needs to satisfy when reducing the life margin of the first simulation object;
determining the number of second simulation objects meeting the target condition in the M second simulation objects as a second number;
determining a correction parameter of the second simulation object, wherein the correction parameter is a positive number not greater than 1;
and calculating the product of the second quantity and the correction parameter to obtain the first quantity.
Optionally, the parameter configuration module 503 is further configured to:
and determining the correction parameters of the second simulation object according to the running time of the game system.
The embodiment shown in fig. 5 may refer to the related descriptions in the embodiments shown in fig. 1 to fig. 4, and details are not repeated here.
Fig. 5 illustrates a game parameter configuration device provided by the present invention from the perspective of a function module. The game parameter configuration device provided by the present invention will be described below from the viewpoint of hardware processing. Wherein, the game parameter configuration device can be a server or other equipment with computing capability.
Referring to fig. 6, a basic structure of the game parameter configuration device provided in this embodiment includes: a processor 601, a memory 602, a communication interface 603. Optionally, a bus 604 is also included. The processor 601, the memory 602, and the communication interface 603 may be communicatively coupled to each other via a bus 604. Of course, communication may also be achieved by other means, such as wireless transmission.
The memory 602 may include a volatile memory (RAM), such as a random-access memory (RAM); a non-volatile memory (ROM), a flash memory, a Hard Disk Drive (HDD), or an SSD; the memory 602 may also comprise a combination of memories of the kind described above. When the technical solution provided by the present invention is implemented by software, a program code for implementing the image rendering method provided by fig. 3 of the present invention may be stored in the memory 602 and executed by the processor 601.
The communication Interface 603 may be a wired Interface, such as a Fiber Distributed Data Interface (FDDI), Ethernet Interface. The communication interface 603 may also be a wireless interface, such as a wireless local area network interface. The processor 601 may be a Central Processing Unit (CPU), a hardware chip or a combination of a CPU and a hardware chip.
The processor 601, when running, runs the game system. The game system includes a first simulation object having a life residual amount and M second simulation objects each having a life reduction attribute for reducing the life residual amount of the first simulation object, the M being a positive integer. Further, the processor 601, when running, by calling the program code of the memory 602, may perform the following steps:
collecting values of life reduction attributes of a plurality of second simulation objects from the M second simulation objects;
counting the values of the life reduction attributes of the plurality of second simulation objects to obtain attribute counting values;
and configuring an initial value of the life allowance of the first simulation object according to the attribute statistic value.
Optionally, in some embodiments of the present invention, the counting the values of the life-shortening attributes of the plurality of second simulation objects to obtain the attribute statistical values of the plurality of second simulation objects includes:
and carrying out average calculation on the values of the life reduction attributes of the plurality of second simulation objects to obtain attribute statistics values of the plurality of second simulation objects.
Optionally, in some embodiments of the present invention, the acquiring values of the life-reducing attributes of the plurality of second simulation objects includes:
determining a target time period according to the running duration of the game system;
collecting numerical values of the life reduction attributes of the plurality of second simulation objects every other preset period in the target time period;
the averaging of the values of the life-reducing attributes of the plurality of second simulation objects to obtain the attribute statistics of the plurality of second simulation objects comprises:
and carrying out average calculation on the values of the life reduction attributes of the plurality of second simulation objects collected in each preset period in the target time period to obtain attribute statistical values of the plurality of second simulation objects.
Optionally, in some embodiments of the present invention, the processor 601 is further configured to:
determining the number of second simulation objects which can perform the operation of reducing the life allowance of the first simulation object in the M second simulation objects as a first number;
determining a desired lifetime of the first simulated object;
the configuring the initial value of the life residual of the first simulation object according to the attribute statistics of the plurality of second simulation objects comprises:
calculating a product of the first number, the expected lifetime and the attribute statistic, and configuring the product as an initial value of the lifetime margin of the first simulation object.
Optionally, in some embodiments of the present invention, the determining, as the first number, the number of second simulation objects, of the M second simulation objects, that may perform an operation of reducing the life remaining of the first simulation object, includes:
determining a target condition that the second simulation object needs to satisfy when reducing the life margin of the first simulation object;
determining the number of second simulation objects meeting the target condition in the M second simulation objects as a second number;
determining a correction parameter of the second simulation object, wherein the correction parameter is a positive number not greater than 1;
and calculating the product of the second quantity and the correction parameter to obtain the first quantity.
Optionally, in some embodiments of the present invention, the determining the correction parameter of the second simulation object includes:
and determining the correction parameters of the second simulation object according to the running time of the game system.
The embodiment shown in fig. 6 may refer to the related descriptions in the embodiments shown in fig. 1 to fig. 4, and details are not repeated here.
The embodiment of the invention only describes the game parameter configuration method provided by the invention by using a game scene, and in practical application, the game parameter configuration method provided by the invention can also be applied to other simulation scenes. When applied to other scenes, the parameters related to the invention, such as the parameters of the simulation object, the life allowance, the life reduction attribute and the like, can also have corresponding meanings in the scene.
It is clear to those skilled in the art that, for convenience and brevity of description, the specific working processes of the above-described systems, apparatuses and units may refer to the corresponding processes in the foregoing method embodiments, and are not described herein again.
In the several embodiments provided in the present application, it should be understood that the disclosed system, apparatus and method may be implemented in other manners. For example, the above-described apparatus embodiments are merely illustrative, and for example, the division of the units is only one logical division, and other divisions may be realized in practice, for example, a plurality of units or components may be combined or integrated into another system, or some features may be omitted, or not executed. In addition, the shown or discussed mutual coupling or direct coupling or communication connection may be an indirect coupling or communication connection through some interfaces, devices or units, and may be in an electrical, mechanical or other form.
The units described as separate parts may or may not be physically separate, and parts displayed as units may or may not be physical units, may be located in one place, or may be distributed on a plurality of network units. Some or all of the units can be selected according to actual needs to achieve the purpose of the solution of the embodiment.
In addition, functional units in the embodiments of the present invention may be integrated into one processing unit, or each unit may exist alone physically, or two or more units are integrated into one unit. The integrated unit can be realized in a form of hardware, and can also be realized in a form of a software functional unit.
The integrated unit, if implemented in the form of a software functional unit and sold or used as a stand-alone product, may be stored in a computer readable storage medium. Based on such understanding, the technical solution of the present invention may be embodied in the form of a software product, which is stored in a storage medium and includes instructions for causing a computer device (which may be a personal computer, a server, or a network device) to execute all or part of the steps of the method according to the embodiments of the present invention. And the aforementioned storage medium includes: a U-disk, a removable hard disk, a Read-only Memory (ROM), a Random Access Memory (RAM), a magnetic disk or an optical disk, and other various media capable of storing program codes.
The above-mentioned embodiments are only used for illustrating the technical solutions of the present invention, and not for limiting the same; although the present invention has been described in detail with reference to the foregoing embodiments, it will be understood by those of ordinary skill in the art that: the technical solutions described in the foregoing embodiments may still be modified, or some technical features may be equivalently replaced; and such modifications or substitutions do not depart from the spirit and scope of the corresponding technical solutions of the embodiments of the present invention.

Claims (11)

1. A game parameter configuration method applied to a server of a game system, wherein the game system includes a first simulation object and M second simulation objects, the first simulation object has a life remaining amount, each of the second simulation objects has a life reduction attribute, the second simulation objects are used for reducing the life remaining amount of the first simulation object, M is a positive integer, and the game parameter configuration method includes:
collecting values of life reduction attributes of a plurality of second simulation objects from the M second simulation objects;
counting the values of the life reduction attributes of the plurality of second simulation objects to obtain attribute counting values;
determining the number of second simulation objects which can perform the operation of reducing the life allowance of the first simulation object in the M second simulation objects as a first number;
determining a desired lifetime of the first simulated object;
configuring an initial value of the life allowance of the first simulation object according to the attribute statistic value;
wherein collecting values of the life reducing attributes of the plurality of second simulation objects comprises:
determining a target time period according to the running duration of the game system;
collecting numerical values of the life reduction attributes of the plurality of second simulation objects every other preset period in the target time period;
configuring an initial value of the life margin of the first simulation object according to the attribute statistic value, wherein the configuring comprises:
calculating a product of the first number, the expected lifetime and the attribute statistic, and configuring the product as an initial value of the lifetime margin of the first simulation object.
2. The method of claim 1, wherein the counting the values of the life-shortening attributes of the second simulation objects to obtain the attribute statistics of the second simulation objects comprises:
and carrying out average calculation on the values of the life reduction attributes of the plurality of second simulation objects to obtain attribute statistics values of the plurality of second simulation objects.
3. The method of claim 2, wherein the averaging the values of the life-reducing attributes of the second plurality of objects to obtain the statistics of the attributes of the second plurality of objects comprises:
and carrying out average calculation on the values of the life reduction attributes of the plurality of second simulation objects collected in each preset period in the target time period to obtain attribute statistical values of the plurality of second simulation objects.
4. The game parameter configuration method according to claim 1, wherein the determining, as the first number, the number of second simulation objects, of the M second simulation objects, that can perform the operation of reducing the life remaining of the first simulation object, comprises:
determining a target condition that the second simulation object needs to satisfy when reducing the life margin of the first simulation object;
determining the number of second simulation objects meeting the target condition in the M second simulation objects as a second number;
determining a correction parameter of the second simulation object, wherein the correction parameter is a positive number not greater than 1;
and calculating the product of the second quantity and the correction parameter to obtain the first quantity.
5. The method of claim 4, wherein determining the modified parameters of the second simulated object comprises:
and determining the correction parameters of the second simulation object according to the running time of the game system.
6. A game parameter configuration apparatus applied to a game system including a first simulation object having a life remaining amount and M second simulation objects each having a life reduction attribute, the second simulation objects being used to reduce the life remaining amount of the first simulation object, M being a positive integer, the game parameter configuration apparatus comprising:
the data acquisition module is used for acquiring values of life reduction attributes of a plurality of second simulation objects from the M second simulation objects;
the data statistics module is used for counting the values of the life reduction attributes of the plurality of second simulation objects to obtain attribute statistics values;
the parameter configuration module is used for determining the number of second simulation objects which can execute the operation of reducing the life allowance of the first simulation object in the M second simulation objects to be a first number; determining a desired lifetime of the first simulated object; configuring an initial value of the life allowance of the first simulation object according to the attribute statistic value;
wherein, the data acquisition module is specifically configured to: determining a target time period according to the running duration of the game system;
collecting numerical values of the life reduction attributes of the plurality of second simulation objects every other preset period in the target time period;
wherein the parameter configuration module is specifically configured to:
calculating a product of the first number, the expected lifetime and the attribute statistic, and configuring the product as an initial value of the lifetime margin of the first simulation object.
7. The game parameter configuration device of claim 6, wherein the data statistics module is specifically configured to:
and carrying out average calculation on the values of the life reduction attributes of the plurality of second simulation objects to obtain attribute statistics values of the plurality of second simulation objects.
8. The game parameter configuration device of claim 7, wherein the data statistics module is specifically configured to:
and carrying out average calculation on the values of the life reduction attributes of the plurality of second simulation objects collected in each preset period in the target time period to obtain attribute statistical values of the plurality of second simulation objects.
9. The game parameter configuration device of claim 6, wherein the parameter configuration module is further configured to:
determining a target condition that the second simulation object needs to satisfy when reducing the life margin of the first simulation object;
determining the number of second simulation objects meeting the target condition in the M second simulation objects as a second number;
determining a correction parameter of the second simulation object, wherein the correction parameter is a positive number not greater than 1;
and calculating the product of the second quantity and the correction parameter to obtain the first quantity.
10. A game parameter configuration device according to claim 9, wherein the parameter configuration module is further configured to:
and determining the correction parameters of the second simulation object according to the running time of the game system.
11. A storage medium comprising instructions to perform the method of any of claims 1-5.
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