CN110882534A - Game skill editing method and device - Google Patents

Game skill editing method and device Download PDF

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Publication number
CN110882534A
CN110882534A CN201911331073.8A CN201911331073A CN110882534A CN 110882534 A CN110882534 A CN 110882534A CN 201911331073 A CN201911331073 A CN 201911331073A CN 110882534 A CN110882534 A CN 110882534A
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skill
node
logic
game
information
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CN201911331073.8A
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Chinese (zh)
Inventor
陈举
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Netease Hangzhou Network Co Ltd
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Netease Hangzhou Network Co Ltd
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Priority to CN201911331073.8A priority Critical patent/CN110882534A/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
    • A63F13/45Controlling the progress of the video game
    • A63F13/47Controlling the progress of the video game involving branching, e.g. choosing one of several possible scenarios at a given point in time
    • 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

Abstract

The embodiment of the invention provides a game skill editing method and device, wherein skill information of a game skill to be edited is acquired, the skill information can comprise logic control information and logic implementation information, a plurality of skill nodes aiming at the game skill are generated according to the logic control information and the logic implementation information, then a direction flow chart is generated according to the skill nodes, the direction flow chart is used for controlling the execution of the game skill, so that the skill editing structure is clear by configuring the skill information in the skill nodes, the logic expression of the skill is clear by a directed skill release flow, and the completeness of the skill release is ensured.

Description

Game skill editing method and device
Technical Field
The present invention relates to the field of game technology, and in particular, to a game skill editing method and a game skill editing apparatus.
Background
In most of game battles, the number of game skills is large, and the logic of skill realization is diverse. For example, skills may be composed of a plurality of logics that are made to perform corresponding settlement or performance at different points in time, and most of the logics are common in the whole game and can be applied to different skills.
Currently, the logic implementation of skills in a skill editor is time dependent, and a worker adds triggered skill logic at different time points on the timeline and then runs the entire skill by time. However, when the implementation logic of the skill is complicated, such as jump or other control involving the skill flow, the worker cannot know the execution condition of the skill from the logic of the time axis, or in this case, the logic of the time axis is not suitable, so that the execution flow of the actual skill cannot be expressed explicitly.
Disclosure of Invention
The embodiment of the invention provides a game skill editing method, which is used for solving the problems of skill logic expression and ambiguous editing structure when the game skill is complex.
Correspondingly, the embodiment of the invention also provides a game skill editing device used for ensuring the realization and the application of the method.
In order to solve the above problems, an embodiment of the present invention discloses a game skill editing method, including:
acquiring skill information of game skill to be edited, wherein the skill information comprises logic control information and logic implementation information;
generating a plurality of skill nodes aiming at the game skill according to the logic control information and the logic realization information;
generating a direction flow diagram according to the plurality of skill nodes, wherein the direction flow diagram is used for controlling the execution of the game skill.
Optionally, the logic control information includes a flow relationship for implementing the game skill, the flow relationship including at least one of: a sequential relationship, a branching relationship, a cyclic relationship;
the logic implementation information includes action implementation logic of the game skill.
Optionally, the skill nodes comprise a control class node and a logic class node;
generating a plurality of skill nodes aiming at the game skill according to the logic control information and the logic implementation information, wherein the generating comprises:
generating a control node matched with the game skill according to the logic control information;
and generating a logic class node matched with the game skill according to the logic implementation information.
Optionally, the direction flow graph comprises a start node;
the method further comprises the following steps:
configuring the game skill activation as a triggering event for the starting node.
Optionally, the control class node includes a monitoring node and a triggering node;
the monitoring node is configured to trigger a logic class node corresponding to the trigger event in the direction flow chart when the monitoring node monitors the trigger event sent by the trigger node, so as to implement action execution of game skills corresponding to the logic class node.
Optionally, the trigger event carries index information, where the index information includes an identifier of an event type.
Optionally, the control class node includes a hover node and a wake node;
the hovering node is configured to suspend execution of a flow when the flow reaches the hovering node, and to wake up execution of the flow when a wake-up event sent by the waking node is received.
Optionally, the method further comprises:
and configuring a recycling mechanism of the game resources corresponding to the logic class nodes, wherein the recycling mechanism comprises triggering the recycling of the game resources corresponding to the logic nodes according to the life cycles of the logic class nodes.
The embodiment of the invention also discloses a game skill editing device, which comprises:
the game skill editing device comprises a skill information acquisition module, a skill information editing module and a game editing module, wherein the skill information acquisition module is used for acquiring skill information of game skills to be edited, and the skill information comprises logic control information and logic implementation information;
a skill node generating module, configured to generate a plurality of skill nodes for the game skill according to the logic control information and the logic implementation information;
and the flow chart generation module is used for generating a direction flow chart according to the skill nodes, and the direction flow chart is used for controlling the execution of the game skill.
Optionally, the logic control information includes a flow relationship for implementing the game skill, the flow relationship including at least one of: a sequential relationship, a branching relationship, a cyclic relationship;
the logic implementation information includes action implementation logic of the game skill.
Optionally, the skill node includes a control class node and a logic class node, and the skill node generation module includes:
the control node generation submodule is used for generating a control node matched with the game skill according to the logic control information;
and the logic class node generation submodule is used for generating a logic class node matched with the game skill according to the logic implementation information.
Optionally, the direction flow chart includes a start node, and the apparatus further includes:
and the starting event configuration module is used for configuring the game skill activation as a trigger event of the starting node.
Optionally, the control class node includes a monitoring node and a triggering node;
the monitoring node is configured to trigger a logic class node corresponding to the trigger event in the direction flow chart when the monitoring node monitors the trigger event sent by the trigger node, so as to implement action execution of game skills corresponding to the logic class node.
Optionally, the trigger event carries index information, where the index information includes an identifier of an event type.
Optionally, the control class node includes a hover node and a wake node;
the hovering node is configured to suspend execution of a flow when the flow reaches the hovering node, and to wake up execution of the flow when a wake-up event sent by the waking node is received.
Optionally, the method further comprises:
and the recovery mechanism configuration module is used for configuring a recovery mechanism of the game resources corresponding to the logic class nodes, and the recovery mechanism comprises triggering the recovery of the game resources corresponding to the logic nodes according to the life cycles of the logic class nodes.
The embodiment of the invention also discloses a device, which comprises:
one or more processors; and
one or more machine readable media having instructions stored thereon that, when executed by the one or more processors, cause the apparatus to perform one or more methods as described above.
Embodiments of the invention also disclose one or more machine-readable media having instructions stored thereon, which when executed by one or more processors, cause the processors to perform one or more of the methods described above.
The embodiment of the invention has the following advantages:
in the embodiment of the invention, by acquiring skill information of game skills to be edited, the skill information may include logic control information and logic implementation information, a plurality of skill nodes for the game skills are generated according to the logic control information and the logic implementation information, and then a direction flow chart is generated according to the plurality of skill nodes, the direction flow chart is used for controlling the execution of the game skills, so that the skill editing structure is clear by configuring the skill information in the plurality of skill nodes, and the logic expression of the skills is clear by directional skill release flow, and the completeness of skill release is ensured.
Drawings
FIG. 1 is a flow chart of the steps of a method for editing game skills provided by an embodiment of the invention;
FIG. 2 is a flow chart of steps of a method for editing game skills according to another embodiment of the present invention;
FIG. 3 is a flowchart illustrating a skill node execution process including a sequential relationship according to an embodiment of the present invention;
FIG. 4 is a flowchart illustrating the execution of a skill node including branch relationships according to an embodiment of the present invention;
FIG. 5 is a flowchart illustrating a skill node execution process including a round robin relationship according to an embodiment of the present invention;
FIG. 6 is a diagram illustrating resource handling in an embodiment of the invention;
FIG. 7 is a schematic diagram of a skill logic implementation in an embodiment of the present invention;
fig. 8 is a block diagram of an embodiment of an editing apparatus for game skills according to an embodiment of the present invention.
Detailed Description
In order to make the aforementioned objects, features and advantages of the present invention comprehensible, embodiments accompanied with figures are described in further detail below.
Referring to fig. 1, a flowchart illustrating steps of a game skill editing method according to an embodiment of the present invention is shown.
In electronic competition, game developers can develop game skills in advance, and game players play games by using the game skills developed in advance in the game fighting process. The game skill is a game behavior instruction which realizes a certain effect aiming at a designated character, a prop, a map coordinate and the like on the premise of meeting a certain condition.
As an example, in a game battle, the number of game skills is large, the logic for realizing the skills is various, and if the logic for realizing the skills of the game skills is edited only by relying on a time axis, when the logic for realizing the skills is complicated, the skills cannot be guaranteed to be effectively released, and the game experience of a game player is easily influenced.
Therefore, one of the core ideas of the embodiments of the present invention is to generate a plurality of skill nodes for game skills in a skill editor according to logic control information and logic implementation information of the game skills, and generate a direction flow chart (also referred to as a directed graph) according to the plurality of skill nodes, so that the execution of the game skills can be controlled according to the direction flow chart, and the problem of ambiguous skill logic expression and editing structure when the game skills are complicated is solved.
It should be noted that, in the embodiment of the present invention, a use scenario of actual skill editing may be considered, and on the basis of a general logic editing structure, aspects such as execution of a directed graph and node planning are expanded to be used as a bottom mechanism of a skill, and then on the basis of the skill structure, a skill editor that is convenient to use is constructed.
The game skill editing method in the embodiment of the invention specifically comprises the following steps:
101, acquiring skill information of game skill to be edited, wherein the skill information comprises logic control information and logic implementation information;
in an embodiment of the present invention, the skill information may include logic control information and logic implementation information. The logic control information may include information for controlling a flow relation of the game skill, and the logic implementation information may include information for implementing an action of the game skill.
102, generating a plurality of skill nodes aiming at the game skill according to the logic control information and the logic implementation information;
the skill editor can comprise a plurality of editing nodes (also called skill nodes), different editing nodes can have different node logics, and two adjacent editing nodes can be connected through at least one connecting line, so that a plurality of skill nodes aiming at game skills can be generated in the skill editor according to logic control information and logic implementation information of the game skills.
In the process of editing the game skill, the logic flow trend corresponding to the skill release can be controlled according to the logic control information. Specifically, the flow relationship may include at least one of a sequential relationship, a branch relationship, and a loop relationship, and the sequential logic, the branch logic, and the loop logic of skill release may be configured in the skill node through the logic control information.
And corresponding action implementation logics can be configured in the skill node according to the logic implementation information, such as actions corresponding to skill release, skill injury, skill special effects and the like.
It should be noted that, the embodiment of the present invention is exemplified by a skill editor, and it is understood that, under the guidance of the idea of the embodiment of the present invention, game skills may be edited in other manners.
And 103, generating a direction flow chart according to the skill nodes, wherein the direction flow chart is used for controlling the execution of the game skill.
For a game skill, the logic that can be implemented is various, for example, the process from the beginning of the skill release to the end of the release, the skill release process is interrupted, different injuries are caused for different target objects, and the like, according to each skill implementation logic, the game skill implementation logic may be composed of a plurality of skill nodes, and different skill control logics need to be edited in the skill nodes, so as to control the logic trends between the skill nodes and the release of the game skill.
Specifically, at least one unidirectional flow adaptive to skill information can be formed between two adjacent skill nodes, and a skill release flow with complete game skills can be generated by combining a plurality of unidirectional flows.
In the embodiment of the invention, by acquiring skill information of game skills to be edited, the skill information may include logic control information and logic implementation information, generating a plurality of skill nodes for the game skills according to the logic control information and the logic implementation information, and then generating a direction flow chart according to the plurality of skill nodes, where the direction flow chart is used to control execution of the game skills, so that the skill editing structure is clear by configuring the skill information in the plurality of skill nodes, and the logic expression of the skills is clear by directional skill release flow, thereby ensuring the integrity of skill release, and facilitating editing and debugging of the skill logic.
By adopting the embodiment of the invention, the skill editing is not mainly supported by time, so that the planning personnel and the programmers can more clearly understand the execution flow of the skill in different states, and the time occupation of the related personnel is greatly reduced. In this embodiment of the present invention, the direction flow diagram further includes a start node, and the method further includes: the game skill is activated and configured as the trigger time of the starting node. Specifically, referring to fig. 2, a flowchart illustrating steps of a game skill editing method according to another embodiment of the present invention is shown, and specifically, the method may include the following steps:
step 201, acquiring skill information of game skill to be edited, wherein the skill information comprises logic control information and logic implementation information;
in an embodiment of the present invention, the skill information may include logic control information and logic implementation information. The logic control information may include information for controlling a flow relation of the game skill, and the logic implementation information may include information for implementing an action of the game skill.
Step 202, activating and configuring the game skill as a trigger event of an initial node;
in the embodiment of the present invention, different skill events may be configured in the skill node, different skill events may carry index information corresponding to the event itself, the index information may include an identifier unique to the event type, and each skill node may acquire the corresponding skill event through the index identifier, so as to execute the corresponding logic according to the triggered event. An index identifier may be written in the skill node, when the skill node is activated or triggered, the corresponding skill event is obtained according to the index identifier, and then the process corresponding to the skill event is executed.
In particular implementations, a starting node may be created in a game skill editor and game skills activated as trigger events corresponding to the starting node. The index identifier of the trigger event can be written in the starting node, in the process of releasing the skill, whether the game skill is activated or not can be monitored through the starting node, when the game skill is activated, the trigger event corresponding to the index identifier is obtained, the trigger event is executed, and the process is advanced to the next skill node.
Step 203, generating a control node matched with the game skill according to the logic control information, and generating a logic node matched with the game skill according to the logic implementation information;
in the process of editing game skills, the skill nodes can comprise control class nodes and logic class nodes. The logic flow trend corresponding to skill release can be controlled according to the logic control information, that is, the logic control information is configured in the skill node, so as to generate the control node. The control class nodes may include condition nodes, split nodes, trigger nodes, listening nodes, etc. according to functions or functions. The logic of the skills is converted into logic nodes of the directed graph, and then the execution of the skills is realized by control class nodes of the directed graph.
In order to adapt to complex logic of skills, three most basic flow control structures need to be solved, namely, support for sequential relation logic, branch relation logic and circular relation logic is obtained, and with the support of the mechanism, any other skill logic can be configured through the three relation logics. Specifically, the flow relationship may include at least one of a sequential relationship, a branch relationship, and a loop relationship, and the sequential logic, the branch logic, and the loop logic of skill release may be configured in the skill node through the logic control information.
When the starting point of the directed graph is determined, sequential execution is directly defined by the connection of the directed graph, namely, the execution is started from one node, and after the execution of the node is finished, the next node connected with the node is selected through the direction of the connection, and the next node is started to be executed until the node is also finished until no subsequent node exists. As shown in fig. 3, a technical node execution flow diagram containing sequential relationships in the embodiment of the present invention is shown, the directed graph shown in fig. 3 is used as an underlying structure of skill editing, the flowchart shown in fig. 3 includes a skill node representing an initial event, a skill node representing action 1, a skill node representing action 2, and a skill node representing action 3, the skill node of the initial event may be started to be executed when the game skill is activated, after the skill node of the initial event is started to be executed, informing the skill node of action 1 to start executing and/or informing the skill node of action 3 to start executing through an output port Out, wherein the skill nodes of action 1 and action 3 comprise an input port In and an output port Out, and the skill nodes start executing when the input port In receives the information, and the skill node of action 1 informs the skill node of action 2 to start execution through the output port Out at the completion or in the process of execution. Therefore, it can be seen that in fig. 3, action 2 is always performed after action 1 is performed, but action 3 may be performed before action 1, or may be performed simultaneously with action 1, and both actions 1 and 3 are independent.
The branch can be composed of several parts, the nodes in the branch logic can be composed of a plurality of output ports, one output port can be connected with a plurality of nodes, and the triggering of different skill logic realization can be adapted through the plurality of output ports. As shown in fig. 4, a technical node execution flow diagram containing branch relationships in the embodiment of the present invention is shown, the directed graph shown in fig. 4 is used as an underlying structure of skill editing, and the condition nodes (also referred to as trigger nodes) in the flow chart containing the branch relations include the output port Out _0 with correct condition and the output port Out _1 with wrong condition, the correct egress port may connect two subsequent nodes, indicating that both nodes are performing in the correct situation, in this embodiment, the output port Out _0 with correct conditions is connected to a logical class node, i.e. the skill node of action 1, the output port Out _1 of the conditional error is also connected to a logical class node, i.e. the skill node of action 2, it can be seen that in this flowchart, the game performs action 1 when the condition is satisfied and performs action 2 when the condition is not satisfied. In addition, the condition node may further include different input ports, such as an input port In, an input port Left _ val, and an input port Right _ val, where the different input ports may correspond to different input conditions, the input port In may correspond to a common attack, the input port Left _ val may correspond to a Left-hand attack (attack performed by Left hand In game scene), the input port Right _ val may correspond to a Right-hand attack (attack performed by Right hand In game scene), and so on, and thus different actions may be performed according to different inputs.
The directed graph containing the cyclic relationship can comprise two types, wherein one type is that the execution of the cycle is controlled by the interior of the node, and the node is ended after the cycle is ended, so that the cycle in the node can be controlled by setting the cycle number; still another method may be implemented by using a directed graph, that is, an output is connected to an input, as shown in fig. 5, a schematic diagram illustrating a skill node execution flow including a loop relationship in an embodiment of the present invention is shown, the directed graph shown in fig. 5 is used as a bottom structure of skill editing, and by setting the loop times of a node, after a loop is completed, a subsequent node connected to the node is executed. In this embodiment, the loop node (the "per frame operation" node In fig. 5) includes an input port In and an output port On _ tick, and the output port On _ tick is connected to an output node, so In this flowchart, after each loop, the loop node may transmit the loop result to the output node through the output port On _ tick, and further transmit the current loop result to the corresponding skill node through the output port Out of the output node, so as to execute the loop logic of the skill.
In one example, a loop event for triggering and executing a loop operation may be configured in a loop control node, and a loop result corresponding to the loop event may be configured in a plurality of nodes connected to the loop control node. Specifically, when the logic control information includes a skill loop operation, a loop number corresponding to the skill loop operation, and a skill loop result corresponding to the skill loop operation, the skill loop operation and the loop number may be configured in a loop control node, and the skill loop result may be configured in at least one node, so as to generate a skill loop flow corresponding to the skill loop operation, so that by setting a skill loop action inside the loop node and setting the loop number, after the loop node is executed, according to a difference in the loop result, the execution flow is pushed to a next node connected to the condition node, thereby realizing reproduction of the same skill logic.
In addition, corresponding action implementation logics can be configured in the skill nodes according to the logic implementation information, so that logic class nodes are generated. For example, logic of corresponding skill actions when the skills are released is configured in the skill node, and a logic class node for executing the actions is generated; configuring logic causing skill injury when skill is released in the skill node, generating logic class nodes causing skill injury, and the like.
In an optional embodiment of the present invention, the control class node may include a monitoring node and a triggering node, where the monitoring node is configured to trigger a logic class node corresponding to a triggering event in the direction flow chart when the monitoring node monitors the triggering event sent by the triggering node, so as to implement action execution of game skills corresponding to the logic class node.
In one example, a plurality of different snoop events may be configured in the snoop node, and execution results corresponding to the snoop events one-to-one may be configured in a plurality of child nodes connected to the snoop node. Specifically, when the skill information includes at least one skill trigger event and an execution result corresponding to the skill trigger event, the skill trigger event may be configured in the monitoring node, and the execution results corresponding to the skill trigger events in a one-to-one manner may be configured in a plurality of nodes connected to the monitoring node, so as to generate a plurality of monitoring event processes corresponding to the skill trigger event.
In another optional embodiment of the present invention, the control class node may include a hover node and a wake node. The hovering node may be configured to suspend execution of the flow when the flow reaches the hovering node, and to wake up execution of the flow when a wake-up event sent by the waking node is received.
In one example, a skill hovering event may be configured in a hovering node, when the skill hovering event is executed to the hovering node, the execution of the skill hovering event is triggered, a flow is suspended, then when trigger events in other trigger nodes (wake-up nodes) are triggered, the hovering node is re-woken, and a flow corresponding to the trigger event is executed, so that game skill logic is simplified through the combination of node functions, node editing is reduced, and the game skill logic has perfect node control, and can adapt to complex situations.
In another optional embodiment of the present invention, the control class node may include a merge node, and the merge node may be configured to merge multiple identical flows and execute the merged flow when it is detected that multiple identical flows are executed.
In one example, the logic control information may include an object merge event and a merge execution operation corresponding to the object merge event, and the object merge event may be configured to the merge node and the merge execution operation may be configured to the connected other node, so as to generate a logic merge flow corresponding to the object merge event.
In a specific implementation, when the same execution logic exists, the logic can be merged, so that the configuration of editing nodes can be reduced, and the planning of the flow can be simplified. Specifically, the merge node may merge values input by the plurality of nodes, output a processed merge result to another connected node, and then execute an execution operation corresponding to the merge result by the other connected node.
For example, in a game, when a game player releases the same game skill for a plurality of target objects and causes the same damage, the skill implementation logic can be merged by the merging node, so that the node editing and configuration are reduced, and the skill editing process is simplified.
In another optional embodiment of the present invention, the control class node may include a splitting node, and the splitting node may be configured to split the flow into a plurality of sub-flows, and respectively execute each sub-flow, for example, determine the number of splits according to an input value of the list, form a list from a plurality of output fingers, and the like.
In one example, the logic control information may include an object splitting event and a splitting execution operation corresponding to the object splitting event, and then the object splitting event may be configured in the splitting node, and the splitting execution operation may be configured in at least two other nodes, so as to generate a logic splitting flow corresponding to the object splitting event.
In the concrete implementation, after the game skill is released, the game skill simultaneously attacks a plurality of target objects and generates different skill effects for the target objects, for example, different injuries are caused, and different states (freezing, burning, silencing and the like) are attached, so that the skill implementation logic can be split, specifically, a list containing a plurality of values is input to a splitting node, the splitting node splits the plurality of values in the list, the splitting result is output to other corresponding nodes, and then the other connected nodes execute the execution operation corresponding to the splitting result.
For example, in a game, a game player releases the same game skill for a plurality of target objects, generates different skill results for the target objects, causes N-point damage to the first target object, causes M-point damage to the second target object, and adds a frozen state, so that the splitting of the skill logic can be realized by splitting the node, the skill logic has perfect node control, and the game player can adapt to various different situations.
And 204, generating a direction flow chart aiming at the game skill according to the starting node, the control class node and the logic class node.
In specific implementation, different nodes can be configured in the skill editor according to the logic control information and the logic implementation information, so that at least one unidirectional flow adaptive to the skill information is formed between two adjacent skill nodes, then a plurality of unidirectional flows are combined, a skill release direction flow chart with complete game skills can be generated, skill logic planning on the game skills is realized, the execution flow of the game skills in different states is clearer, technical logic planning by technical personnel is facilitated, the reusability of editing nodes is strong, and the time occupation of the technical personnel can be greatly reduced.
In one example, the game skill release logical run may be the start node, the control class node, and the logical class node. The control type nodes may include a monitoring node, a triggering node, a hovering node, a merging node, a splitting node, and the like, which may respectively correspond to a monitoring process, a triggering process, a hovering process, a merging process, a splitting process, and the like in the game skill. In the process of editing the game skill, a starting node may be created first, a trigger event may be configured in the starting node, then skill nodes including a monitoring node, a trigger node, a hovering node, a merging node, a splitting node and the like may be configured according to the logic control information, the logic trend of the game skill release process may be controlled, and then a logic class node may be configured, and the logic class node may be configured to encapsulate a specific implementation logic of the game skill.
In an optional embodiment of the present invention, if the game skill may include different life cycles, a display mechanism of the game resource corresponding to the logic class node may be configured, where the display mechanism includes displaying the game resource matching with the life cycle; and configuring a recycling mechanism of the game resources corresponding to the logic class nodes, wherein the recycling mechanism comprises triggering the recycling of the game resources corresponding to the logic class nodes according to the life cycle.
In the game, game skill is a component resident on a virtual character, when the virtual character is not in, the skill needs to be recovered correspondingly, and similarly, logic inside the skill node can create an event corresponding to the skill resource information, and then the skill resource information corresponding to the game skill and the life cycle can be acquired. The skill resource information can include skill special effect information, skill audio information, skill video information and the like, and the lifecycle can include various stages of a skill release process, such as a forward shaking stage, a release stage, a strength accumulation stage, an uninterruptible stage, a backward shaking stage and the like.
In specific implementation, skill resource information of game skills can be managed in a unified manner, and the skill resource information is stored in a resource storage space by configuring the resource storage space. After the skill logic of the game skill is edited in the skill editor, the creation of resources can be applied through a uniform interface, and the life cycle corresponding to the skill resource information is determined, so that the skill resource information and the corresponding life cycle are stored in the resource storage space.
In specific implementation, skill resource information needs to be configured according to different stages in the game skill release process, so that each cycle stage corresponding to the life cycle can be determined first, and the cycle stages can include a forward shaking stage, a release stage, a force accumulation stage, an uninterruptible stage, a backward shaking stage and the like. Different periodic phases may correspond to different phase identifiers, and different phase identifiers may correspond to different resource acquisition events and resource recovery events.
In one example, the period phase is skill release and skill release ending, that is, the process is a process from skill release to skill ending, logic for specifically implementing skills can be packaged in the configuration logic class node, and a game resource acquisition event and a game resource recovery event are configured, so that when game skills start to be released, corresponding resource information such as skill special effects, skill audio and skill actions is acquired and displayed, and after game skills are released, the resource information is recovered through the resource recovery event, so that management of the skill resource information is realized, the skill nodes are easier to use, and the burden of a user is reduced.
For example, as shown in fig. 6, which is a schematic diagram illustrating resource processing in an embodiment of the present invention, when editing a skill implementation logic of a skill node in a skill editor, creation of a resource and determination of a life cycle are performed through a uniform interface, and the created skill resource and life cycle are stored in a skill resource space. Wherein, different cycle phases can correspond to different Local spaces (such as Local _ fact 1 or Local _ fact 2), and a plurality of Local spaces can form a skill resource space of all resources of a game skill. When the resource recovery event is triggered, the skill resource is recovered from the Local storage space corresponding to the resource recovery event in the skill resource space, for example, the triggered resource recovery event can be recovered from the Local _ fact 1, so that the management of the skill resource is realized, the skill node is easier to use, and the burden of the user is reduced.
In the embodiment of the invention, skill information of game skills to be edited is acquired, wherein the skill information may include logic control information and logic implementation information, then a plurality of skill nodes for the game skills are generated according to the logic control information and the logic implementation information, and then a direction flow chart is generated according to the plurality of skill nodes, wherein the direction flow chart is used for controlling the execution of the game skills, so that the skill editing structure is clear by configuring the skill information in the plurality of skill nodes, and the logic expression of the skills is clear by a directed skill release flow, thereby ensuring the completeness of skill release.
In order to enable a person skilled in the art to better understand the embodiments of the present invention, the following description is given by way of an example:
referring to fig. 7, a schematic diagram of a skill logic implementation in an embodiment of the present invention is shown.
Skill events corresponding to game skills are respectively configured in different nodes of the skill editor, a directed graph shown in fig. 7 is used as a bottom structure of skill editing, and includes a start event configured in a node 1, a skill release event configured in a node 2, a plurality of monitoring events (including a skip _ share event, a skip _ hit event, a skip _ end event, and a skip _ end event, each of which corresponds to an output port) configured in a node 3, a skill cycle event configured in a node 4, a skill cycle event configured in a node 5, a general attack action event configured in nodes 6 and 7, a playing skill action event configured in nodes 8 and 9, a per-frame action playing event configured in a node 10, a skill cycle event configured in a node 11, a skill release target determining event configured in a node 12, a game information configured in a game information, and a game information, Bullet creating events are configured in the nodes 13 and 14, and injury events caused by bullets are configured in the nodes 15 and 16, so that different skill events are configured in different nodes, and skill release logic of game skills is formed.
As an example, a game skill may include several stages, with different stages corresponding to different implementations of actions of the game skill. In this embodiment, the game skill has three segments, which respectively correspond to the output port Out _0, the output port Out _1, the output port Out _3, and the like in the node 5, wherein one segment correspondingly launches the first bullet, two segments correspondingly launches the second bullet, and three segments correspondingly launch the first bullet and the second bullet, when the user triggers the game skill for the first time, the first bullet is launched, and one segment is counted; when the game skill is triggered for the second time, shooting a second bullet and counting the second bullet; and when the game skill is triggered for the third time, shooting the first bullet and the second bullet, counting three sections, and when the accumulated section number reaches the section number threshold value of the game skill, recounting, namely, when the game skill is triggered for the fourth time, shooting the first bullet and counting one section.
The skill cycle event in the node 4 may be used to determine the number of segments where the game skill is currently located, the output port Out of the node 4 may output the number of segments where the current skill is located to the node 5, and the output port Anim _ name _ idx may output the ID information of the target object to the node 11. The skill cycle events in the node 5 can be used to select the matched output port according to the result of determining the number of segments in the node 4, and output the number of skill segments to the next node. The skill cycle event In the node 11 is associated with the number of segments of game skill, when the node 4 determines the number of segments corresponding to the current skill release, the number of segments may be transmitted to the node 11, the node 11 transmits the number of segments to the node 13 or the node 14 through the corresponding output port Out _ n, so that the node 13 or the node 14 may receive the number of skill segments transmitted by the node 11 through the input port In and the ID information of the Target object transmitted through the output port Target _ ID of the input port Target _ ID receiving node 12, then creates corresponding bullets according to the number of segments and transmits the Bullet type, injury causing data and the like to the node 15 or the node 16 through the output port Bullet _ ID, after the node 15 or the node 16 receives the injury data through the input port Bullet _ ID, the events including but not limited to On _ remove, Bullet _ pos, Hit _ unit and Hit _ unit _ ID, and the like, the injury value may be shown, and causing a corresponding injury or adding a corresponding status to the target object.
In the directional flow chart of game skill, the solid line represents the logical trend of game skill release, and the dotted line represents the flow of data during game skill release. Specifically, in the process of releasing game skills, the virtual object in the game needs to attack a target virtual object besides a skill action specified by the virtual object.
Therefore, when node 2 detects a skill release, it may facilitate the execution of skill action events (e.g. the execution of each of node 4, node 5, node 6, node 7, node 8 and node 9) on the one hand, and on the other hand, transmit the ID information of the target virtual object to node 12 while performing a cast _ hit event in node 3 and transmitting the result to node 11, while node 11 performs a cast _ hit event while receiving the number of segments of game skill from node 4, determine the bullet type, and then transmit the execution result to nodes 13 and 14 through different output ports, nodes 13 and 14 respectively create corresponding bullet types and transmit corresponding injury bullet information to nodes 15 and 16. Meanwhile, in the process of releasing game skills, the node 10 triggers each frame of action playing event to acquire corresponding game resources and display the game resources, and the node 8 and the node 9 are similar to the node 10 to acquire the game resources of skill actions and then display the game resources.
The skill information is configured in the editing nodes, so that the skill editing structure is clear, the logic expression of the skill is clear through a directed skill release flow, and the completeness of the skill release is ensured.
It should be noted that, in the present example, the flowing process between the nodes is taken as an example for description, it is understood that, in the actual game process, the application program may directly invoke the already configured game skill logic, and release the game skill according to the control instruction of the user.
It should be noted that, for simplicity of description, the method embodiments are described as a series of acts or combination of acts, but those skilled in the art will recognize that the present invention is not limited by the illustrated order of acts, as some steps may occur in other orders or concurrently in accordance with the embodiments of the present invention. Further, those skilled in the art will appreciate that the embodiments described in the specification are presently preferred and that no particular act is required to implement the invention.
Referring to fig. 8, a block diagram of an embodiment of an editing apparatus for game skills provided in an embodiment is shown, and specifically includes the following modules:
a skill information obtaining module 801, configured to obtain skill information of a game skill to be edited, where the skill information includes logic control information and logic implementation information;
a skill node generating module 802, configured to generate a plurality of skill nodes for the game skill according to the logic control information and the logic implementation information;
a flow chart generating module 803, configured to generate a direction flow chart according to the skill nodes, where the direction flow chart is used to control execution of the game skill.
In an optional embodiment of the present invention, the logic control information includes a flow relationship for implementing the game skill, and the flow relationship includes at least one of the following relationships: a sequential relationship, a branching relationship, a cyclic relationship;
the logic implementation information includes action implementation logic of the game skill.
In an optional embodiment of the present invention, the skill node includes a control class node and a logic class node, and the skill node generating module 802 includes:
the control node generation submodule is used for generating a control node matched with the game skill according to the logic control information;
and the logic class node generation submodule is used for generating a logic class node matched with the game skill according to the logic implementation information.
In an optional embodiment of the present invention, the direction flowchart includes a start node, and the apparatus further includes:
and the starting event configuration module is used for configuring the game skill activation as a trigger event of the starting node.
In an optional embodiment of the present invention, the control node includes a listening node and a triggering node;
the monitoring node is configured to trigger a logic class node corresponding to the trigger event in the direction flow chart when the monitoring node monitors the trigger event sent by the trigger node, so as to implement action execution of game skills corresponding to the logic class node.
In an optional embodiment of the present invention, the trigger event carries index information, and the index information includes an identifier of an event type.
In an optional embodiment of the present invention, the control class node includes a hovering node and a waking node;
the hovering node is configured to suspend execution of a flow when the flow reaches the hovering node, and to wake up execution of the flow when a wake-up event sent by the waking node is received.
In an optional embodiment of the present invention, the method further includes:
and the recovery mechanism configuration module is used for configuring a recovery mechanism of the game resources corresponding to the logic class nodes, and the recovery mechanism comprises triggering the recovery of the game resources corresponding to the logic class nodes according to the life cycle.
For the device embodiment, since it is basically similar to the method embodiment, the description is simple, and for the relevant points, refer to the partial description of the method embodiment.
An embodiment of the present invention further provides an apparatus, including:
one or more processors; and
one or more machine-readable media having instructions stored thereon, which when executed by the one or more processors, cause the apparatus to perform methods as described in embodiments of the invention.
Embodiments of the invention also provide one or more machine-readable media having instructions stored thereon, which when executed by one or more processors, cause the processors to perform the methods described in embodiments of the invention.
The embodiments in the present specification are described in a progressive manner, each embodiment focuses on differences from other embodiments, and the same and similar parts among the embodiments are referred to each other.
As will be appreciated by one skilled in the art, embodiments of the present invention may be provided as a method, apparatus, or computer program product. Accordingly, embodiments of the present invention may take the form of an entirely hardware embodiment, an entirely software embodiment or an embodiment combining software and hardware aspects. Furthermore, embodiments of the present invention 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.
Embodiments of the present invention are described with reference to flowchart illustrations and/or block diagrams of methods, terminal devices (systems), and computer program products according to embodiments of the invention. It will be understood that each flow and/or block of the flow diagrams and/or block diagrams, and combinations of flows and/or blocks in the flow diagrams 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 terminal to produce a machine, such that the instructions, which execute via the processor of the computer or other programmable data processing terminal, 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 terminal 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 terminal to cause a series of operational steps to be performed on the computer or other programmable terminal to produce a computer implemented process such that the instructions which execute on the computer or other programmable terminal provide steps for implementing the functions specified in the flowchart flow or flows and/or block diagram block or blocks.
While preferred embodiments of the present invention have been described, additional variations and modifications of these embodiments may occur to those skilled in the art once they learn of the basic inventive concepts. Therefore, it is intended that the appended claims be interpreted as including preferred embodiments and all such alterations and modifications as fall within the scope of the embodiments of the invention.
Finally, it should also be noted that, herein, relational terms such as first and second, and the like may be used solely to distinguish one entity or action from another entity or action without necessarily requiring or implying any actual such relationship or order between such entities or actions. Also, the terms "comprises," "comprising," or any other variation thereof, are intended to cover a non-exclusive inclusion, such that a process, method, article, or terminal that comprises a list of elements does not include only those elements but may include other elements not expressly listed or inherent to such process, method, article, or terminal. Without further limitation, an element defined by the phrase "comprising an … …" does not exclude the presence of other like elements in a process, method, article, or terminal that comprises the element.
The game skill editing method and the game skill editing device provided by the invention are described in detail, and a specific example is applied in the text to explain the principle and the implementation of the invention, and the description of the above embodiment is only used to help understanding the method and the core idea of the invention; meanwhile, for a person skilled in the art, according to the idea of the present invention, there may be variations in the specific embodiments and the application scope, and in summary, the content of the present specification should not be construed as a limitation to the present invention.

Claims (11)

1. A method for editing game skills, comprising:
acquiring skill information of game skill to be edited, wherein the skill information comprises logic control information and logic implementation information;
generating a plurality of skill nodes aiming at the game skill according to the logic control information and the logic realization information;
generating a direction flow diagram according to the plurality of skill nodes, wherein the direction flow diagram is used for controlling the execution of the game skill.
2. The editing method of claim 1, wherein the logic control information comprises a flow relationship for implementing the game skill, the flow relationship comprising at least one of: a sequential relationship, a branching relationship, a cyclic relationship;
the logic implementation information includes action implementation logic of the game skill.
3. The editing method of claim 2, wherein the skill nodes comprise a control class node and a logic class node;
generating a plurality of skill nodes aiming at the game skill according to the logic control information and the logic implementation information, wherein the generating comprises:
generating a control node matched with the game skill according to the logic control information;
and generating a logic class node matched with the game skill according to the logic implementation information.
4. The editing method of claim 3, wherein the directional flow graph comprises a start node;
the method further comprises the following steps:
configuring the game skill activation as a triggering event for the starting node.
5. The editing method according to claim 3, wherein the control class nodes comprise a listening node and a triggering node;
the monitoring node is configured to trigger a logic class node corresponding to the trigger event in the direction flow chart when the monitoring node monitors the trigger event sent by the trigger node, so as to implement action execution of game skills corresponding to the logic class node.
6. The editing method according to claim 5, wherein the triggering event carries index information, and the index information includes an identifier of an event type.
7. The editing method according to claim 3, wherein the control class nodes comprise a hover node, a wake node;
the hovering node is configured to suspend execution of a flow when the flow reaches the hovering node, and to wake up execution of the flow when a wake-up event sent by the waking node is received.
8. The editing method according to claim 1, further comprising:
and configuring a recycling mechanism of the game resources corresponding to the logic class nodes, wherein the recycling mechanism comprises triggering the recycling of the game resources corresponding to the logic nodes according to the life cycles of the logic class nodes.
9. An apparatus for editing game skills, comprising:
the game skill editing device comprises a skill information acquisition module, a skill information editing module and a game editing module, wherein the skill information acquisition module is used for acquiring skill information of game skills to be edited, and the skill information comprises logic control information and logic implementation information;
a skill node generating module, configured to generate a plurality of skill nodes for the game skill according to the logic control information and the logic implementation information;
and the flow chart generation module is used for generating a direction flow chart according to the skill nodes, and the direction flow chart is used for controlling the execution of the game skill.
10. An apparatus, comprising:
one or more processors; and
one or more machine-readable media having instructions stored thereon that, when executed by the one or more processors, cause the apparatus to perform the method of one or more of claims 1-8.
11. One or more machine readable media having instructions stored thereon that, when executed by one or more processors, cause the processors to perform the method of one or more of claims 1-8.
CN201911331073.8A 2019-12-20 2019-12-20 Game skill editing method and device Pending CN110882534A (en)

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CN112221148A (en) * 2020-10-15 2021-01-15 网易(杭州)网络有限公司 Game skill release state synchronization method, server and readable storage medium
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CN111701246A (en) * 2020-06-17 2020-09-25 网易(杭州)网络有限公司 Game AI decision configuration method and device
CN111701246B (en) * 2020-06-17 2024-02-23 网易(杭州)网络有限公司 Decision configuration method and device for game AI
CN111840998A (en) * 2020-06-30 2020-10-30 完美世界(北京)软件科技发展有限公司 Operation control method and apparatus, storage medium, and electronic apparatus
CN111888759A (en) * 2020-07-27 2020-11-06 腾讯科技(深圳)有限公司 Game skill release method, data processing method and device
CN112221148A (en) * 2020-10-15 2021-01-15 网易(杭州)网络有限公司 Game skill release state synchronization method, server and readable storage medium
CN112221148B (en) * 2020-10-15 2024-03-22 网易(杭州)网络有限公司 Game skill release state synchronization method, server and readable storage medium
CN112206522A (en) * 2020-10-19 2021-01-12 珠海金山网络游戏科技有限公司 Role control method and device
CN112221129A (en) * 2020-10-19 2021-01-15 杭州电魂网络科技股份有限公司 Task triggering method and system based on directed graph
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