CN111035932A - Game copy processing method and device, electronic equipment and storage medium - Google Patents

Game copy processing method and device, electronic equipment and storage medium Download PDF

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Publication number
CN111035932A
CN111035932A CN201911334586.4A CN201911334586A CN111035932A CN 111035932 A CN111035932 A CN 111035932A CN 201911334586 A CN201911334586 A CN 201911334586A CN 111035932 A CN111035932 A CN 111035932A
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game
copy
sub
data
client
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CN201911334586.4A
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汤泽江
魏坤
王玉
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Netease Hangzhou Network Co Ltd
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Netease Hangzhou Network Co Ltd
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Priority to CN201911334586.4A priority Critical patent/CN111035932A/en
Publication of CN111035932A publication Critical patent/CN111035932A/en
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • 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

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  • Multimedia (AREA)
  • Management, Administration, Business Operations System, And Electronic Commerce (AREA)

Abstract

The application provides a game copy processing method and device, electronic equipment and a storage medium, and relates to the technical field of network games. The method can be applied to a server, attribute data of a game role corresponding to a game account number of a game client logged in a current game sub-copy are obtained, next sub-copy data are determined according to the attribute data and preset copy data, and the next sub-copy data are sent to the game client, so that the game client can pre-load the next sub-copy data in the running process of the current game sub-copy, a player can quickly jump to the next sub-copy according to the pre-loaded next sub-copy data after finishing the current game sub-copy, quick switching among game sub-copies is realized, invalid game time of the player is shortened, the situation that the player can enter the next sub-copy after waiting for a long time after finishing the current game sub-copy is avoided, and user experience of the player is improved.

Description

Game copy processing method and device, electronic equipment and storage medium
Technical Field
The present application relates to the field of network game technologies, and in particular, to a method and an apparatus for processing a game copy, an electronic device, and a storage medium.
Background
A MMORPG (Multiplayer Online Role playing game) game is one of the Online games, and is popular among game enthusiasts due to the advantages of diversity of scenes and playing methods.
As an important game mode in the MMORPG game, game copy is widely applied, which is to create a complete copy of a play area (including a scene and all entities and events in the scene) for each group of players applying for play, so that each player can experience a complete play flow.
However, the scheme has certain defects, and in order to ensure the durability of the playing method, a plurality of products continuously prolong the playing flow, so that resources required by the playing method are continuously piled up, particularly for games containing multiple copies. Because the copies are created when the player applies for the corresponding playing method, the number of the copies cannot be estimated, and the copies cannot be created and finished just by calling when the server is initialized like a public scene area in the game. Therefore, when a player applies for a copy each time, the player cannot enter the copy immediately, the player needs to wait for the server to create the copy before entering the server, the player needs to wait for a period of time in the process of loading a new copy, the efficiency is low, and the player experience is poor.
Disclosure of Invention
An object of the present application is to provide a method and an apparatus for processing a game copy, an electronic device, and a storage medium, which can solve the technical problem of waiting time for loading a new copy in the prior art, so as to achieve the purpose of improving game experience of a player.
In order to achieve the above purpose, the technical solutions adopted in the embodiments of the present application are as follows:
in a first aspect, an embodiment of the present application provides a game copy processing method, which is applied to a server, and includes: acquiring attribute data of a game role corresponding to a game account of a game client logged in a current game sub-copy; determining next sub-copy data according to the attribute data and preset copy data; and sending the next sub-copy data to the game client, wherein the next sub-copy data is preloaded to the game client in the running process of the current game sub-copy.
Optionally, the method further includes: responding to a copy request signal sent by a game client, and acquiring attribute data of a game role corresponding to a game account of the game client; determining first game sub-copy data according to the attribute data of the game role and preset copy data; and sending the first game sub-copy data to a game client, and loading the first game sub-copy data at the game client.
Optionally, the method further includes: responding to a copy request signal sent by a game client, and determining game sub-copy data according to the copy request signal and preset copy data, wherein the copy request signal comprises the type of the game sub-copy data; and sending the game sub-copy data of the corresponding type to the game client, and loading the game sub-copy data to the game client.
Optionally, the attribute data includes at least one of: the type, the grade, the skill parameter, the virtual prop parameter and the fighting data of the game role.
Optionally, the method further includes: receiving result data of the current game sub-copy sent by the game client; calculating and acquiring reward data according to the result data; and sending the reward data to a game client.
In a second aspect, an embodiment of the present application provides a game copy processing method, applied to a game client, including: sending attribute data of a game role corresponding to the game account of the game client logged in the current game sub-copy to a server; receiving next sub-copy data sent by the server according to the attribute data; and preloading the next sub-copy data in the running process of the current game sub-copy.
Optionally, the method further includes: transmitting a copy request signal to a server; receiving first game sub-copy data sent by a server according to a copy request signal, wherein the first game sub-copy data is determined by attribute data of a game role and preset copy data; the first game sub-copy data is loaded.
Optionally, the method further includes: transmitting a copy request signal to a server, wherein the copy request signal includes a type of the game sub-copy data; receiving game sub-copy data of corresponding types sent by a server according to the copy request signal, wherein the game sub-copy data is determined by the copy request signal and preset copy data; and loading the game sub-copy data.
Optionally, the sending, to the server, attribute data of a game character corresponding to the game account of the game client that logs in the current game sub-copy includes: determining whether the current game sub-copy is the last sub-copy; and if the current game sub-copy is not the last sub-copy, acquiring the attribute data of the game role corresponding to the game account of the game client logged in the current game sub-copy.
Optionally, the method further includes: receiving and storing the bonus data corresponding to the current game sub-copy.
Optionally, after receiving and storing the bonus data corresponding to the current game sub-copy, the method further includes: responding to the operation of the reward touch control, and displaying a reward interface corresponding to the current game sub-copy; or, responding to the copy quitting instruction, and displaying a bonus interface corresponding to the current game sub-copy.
Optionally, after the preloading of the next sub-copy data in the running process of the current game sub-copy, the method further includes: and responding to the end of loading the current game sub-copy, and jumping to a game interface corresponding to the next sub-copy data.
Optionally, the jumping to the game interface corresponding to the next sub-copy data in response to the end of loading the current game sub-copy includes: responding to the end of the current game sub-copy, and determining whether the preloading of the next sub-copy data is finished; if the preloading is finished, jumping to a game interface corresponding to the next sub-copy data; or if the preloading is not finished, jumping to a game interface corresponding to the next sub-copy data after the preloading of the next sub-copy data is finished.
Optionally, the attribute data includes at least one of: the type, the grade, the skill parameter, the virtual prop parameter and the fighting data of the game role.
In a third aspect, an embodiment of the present application provides a game copy processing apparatus, which may be applied to a server, and includes: the device comprises an acquisition module, a determination module and a sending module.
The acquisition module is used for acquiring attribute data of a game role corresponding to a game account of a game client logged in the current game sub-copy; the determining module is used for determining next sub-copy data according to the attribute data and preset copy data; and the sending module is used for sending the next sub-copy data to the game client, wherein the next sub-copy data is preloaded to the game client in the running process of the current game sub-copy.
Optionally, the apparatus further comprises: the first response module is used for responding to a copy request signal sent by a game client and acquiring attribute data of a game role corresponding to a game account of the game client; determining first game sub-copy data according to the attribute data of the game role and preset copy data; and sending the first game sub-copy data to a game client, and loading the first game sub-copy data at the game client.
Optionally, the apparatus further comprises: the second response module is used for responding to a copy request signal sent by a game client and determining game sub-copy data according to the copy request signal and preset copy data, wherein the copy request signal comprises the type of the game sub-copy data; and sending the game sub-copy data of the corresponding type to the game client, and loading the game sub-copy data to the game client.
Optionally, the attribute data includes at least one of: the type, the grade, the skill parameter, the virtual prop parameter and the fighting data of the game role.
Optionally, the apparatus further comprises: the computing module is used for receiving result data of the current game sub-copy sent by the game client; calculating and acquiring reward data according to the result data; and sending the reward data to a game client.
In a fourth aspect, an embodiment of the present application provides a game copy processing apparatus, which is applied to a game client, and includes: the device comprises a first sending module, a first receiving module and a preloading module.
The first sending module is used for sending attribute data of a game role corresponding to the game account of the game client logged in the current game sub-copy to a server; the first receiving module is used for receiving the next sub-copy data sent by the server according to the attribute data; and the preloading module is used for preloading next sub-copy data in the running process of the current game sub-copy.
Optionally, the apparatus further comprises: the device comprises a second sending module, a second receiving module and a first loading module.
The second sending module is used for sending a copy request signal to the server; the second receiving module is used for receiving the first game sub-copy data sent by the server according to the copy request signal, wherein the first game sub-copy data is determined by the attribute data of the game role and preset copy data; and the first loading module is used for loading the data of the first game sub-copy.
Optionally, the apparatus further comprises: the device comprises a third sending module, a third receiving module and a second loading module.
The third sending module is used for sending a copy request signal to the server, wherein the copy request signal comprises the type of the game sub-copy data; the third receiving module is used for receiving the game sub-copy data of the corresponding type sent by the server according to the copy request signal, wherein the game sub-copy data is determined by the copy request signal and preset copy data; and the second loading module is used for loading the game sub-copy data.
Optionally, the first sending module is specifically configured to determine whether the current game sub-copy is the last sub-copy; and if the current game sub-copy is not the last sub-copy, acquiring the attribute data of the game role corresponding to the game account of the game client logged in the current game sub-copy.
Optionally, the apparatus further comprises: and the storage module is used for receiving and storing the reward data corresponding to the current game sub-copy.
Optionally, the storage module is further configured to, in response to an operation of the bonus touch control, display a bonus interface corresponding to the current game sub-copy; or, responding to the copy quitting instruction, and displaying a bonus interface corresponding to the current game sub-copy.
Optionally, the apparatus further comprises: and the jumping module is used for responding to the end of loading the current game sub-copy and jumping to a game interface corresponding to the next sub-copy data.
Optionally, the skip module is specifically configured to determine whether preloading of next sub-copy data is completed in response to the end of the current game sub-copy; if the preloading is finished, jumping to a game interface corresponding to the next sub-copy data; or if the preloading is not finished, jumping to a game interface corresponding to the next sub-copy data after the preloading of the next sub-copy data is finished.
Optionally, the attribute data includes at least one of: the type, the grade, the skill parameter, the virtual prop parameter and the fighting data of the game role.
In a fifth aspect, an embodiment of the present application provides an electronic device, including: the game system comprises a processor, a storage medium and a bus, wherein the storage medium stores machine-readable instructions executable by the processor, when the electronic device runs, the processor and the storage medium are communicated through the bus, and the processor executes the machine-readable instructions to execute the steps of the game copy processing method of the first aspect or the second aspect.
In a sixth aspect, embodiments of the present application provide a storage medium, on which a computer program is stored, where the computer program is executed by a processor to perform the steps of the game copy processing method according to the first aspect or the second aspect.
The beneficial effect of this application is:
in the game copy processing method, the apparatus, the electronic device, and the storage medium provided in the embodiments of the present application, the method may be applied to a server, and the method may include obtaining attribute data of a game character corresponding to a game account of a game client logged in a current game sub-copy, determining next sub-copy data according to the attribute data and preset copy data, and sending the next sub-copy data to the game client, so that the game client may pre-load the next sub-copy data during a running process of the current game sub-copy, so that a player may quickly jump to a next sub-copy according to the pre-loaded next sub-copy data after completing the current game sub-copy, thereby realizing quick switching between game sub-copies, reducing invalid game time of the player, and preventing the player from entering the next sub-copy after completing the current game sub-copy and needing to wait for a long time, the user experience of the player is improved.
Drawings
In order to more clearly illustrate the technical solutions of the embodiments of the present application, the drawings that are required to be used in the embodiments will be briefly described below, it should be understood that the following drawings only illustrate some embodiments of the present application and therefore should not be considered as limiting the scope, and for those skilled in the art, other related drawings can be obtained from the drawings without inventive effort.
FIG. 1 is a schematic flow chart illustrating a method for processing a game copy according to an embodiment of the present disclosure;
FIG. 2 is a schematic flow chart illustrating another game copy processing method according to an embodiment of the present disclosure;
FIG. 3 is a schematic flow chart illustrating another game copy processing method according to an embodiment of the present disclosure;
FIG. 4 is a schematic flow chart illustrating another game copy processing method according to an embodiment of the present disclosure;
FIG. 5 is a schematic flow chart illustrating another game copy processing method according to an embodiment of the present disclosure;
FIG. 6 is a schematic flow chart illustrating another game copy processing method according to an embodiment of the present disclosure;
FIG. 7 is a schematic flow chart illustrating another game copy processing method according to an embodiment of the present application;
FIG. 8 is a schematic flow chart illustrating another game copy processing method according to an embodiment of the present disclosure;
FIG. 9 is a schematic flow chart illustrating a further method for processing a game copy according to an embodiment of the present application;
FIG. 10 is a logic diagram of an application for game sub-copies according to an embodiment of the present application;
FIG. 11 is a schematic diagram illustrating a breakthrough logic of a game level according to an embodiment of the present disclosure;
FIG. 12 is a schematic structural diagram of a game copy loading apparatus according to an embodiment of the present disclosure;
FIG. 13 is a schematic structural diagram of another game copy loading apparatus according to an embodiment of the present disclosure;
FIG. 14 is a schematic structural diagram of another game copy loading apparatus according to an embodiment of the present disclosure;
FIG. 15 is a schematic structural diagram of another game copy loading apparatus according to an embodiment of the present application;
fig. 16 is a schematic structural diagram of an electronic device according to an embodiment of the present application.
Detailed Description
In order to make the objects, technical solutions and advantages of the embodiments of the present application clearer, the technical solutions in the embodiments of the present application will be clearly and completely described below with reference to the drawings in the embodiments of the present application, and it is obvious that the described embodiments are some embodiments of the present application, but not all embodiments. The components of the embodiments of the present application, generally described and illustrated in the figures herein, can be arranged and designed in a wide variety of different configurations.
Thus, the following detailed description of the embodiments of the present application, presented in the accompanying drawings, is not intended to limit the scope of the claimed application, but is merely representative of selected embodiments of the application. 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 application.
It should be noted that: like reference numbers and letters refer to like items in the following figures, and thus, once an item is defined in one figure, it need not be further defined and explained in subsequent figures.
Fig. 1 is a schematic flowchart of a game copy processing method provided in an embodiment of the present application, where the method may be applied to a server interacting with a game client, as shown in fig. 1, where the method includes:
s101, acquiring attribute data of a game role corresponding to a game account of a game client logged in the current game sub-copy.
The game copy is a special playing method in the game, and the copy mainly brings the output of equipment, props and game resources for the player and meets the game progress of the player. Specifically, each time a player (and teammates) is ready to participate in a certain mission, a corresponding separate area is generated in the game for the player and the teammates to search, hundreds of players may play a final boss at the same time, but they do not fight on the same map but in hundreds of identical separate scenes without mutual interference. The presence of the copy solves the problem of resource allocation in game design, and the independence of the copy enables different styles to be presented in different types of games, and the player will have a more challenging game experience.
In this embodiment, the game sub-copy may be a subset of the multiple copies in the game. Optionally, a game sub-copy may include one or more game stages, the game sub-copy may include game logic formed by game scenes in the game stages and virtual objects set in the scenes, and the play life length of the copy may be greatly extended through combination between different stages. The game scene in the game level may include various types of scene elements, such as terrain elements (e.g., plain, mountain, river, road, etc.), vegetation elements (e.g., grassland, flower, tree, etc.), and architectural elements (e.g., various types of houses, lighthouses, etc.). In addition, the virtual objects set in the game scene may include, for example, a monster character, an NPC character, etc., and the type, game value (e.g., force value, life value, skill value, etc.), and specific position in the game scene of each virtual object may be set in advance by the developer.
In this embodiment, first, attribute data of a game character corresponding to a game account of a game client registered in a current game sub-copy is acquired by a server. The game account of the game client currently logs in a game sub-copy, and accordingly attribute data of a game role corresponding to the game account is acquired. Because the game account number is already logged in the game sub-copy, the current state of the game character can be that the game sub-copy is in progress, and the attribute data of the game character can be updated in real time, for example, when a certain battle in the game sub-copy is over, if the game character wins the battle, the experience value and the level of the game character can be correspondingly improved, so that the attribute data of the game character after synchronous updating can be obtained.
Optionally, the attribute data of the game character includes: the type, the grade, the skill parameter, the virtual prop parameter and the fighting data of the game role. Among them, for example, in the moba game, the types of game characters may include: attack type, defense type, shooting type and treatment type, and various types of game characters have different corresponding skill configurations. Taking a shooting character as an example, it is good at long-distance attack and has an attack means that can provide attack in a range of a plurality of enemy units, but because physical strength is low and it is disadvantageous in close range combat, it is basically necessary to keep a certain distance from the enemy units to perform combat. In addition, the game level may then characterize the current game state of the game character, e.g., the higher the level, the greater the corresponding ability of the game character. The skill parameter is a specific parameter of a certain skill possessed by the game character, for example, the attack value of the game character is 100, which indicates that the game character can cause 100-point injury to the monster each time the attack skill is released. In many games, virtual items may be rides or weapons of game characters in the game, for which virtual items there are also corresponding functional parameters, such as attack values, defense values, and the like. And the combat data of the game character can be the number of enemy hits, hit rate, combat time, attack speed, winning rate and the like.
And S102, determining next sub-copy data according to the attribute data and the preset copy data.
Optionally, the preset copy data may be data that is set by a developer in advance and is common to all copies, or may be data corresponding to a specific sub-copy. The preset copy data may include game scenes and parameters related to virtual objects set in the scenes, for example, game map data corresponding to the game scenes in the copy, basic attributes of virtual objects such as one or more monster characters set in the game scenes, or NPCs (for example, monster categories, organ positions, corresponding behavior mechanisms, etc.), and of course, preset configuration parameters may also be included, which are parameters such as basic earnings of the player in the next sub-copy (next game stage), where the basic earnings of the player may represent basic earnings of the player in breaking a certain game stage (for example, virtual props awarded), but not limited thereto, the developer may set the parameters according to actual application scenes.
Optionally, after acquiring the attribute data of the game role corresponding to the game account of the game client logged in the current game sub-copy, the server may calculate the correlation coefficient of the next sub-copy according to at least part of the attribute data. For example, parameters such as a level coefficient of a monster character in the next sub-copy, a difficulty coefficient of a level, and an expected profit coefficient of a player are described herein, which is taken as an example in the embodiments of the present application. The difficulty coefficient of the level can be calculated by the level, the gate, the battle performance, the repair strength and the like of the game role controlled by the player, and then the data of the next sub-copy can be determined according to the correlation coefficient of the next sub-copy and the preset copy data. Specifically, the difficulty coefficient may be inserted into various calculation formulas configured in advance (for example, y ═ ax)2+ bx + c, x may be a difficulty coefficient of the checkpoint, and a, b, c may be pre-configured related weight parameters), and then may calculate data such as the number of monsters, strength, organ type, and the like corresponding to the next sub-copy data.
S103, sending the next sub-copy data to the game client, wherein the next sub-copy data is pre-loaded to the game client in the running process of the current game sub-copy.
The game client can preload the next sub-copy data in the running process of the current game sub-copy by sending the next sub-copy data to the game client, and then a player can quickly jump to the next sub-copy according to the preloaded next sub-copy data after finishing the game level corresponding to the current sub-copy, so that the quick switching between the game copies is realized, the invalid game time of the player is reduced, the situation that the next sub-copy can be accessed after long-time waiting is avoided after the current game sub-copy is finished is avoided, and the user experience of the player is improved.
To sum up, the method for processing a game copy provided in the embodiments of the present application can be applied to a server, and by obtaining attribute data of a game character corresponding to a game account number of a game client logged in a current game sub-copy, determining next sub-copy data according to the attribute data and preset copy data, and sending the next sub-copy data to the game client, the game client can pre-load the next sub-copy data during the running process of the current game sub-copy, so that a player can quickly jump to a next sub-copy according to the pre-loaded next sub-copy data after completing the current game sub-copy, thereby realizing quick switching between game sub-copies, reducing invalid game time of the player, and avoiding the situation that the player needs to wait for a long time before entering the next sub-copy after completing the current game sub-copy, the user experience of the player is improved.
FIG. 2 is a schematic flow chart illustrating another game copy processing method according to an embodiment of the present disclosure; optionally, when the player starts the game copy, the first game sub-copy needs to be started in the initial state, and at this time, the first game sub-copy is not preloaded, the game client needs to request the server to send the relevant first game sub-copy and load the relevant first game sub-copy. The first game sub-copy may be a first game stage of a certain copy or the latest game stage that the player has allowed to enter through break-through during the previous game, and is not limited in particular.
As shown in fig. 2, the method further includes:
s201, responding to a copy request signal sent by a game client, and acquiring attribute data of a game role corresponding to a game account of the game client.
S201, determining first game sub-copy data according to the attribute data of the game role and preset copy data.
S203, sending the first game sub-copy data to a game client, and loading the first game sub-copy data at the game client.
The copy request signal may be a signal sent by the game client to the server when a game role corresponding to a game account of the game client starts a copy, and the copy request signal may be used to request to acquire first game sub-copy data corresponding to a certain game level and enter the game level.
In this embodiment, the copy request signal may carry information related to the game account, and the server may respond to the copy request signal to obtain attribute data of a game role corresponding to the game account of the game client, and further determine the first game sub-copy data according to the attribute data and preset copy data. For example, the game character has passed the first three relations of the game copy in the history game, so that in the game process, even if the game character starts the copy for the first time, the server can directly acquire the sub-copy data of the fourth relation according to the attribute data and the preset copy data, and send the sub-copy data of the fourth relation to the game client, and the game client can directly enter the fourth relation of the copy after receiving the sub-copy data of the fourth relation, thereby avoiding the player from selecting the game stage after opening the copy each time, and improving the user experience of the player. It should be noted that, according to an actual application, the first game sub-copy data may be determined according to the real-time attribute data of the game character and the preset copy data, or may be configured in advance by a developer, and this application is not limited herein, and the attribute data of the game character and the preset copy data may refer to the above-mentioned relevant parts, and this application is not described herein again.
Fig. 3 is a schematic flow chart of another game copy processing method according to an embodiment of the present application. Optionally, different from the embodiment shown in fig. 2, in this embodiment, when the player starts a game copy, the game client may directly carry the specifically requested content in the copy request signal, and further receive the game sub-copy data fed back by the server. As shown in fig. 3, the method further includes:
s301, responding to a copy request signal sent by a game client, and determining game sub-copy data according to the copy request signal and preset copy data, wherein the copy request signal comprises the type of the game sub-copy data.
The copy request signal may also be a signal sent to the server by the game client when the game level is first entered (game sub-copy is first loaded), where the copy request signal may include the type of the game sub-copy data (e.g., which type of copy is entered), information of the player to be matched (e.g., with which levels of other players are rushed through), and the server may determine, in response to the copy request signal sent by a game client, that the game sub-copy data enters the corresponding game level according to the copy request signal and preset copy data, so that the corresponding game level may be entered according to a request requirement of the player, and user experience of the player may be improved.
It should be noted that, reference may be made to the relevant portions above for the preset duplicate data, and details of this application are not described herein again.
S302, sending the game sub-copy data of the corresponding type to the game client, and loading the game sub-copy data to the game client.
After determining the game sub-copy data of the corresponding type according to the copy request signal and the preset copy data, the server can send the game sub-copy data of the corresponding type to the game client, and then the game client can load the game sub-copy according to the game sub-copy data and enter the corresponding game level, so that the game sub-copy is quickly loaded, invalid game time of a player is reduced, the situation that the player can enter the next sub-copy after finishing the current game sub-copy is avoided, and user experience of the player is improved.
Optionally, the attribute data includes at least one of the following: the specific contents of the type, level, skill parameter, virtual item parameter, and combat data of the game character can be referred to the related parts, which are not described herein again. Of course, it should be noted that the attribute data is not limited to this, and may include other parameters according to the actual application scenario.
Fig. 4 is a schematic flow chart of another game copy processing method according to an embodiment of the present application. Optionally, as shown in fig. 4, the method further includes:
s401, result data of the current game sub-copy sent by the game client side are received.
And S402, calculating and acquiring reward data according to the result data.
And S403, transmitting the reward data to the game client.
The result data can be breakthrough data of a game level corresponding to the current game sub-copy, such as whether breakthrough is successful, breakthrough duration, breakthrough level and the like, the application is not limited herein, and the server can calculate and acquire reward data according to the result data after receiving the result data; after the bonus data is generated, the bonus data can be sent to the game client side, so that the game client side can generate corresponding game prizes according to the bonus data to be displayed in a game interface for a player to draw, and the achievement feeling of the game of the player is improved.
Fig. 5 is a schematic flowchart of another game copy processing method according to an embodiment of the present application. The execution subject of the method may be a game client interacting with the server, and the game client may be integrated in various terminals, such as a mobile phone, a tablet computer, a wearable device, and the like, as shown in fig. 5, the method includes:
s501, attribute data of the game role corresponding to the game account of the game client logged in the current game sub-copy is sent to the server.
And S502, receiving the next sub-copy data sent by the server according to the attribute data.
S503, preloading next sub-copy data in the running process of the current game sub-copy.
The game client side can send the attribute data of the game role to the server, so that after the server obtains the attribute data, next sub-copy data can be determined according to the attribute data and preset copy data, the next sub-copy data is sent to the game client side, the game client side can receive the next sub-copy data, the next sub-copy data is preloaded in the running process of the current game sub-copy, a player can quickly jump to the next sub-copy according to the preloaded next sub-copy data after finishing the current game stage, the quick switching among game copies is realized, the invalid game time of the player is reduced, the situation that after the current game sub-copy is finished, the next sub-copy can be entered after long-time waiting is avoided, and the user experience of the player is improved. Optionally, the attribute data comprises at least one of: the specific contents of the types, the levels, the skill parameters, the virtual item parameters, the fighting data, and the like of the game characters can be referred to the related contents, and the details are not repeated herein.
Fig. 6 is a schematic flow diagram of another game copy processing method provided in this embodiment of the application, where fig. 6 is an interaction process corresponding to fig. 2, optionally, in this embodiment, when a player starts a game copy, a first game sub-copy needs to be started in an initial state, and at this time, the first game sub-copy is not preloaded, a game client needs to request a server to send a relevant first game sub-copy and load the first game sub-copy, as shown in fig. 6, the interaction process may include the following methods:
s601, sending a copy request signal to a server.
S602, receiving first game sub-copy data sent by the server according to the copy request signal, wherein the first game sub-copy data is determined by the attribute data of the game role and preset copy data.
S603, loading the first game sub-copy data.
The game client side can send copy request information to the server, the copy request signal can carry attribute data of a game role corresponding to the game account number, the server can respond to the copy request signal to obtain the attribute data of the game role corresponding to the game account number of the game client side, further the first game sub-copy data can be determined according to the attribute data and preset copy data, the first game sub-copy data is sent to the game client side, when the game client side receives the first game sub-copy data, the first game sub-copy data can be loaded on the game client side, a corresponding game stage is entered, a stage is prevented from being selected after a player opens a copy each time, and user experience of the player is improved.
Fig. 7 is a schematic flowchart of another game copy processing method provided in an embodiment of the present application, where fig. 7 is an interactive process corresponding to fig. 3, and optionally, in this embodiment, when a player starts a game copy, a game client may directly carry specifically requested content (for example, copy type information, information of a player to be matched, and the like) in a copy request signal, and further receive game sub-copy data fed back by a server and load the game sub-copy data, as shown in fig. 7, where the method further includes:
s701, a copy request signal is sent to a server, wherein the copy request signal comprises the type of the game sub-copy data.
S702, receiving the game sub-copy data of the corresponding type sent by the server according to the copy request signal, wherein the game sub-copy data is determined by the copy request signal and preset copy data.
And S703, loading the game sub-copy data.
The copy request signal may also be a signal sent to the server when the player first enters the game, and the copy request signal may include the type of the game sub-copy data (e.g., which type of copy is entered), information of the player to be matched (e.g., which level of other players are cleared together), and the like; optionally, the server may respond to the copy request signal sent by a game client, determine game sub-copy data according to the copy request signal and preset copy data, send the game sub-copy data to the game client, and the game client may receive the game sub-copy data sent by the server, and further load the game sub-copy data into a corresponding game level, so that a corresponding game level may be entered according to a request requirement of a player, and user experience of the player is improved.
Fig. 8 is a schematic flowchart of another game copy processing method according to an embodiment of the present application. Optionally, as shown in fig. 8, the sending, to the server, attribute data of a game character corresponding to the game account of the game client registered in the current game sub-copy includes:
s801, determining whether the current game sub-copy is the last sub-copy.
S802, if the current game sub-copy is not the last sub-copy, obtaining the attribute data of the game role corresponding to the game account of the game client logged in the current game sub-copy.
Optionally, the last sub-copy may be a game sub-copy corresponding to the last game level, and the determining of whether the current game sub-copy is the last sub-copy may be used to determine whether to acquire attribute data of a game role corresponding to a game account of a game client logged in the current game sub-copy, where if the current game sub-copy is not the last sub-copy, the attribute data of the current game sub-copy is acquired to prepare for loading of a next game copy, and optionally, if the current game sub-copy is the last sub-copy, the attribute data of the current game sub-copy is not acquired, which may play a role in reducing data processing pressure of the game client.
Optionally, the method further includes: receiving and storing the bonus data corresponding to the current game sub-copy.
The bonus data may correspond to a game prize obtained by the player after the game break-through is finished, and optionally, the player may directly enter the next game stage without stopping after the current game stage is finished. Therefore, the server can calculate and acquire corresponding reward data according to the result data of the current game sub-copy sent by the game client, and send the reward data to the game client, the game client can receive and store the reward data, and when the player wants to acquire the game prize, the game client displays the game prize to the player, so that the interruption of a game level is avoided, and the game experience of the player is poor; or, the game prize may be displayed to the player after the player completes one stage of the copy, so that the player participates in the game playing method to form positive feedback, wherein one stage may correspond to one progress level, and one progress level may be set at intervals of a plurality of game levels.
It should be noted that, the bonus data corresponding to the current game sub-copy may also be stored in the server, for example, the bonus data obtained by each time the player breaks through may be stored in a data layer that can be stored offline, and when the player needs to obtain a game prize, the bonus data is sent to the game client, and the game client receives and stores the bonus data corresponding to the current game sub-copy, and then displays the corresponding game prize through the game client.
Optionally, after receiving and storing the bonus data corresponding to the current game sub-copy, the method further includes: responding to the operation of the reward touch control, and displaying a reward interface corresponding to the current game sub-copy; or, responding to the copy quitting instruction, and displaying a bonus interface corresponding to the current game sub-copy.
The reward touch control can correspond to a touch key in the game interface and can be used for obtaining a game prize corresponding to the current game sub-copy through player operation. For example, when the player operates the bonus touch control, the game client may respond to the operation of the bonus touch control and display a bonus interface corresponding to the current game sub-copy, and the player may receive a corresponding game prize in the bonus interface.
The copy quitting instruction can be used for quitting the current multiple copies, namely after the player does not play the copy game any more, the game client responds to the copy quitting instruction and displays the reward interface corresponding to the current game sub-copy, and the player can receive the corresponding game prize through the reward interface, wherein the copy quitting instruction can be input through a quitting control, voice input and the like in the game interface and is sent to the server through the game client.
In addition, optionally, for each player, the player can also be given an appropriate initial level according to the historical data of the player, and the game of all the front levels is given free, for example, a progress level (1 level, 6 levels, 11 levels, 16 levels, etc.) can be designed at 5 levels, if the player reaches 14 levels, the next entry will be continued from 11 levels, so that the problem that the player with a higher level needs to play too many low-level levels every day can be avoided, the burden of the player is reduced, and the interest of the player in participating in the game is increased.
Optionally, after the preloading of the next sub-copy data in the running process of the current game sub-copy, the method further includes:
and responding to the end of loading the current game sub-copy, and jumping to a game interface corresponding to the next sub-copy data.
After the game client loads the next sub-copy data, the game client can jump to the game interface corresponding to the next sub-copy data after the next sub-copy data is loaded, and certainly, the game client can jump to the game interface corresponding to the next sub-copy data in response to the running end of the current game sub-copy during jumping, so that the current game sub-copy can be quickly jumped to the next sub-copy, long-time waiting between the current game sub-copy and the next sub-copy is avoided, and the user experience of a player is improved.
Fig. 9 is a schematic flowchart of another game copy processing method according to an embodiment of the present application. Optionally, as shown in fig. 9, the jumping to the game interface corresponding to the next sub-copy data in response to the end of loading the current game sub-copy includes:
and S901, responding to the end of the current game sub-copy, and determining whether the preloading of the next sub-copy data is finished.
S902, if the preloading is finished, jumping to a game interface corresponding to the next sub-copy data; or if the preloading is not finished, jumping to a game interface corresponding to the next sub-copy data after the preloading of the next sub-copy data is finished.
When the game client finishes loading the current game sub-copy, whether the preloading of the next sub-copy data is finished can be determined, and if the preloading is finished, the game client can jump to a game interface corresponding to the next sub-copy data according to the preloaded next sub-copy data; if the preloading is not finished, jumping to the game interface corresponding to the next sub-copy data after the next sub-copy data is preloaded, so that the situation that the game client cannot jump to the game interface corresponding to the next sub-copy data under the abnormal condition and when the preloading of the next sub-copy data is not finished is avoided, namely complete processing is also performed under the abnormal condition, and excellent player experience is provided.
In addition, it should be noted that, because the application is based on multiple copies, the player can be dispersed into a sufficiently sparse area according to a certain rule in the loading process of the game copy, so that excessive aggregation of the player in a certain area can be avoided, and the effects of taking the performance of the server into consideration and improving the game experience of the player to the greatest extent can be achieved.
Fig. 10 is a logic diagram of an application for game sub-copy according to an embodiment of the present application. Alternatively, as shown in fig. 10, the logic of the game sub-copy application may be distributed over three logic entities, namely, the Player's own Player (character) entity, copy service, and copy scenario service, that is, the copy server of the game is split according to the function, and may be set as at least two independent processes providing the copy service and the copy scenario service, or two independent servers, so as to improve the processing efficiency of the copy server. When the game client applies for the game sub-copy, the application request is reported layer by layer, and then the server issues the request layer by layer after acquiring the resources.
In fig. 10, the examination condition may be used for the server to examine the participation limitation condition of the sub-copy level, such as the level, the gate, the battle force, the battle performance, etc.; the operation of cleaning the environment can be that the server needs to clean some systems and history caches when the player enters some playing methods; the resources of the copy can be divided into two blocks of logic entities and scene entities, the copy service is used for processing copy logic entity allocation, the scene service is used for processing copy scene entity allocation, when a game client side initiates a copy application request to a server, the copy server adds the application into a copy logic entity allocation queue, after the copy logic entity is allocated, the copy server initiates a scene application request to the scene server, the scene service adds the application into a copy scene entity allocation queue, after a scene is created, the copy can be further created, a copy admission certificate is issued to the game client side, and the game client side is invited to enter.
Fig. 11 is a schematic view of a breakthrough logic of a game stage according to an embodiment of the present disclosure. As shown in fig. 11, one part is a breakthrough process initiated by the game client actively, and the other part is a loading process initiated by the server automatically; the method comprises the steps that for a breakthrough process actively initiated by a game client, namely when a player performs breakthrough, whether the player is the last breakthrough or not needs to be judged, if the player is not the last breakthrough and the next breakthrough is loaded on a replica server, the next breakthrough is normally jumped in, and the situation that when the current game checkpoint jumps to the next game checkpoint, the player needs to wait for the creation of the next sub-replica, the waiting time of the player is long, the game experience is poor is avoided, and if the player is the last breakthrough, a prompt message informing the player of jumping out can be sent to the player; the loading process automatically initiated by the server can correspond to the abnormal handling condition, namely, if the player breaks through the gate at an excessively high speed and the next gate copy is not completely created, the next gate needs to be loaded in a mode automatically initiated by the server.
It should be noted that the logic of the loading flows in the two parts can be reused, and the same part is not repeated in the present application, and the boundary conditions of various playing methods in the game running process are optimized through the setting of the two types of breakthrough logic, so that the experience of the player under extreme conditions (for example, if the breakthrough speed of the player is too high, the next breakthrough copy is not completed yet) is ensured, and the sense of substitution is enhanced.
Fig. 12 is a schematic structural diagram of a game copy loading apparatus according to an embodiment of the present application, the basic principle and the resulting technical effects of the apparatus are the same as those of the foregoing corresponding method embodiment, and for a brief description, the corresponding contents in the method embodiment may be referred to for parts not mentioned in this embodiment, as shown in fig. 12, the apparatus includes: an obtaining module 110, a determining module 120 and a sending module 130.
An obtaining module 110, configured to obtain attribute data of a game role corresponding to a game account of a game client that logs in a current game sub-copy; a determining module 120, configured to determine next sub-copy data according to the attribute data and preset copy data; and a sending module 130, configured to send the next sub-copy data to the game client, where the next sub-copy data is preloaded in the game client during the running process of the current game sub-copy.
Fig. 13 is a schematic structural diagram of another game copy loading device according to an embodiment of the present application. Optionally, as shown in fig. 13, the apparatus further includes: the first response module 140 is configured to respond to a copy request signal sent by a game client, and acquire attribute data of a game role corresponding to a game account of the game client; determining first game sub-copy data according to the attribute data of the game role and preset copy data; and sending the first game sub-copy data to a game client, and loading the first game sub-copy data at the game client.
Optionally, as shown in fig. 13, the apparatus further includes: a second response module 150, configured to respond to a copy request signal sent by a game client, and determine game sub-copy data according to the copy request signal and preset copy data, where the copy request signal includes a type of the game sub-copy data; and sending the game sub-copy data of the corresponding type to the game client, and loading the game sub-copy data to the game client.
Optionally, the attribute data includes at least one of: the type, the grade, the skill parameter, the virtual prop parameter and the fighting data of the game role.
Optionally, as shown in fig. 13, the apparatus further includes: a computing module 160, configured to respond to result data of the current game sub-copy sent by the game client; calculating and acquiring reward data according to the result data; and sending the reward data to a game client.
Fig. 14 is a schematic structural diagram of another game copy loading apparatus provided in this embodiment of the present application, the basic principle and the resulting technical effect of the apparatus are the same as those of the foregoing corresponding method embodiment, and for a brief description, the corresponding contents in the method embodiment may be referred to for parts not mentioned in this embodiment, as shown in fig. 14, the apparatus includes: a first sending module 210, a first receiving module 220, and a preloading module 230.
A first sending module 210, configured to send, to a server, attribute data of a game role corresponding to a game account of the game client that logs in a current game sub-copy; a first receiving module 220, configured to receive next sub-copy data sent by the server according to the attribute data; and the preloading module 230 is used for preloading the next sub-copy data in the running process of the current game sub-copy.
Fig. 15 is a schematic structural diagram of another game copy loading device according to an embodiment of the present application. Optionally, as shown in fig. 15, the apparatus further includes: a second sending module 240, a second receiving module 250, and a first loading module 260.
A second sending module 240, configured to send a copy request signal to the server; a second receiving module 250, configured to receive first game sub-copy data sent by the server according to the copy request signal, where the first game sub-copy data is determined by attribute data of a game character and preset copy data; a first loading module 260 for loading the first game sub-copy data.
Optionally, the apparatus further comprises: the device comprises a third sending module, a third receiving module and a second loading module.
The third sending module is used for sending a copy request signal to the server, wherein the copy request signal comprises the type of the game sub-copy data; the third receiving module is used for receiving the game sub-copy data of the corresponding type sent by the server according to the copy request signal, wherein the game sub-copy data is determined by the copy request signal and preset copy data; and the second loading module is used for loading the game sub-copy data.
Optionally, the first sending module is specifically configured to determine whether the current game sub-copy is the last sub-copy; and if the current game sub-copy is not the last sub-copy, acquiring the attribute data of the game role corresponding to the game account of the game client logged in the current game sub-copy.
Optionally, the apparatus further comprises: and the storage module is used for receiving and storing the reward data corresponding to the current game sub-copy.
Optionally, the storage module is further configured to, in response to an operation of the bonus touch control, display a bonus interface corresponding to the current game sub-copy; or, responding to the copy quitting instruction, and displaying a bonus interface corresponding to the current game sub-copy.
Optionally, the apparatus further comprises: and the jumping module is used for responding to the end of loading the current game sub-copy and jumping to a game interface corresponding to the next sub-copy data.
Optionally, the skip module is specifically configured to determine whether preloading of next sub-copy data is completed in response to the end of the current game sub-copy; if the preloading is finished, jumping to a game interface corresponding to the next sub-copy data; or if the preloading is not finished, jumping to a game interface corresponding to the next sub-copy data after the preloading of the next sub-copy data is finished.
Optionally, the attribute data includes at least one of: the type, the grade, the skill parameter, the virtual prop parameter and the fighting data of the game role.
The above-mentioned apparatus is used for executing the method provided by the foregoing embodiment, and the implementation principle and technical effect are similar, which are not described herein again.
These above modules may be one or more integrated circuits configured to implement the above methods, such as: one or more Application Specific Integrated Circuits (ASICs), or one or more microprocessors (DSPs), or one or more Field Programmable Gate Arrays (FPGAs), among others. For another example, when one of the above modules is implemented in the form of a processing element scheduler code, the processing element may be a general-purpose processor, such as a Central Processing Unit (CPU) or other processor capable of calling program code. For another example, these modules may be integrated together and implemented in the form of a system-on-a-chip (SOC).
Fig. 16 is a schematic structural diagram of an electronic device according to an embodiment of the present application. As shown in fig. 16, the electronic device may include: a processor 510, a storage medium 520, and a bus 530, the storage medium 520 storing machine-readable instructions executable by the processor 510, the processor 510 communicating with the storage medium 520 via the bus 530 when the electronic device is operating, the processor 510 executing the machine-readable instructions to perform the steps of the above-described method embodiments. The specific implementation and technical effects are similar, and are not described herein again.
Optionally, the present application further provides a storage medium, on which a computer program is stored, and when the computer program is executed by a processor, the computer program performs the steps of the above method embodiments. The specific implementation and technical effects are similar, and are not described herein again.
In the several embodiments provided in the present application, it should be understood that the disclosed apparatus and method may be implemented in other ways. 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 application 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, or in a form of hardware plus a software functional unit.
The integrated unit implemented in the form of a software functional unit may be stored in a computer readable storage medium. The software functional unit is stored in a storage medium and includes several instructions for enabling a computer device (which may be a personal computer, a server, or a network device) or a processor (processor) to perform some steps of the methods according to the embodiments of the present application. 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.
It is noted that, in this document, 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 apparatus 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 apparatus. Without further limitation, an element defined by the phrase "comprising an … …" does not exclude the presence of other identical elements in a process, method, article, or apparatus that comprises the element.
The above description is only a preferred embodiment of the present application and is not intended to limit the present application, and various modifications and changes may be made by those skilled in the art. Any modification, equivalent replacement, improvement and the like made within the spirit and principle of the present application shall be included in the protection scope of the present application. It should be noted that: like reference numbers and letters refer to like items in the following figures, and thus, once an item is defined in one figure, it need not be further defined and explained in subsequent figures. The above description is only a preferred embodiment of the present application and is not intended to limit the present application, and various modifications and changes may be made by those skilled in the art. Any modification, equivalent replacement, improvement and the like made within the spirit and principle of the present application shall be included in the protection scope of the present application.

Claims (17)

1. A game copy processing method is applied to a server and comprises the following steps:
acquiring attribute data of a game role corresponding to a game account of a game client logged in a current game sub-copy;
determining next sub-copy data according to the attribute data and preset copy data;
and sending the next sub-copy data to a game client, wherein the next sub-copy data is preloaded to the game client in the running process of the current game sub-copy.
2. The method of claim 1, further comprising:
responding to a copy request signal sent by a game client, and acquiring attribute data of a game role corresponding to a game account of the game client;
determining first game sub-copy data according to the attribute data of the game role and preset copy data;
and sending the first game sub-copy data to a game client, wherein the first game sub-copy data is loaded at the game client.
3. The method of claim 1, further comprising:
responding to a copy request signal sent by a game client, and determining game sub-copy data according to the copy request signal and preset copy data, wherein the copy request signal comprises the type of the game sub-copy data; and sending the game sub-copy data of the corresponding type to a game client, wherein the game sub-copy data is loaded to the game client.
4. The method of claim 1, wherein the attribute data comprises at least one of: the type, the grade, the skill parameter, the virtual prop parameter and the fighting data of the game role.
5. The method of claim 1, further comprising:
receiving result data of the current game sub-copy sent by the game client;
calculating and acquiring reward data according to the result data;
sending the reward data to the game client.
6. A game copy processing method is applied to a game client and comprises the following steps:
sending attribute data of a game role corresponding to the game account of the game client logged in the current game sub-copy to a server;
receiving next sub-copy data sent by the server according to the attribute data;
and preloading the next sub-copy data in the running process of the current game sub-copy.
7. The method of claim 6, further comprising:
transmitting a copy request signal to a server;
receiving first game sub-copy data sent by the server according to the copy request signal, wherein the first game sub-copy data is determined by attribute data of a game role and preset copy data;
and loading the first game sub-copy data.
8. The method of claim 6, further comprising:
transmitting a copy request signal to a server, wherein the copy request signal includes a type of the game sub-copy data;
receiving the game sub-copy data of the corresponding type sent by the server according to the copy request signal, wherein the game sub-copy data is determined by the copy request signal and preset copy data;
and loading the game sub-copy data.
9. The method of claim 6, wherein the sending attribute data of the game character corresponding to the game account of the game client logged in to the current game sub-copy to the server comprises:
determining whether the current game sub-copy is a last sub-copy;
and if the current game sub-copy is not the last sub-copy, acquiring the attribute data of the game role corresponding to the game account of the game client logged in the current game sub-copy.
10. The method of claim 6, further comprising:
and receiving and storing the bonus data corresponding to the current game sub-copy.
11. The method of claim 10, wherein after receiving and storing the bonus data corresponding to the current game sub-copy, further comprising:
responding to the operation of the reward touch control, and displaying a reward interface corresponding to the current game sub-copy; alternatively, the first and second electrodes may be,
and responding to the copy quitting instruction, and displaying a bonus interface corresponding to the current game sub-copy.
12. The method of claim 6, wherein after preloading the next sub-copy data during the current game sub-copy run, further comprising:
and responding to the end of loading the current game sub-copy, and jumping to a game interface corresponding to the next sub-copy data.
13. The method of claim 12, wherein jumping to the game interface corresponding to the next sub-copy data in response to the end of loading the current game sub-copy comprises:
in response to the end of the current game sub-copy, determining whether the next sub-copy data is preloaded;
if the preloading is finished, jumping to a game interface corresponding to the next sub-copy data; alternatively, the first and second electrodes may be,
and if the preloading is not finished, jumping to a game interface corresponding to the next sub-copy data after the preloading of the next sub-copy data is finished.
14. A game copy processing apparatus applied to a server, comprising: the device comprises an acquisition module, a determination module and a sending module;
the acquisition module is used for acquiring the attribute data of the game role corresponding to the game account of the game client logged in the current game sub-copy;
the determining module is used for determining next sub-copy data according to the attribute data and preset copy data;
and the sending module is used for sending the next sub-copy data to a game client, wherein the next sub-copy data is preloaded to the game client in the running process of the current game sub-copy.
15. A game copy processing device applied to a game client comprises: the device comprises a first sending module, a first receiving module and a preloading module;
the first sending module is used for sending attribute data of a game role corresponding to the game account of the game client logged in the current game sub-copy to a server;
the first receiving module is configured to receive next sub-copy data sent by the server according to the attribute data;
the preloading module is used for preloading the next sub-copy data in the running process of the current game sub-copy.
16. An electronic device, comprising: a processor, a storage medium and a bus, the storage medium storing machine-readable instructions executable by the processor, the processor and the storage medium communicating via the bus when the electronic device is operating, the processor executing the machine-readable instructions to perform the steps of the game replica processing method according to any one of claims 1-13.
17. A storage medium having stored thereon a computer program for performing the steps of the game copy processing method according to any one of claims 1 to 13 when executed by a processor.
CN201911334586.4A 2019-12-20 2019-12-20 Game copy processing method and device, electronic equipment and storage medium Pending CN111035932A (en)

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