CN112587929B - Game copy generation method, device and equipment - Google Patents

Game copy generation method, device and equipment Download PDF

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Publication number
CN112587929B
CN112587929B CN202011528229.4A CN202011528229A CN112587929B CN 112587929 B CN112587929 B CN 112587929B CN 202011528229 A CN202011528229 A CN 202011528229A CN 112587929 B CN112587929 B CN 112587929B
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copy
game
resource
data
logic
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CN112587929A (en
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刘利凯
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Shanghai Perfect Time And Space Software Co ltd
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Shanghai Perfect Time And Space Software Co ltd
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating 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
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/6009Methods for processing data by generating or executing the game program for importing or creating game content, e.g. authoring tools during game development, adapting content to different platforms, use of a scripting language to create content
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/807Role playing or strategy games

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Information Retrieval, Db Structures And Fs Structures Therefor (AREA)
  • Management, Administration, Business Operations System, And Electronic Commerce (AREA)

Abstract

The application discloses a method, a device and equipment for generating game copies, which relate to the technical field of computers. The method comprises the following steps: acquiring copy composition data related to a game scene, wherein the copy composition data comprises copy resource data and copy logic data, and the copy resource data establishes a reference relation with the copy logic data through an index resource identifier by a copy editor; splicing the copy logic data and the copy resource data according to the reference relationship by utilizing a triggering component and an executing component in the copy editor to form a copy flow file; responding to a loading instruction of the copy flow file, and hot-updating the copy flow file to a specified directory of a game server to form a game copy.

Description

Game copy generation method, device and equipment
Technical Field
The present application relates to the field of computer technologies, and in particular, to a method, an apparatus, and a device for generating a game copy.
Background
In the client/server-based network game, a game copy refers to a scene in which a player can explore, risk or complete a task in a private area without being interfered by others, and as a part of a virtual world in the game, the game copy is composed of a group of independent map scenes, only the player and a team composed of the player can enter the same copy, and different players or teams cannot see each other and cannot support each other.
The game copy is an important content component in a massively multiplayer online role playing game, and the content of the game copy with high quality can enhance the user stickiness and maintain the game vitality, so that game developers are required to continuously and quickly develop the game copy. In the related technology, a game copy can be completely written by a developer according to a plan design, copy flow files are debugged, bugs and expectations in the copy files are modified, and the copy flow files are verified through continuous iteration. However, the copy logic written by the developer needs to communicate repeatedly to achieve the expected effect of the game copy, so that the communication cost and the time cost of writing the game copy are high, and the development efficiency of the game copy is affected.
Disclosure of Invention
In view of this, the present application provides a method, an apparatus, and a device for generating a game copy, and mainly aims to solve the problem that the exchange cost and the time cost for writing a game copy in the prior art are high, which affects the development efficiency of the game copy.
According to a first aspect of the present application, there is provided a method for generating a game copy, applied to a copy editor, including:
acquiring copy composition data related to a game scene, wherein the copy composition data comprises copy resource data and copy logic data, and the copy resource data establishes a reference relation with the copy logic data through an index resource identifier by the copy editor;
splicing the copy logic data and the copy resource data according to the reference relationship by utilizing a triggering component and an executing component in the copy editor to form a copy flow file;
responding to a loading instruction of the copy flow file, and hot-updating the copy flow file to a specified directory of a game server to form a game copy.
Further, the acquiring of the copy composition data related to the game scene specifically includes:
obtaining a game scene file which is provided with associated replica events in a game engine;
according to the resource directory mapped by the copy event in the game scene file, positioning copy resource data related to the copy event;
and editing the associated copy event in the game scene file into copy logic data which can be read by a copy editor by using the copy editor mounted by the game engine.
Further, the duplicate resource data includes game resources and nodes of the game resources on a game timeline, and after the duplicate resource data related to the duplicate event is located according to the resource directory mapped by the duplicate event in the game scene file, the method further includes:
acquiring path information mapped by the game resources in a resource directory according to the configuration information of different types of game resources in the copy resource data;
and generating index resource identification for the copy resource data by utilizing the path information mapped in the resource directory by the game resource and the nodes of the game resource on the game time axis.
Further, the index resource identifier is a unique identifier of the duplicate resource data, and is in a hexadecimal character string format, the upper eight bits are used as the resource type of the duplicate resource data, and the lower eight bits are used as the resource sequence number of the duplicate resource data, so that the trigger component and the execution component in the duplicate editor use the resource index identifier to determine the duplicate resource data logically referenced by the duplicate.
Further, the splicing the copy logic data and the copy resource data according to the reference relationship by using the trigger component and the execution component in the copy editor to form a copy flow file specifically includes:
setting event parameters of the copy logic data in the game running process and first copy resource data bound with the event parameters by using the copy editor triggering component;
setting an execution parameter of the copy logic data in a game running process and second copy resource data bound with the execution parameter by using the copy editor execution component;
and splicing the first copy resource data and the second copy resource data into the copy logic data according to the reference relationship to form a copy process file.
Further, the triggering component monitors event parameters in a script callback interface form of a copy event, the executing component monitors execution parameters in a function callback interface form, and before the first copy resource data and the second copy resource data are spliced into the copy logic data according to the reference relationship to form a copy flow file, the method further includes:
monitoring event parameters by utilizing a call-back interface of the copy editor trigger component for docking copy events, and acquiring an execution list sequence of the trigger component in the game running process;
monitoring execution parameters by using the copy editor execution component to interface with a function, and sequentially calling the execution components based on the execution list of the trigger component.
Further, the splicing the first copy resource data and the second copy resource data into the copy logic data according to the reference relationship to form a copy process file specifically includes:
according to the reference relationship, respectively acquiring a first index resource identifier of the copy logic data for referencing the first copy resource data and a second index resource identifier of the copy logic data for referencing the second copy resource data;
and splicing the first copy resource data and the second copy resource data into the copy logic data according to the first index resource identifier and the second index resource identifier to form a copy process file.
Further, the trigger component comprises a trigger type, a trigger parameter, a filter class table and an actuator list, the execution component comprises an actuator type, an actuator parameter and a filter list, and the filter list and the actuator list refer to the replica resource data through an index identifier.
Furthermore, a safety actuator is additionally arranged in the execution assembly, and the triggering frequency of the triggering assembly in the execution process is controlled by the safety actuator.
Further, before the loading instruction responding to the copy flow file is used for hot-updating the copy flow file to a specified directory of a game server to form a game copy, the method further comprises:
scanning the replica process file, performing separation processing on code logic in a specific identifier in the process replica file, and recording a position mapping relation of the code logic in the specific identifier;
and adjusting the code logic in the specific identifier based on the function name and the line number corresponding to the position mapping relation.
According to a second aspect of the present application, there is provided a game copy generation apparatus applied to a copy editor, including:
the game system comprises an acquisition unit, a processing unit and a processing unit, wherein the acquisition unit is used for acquiring copy composition data related to a game scene, the copy composition data comprises copy resource data and copy logic data, and the copy resource data establishes a reference relation with the copy logic data through an index resource identifier by a copy editor;
the splicing unit is used for splicing the copy logic data and the copy resource data according to the reference relationship by utilizing a trigger component and an execution component in the copy editor to form a copy flow file;
and the hot updating unit is used for responding to the loading instruction of the copy flow file, and hot updating the copy flow file to a specified directory of a game server to form a game copy.
Further, the acquisition unit includes:
the first acquisition module is used for acquiring a game scene file which is provided with associated copy events in a game engine;
the positioning module is used for positioning copy resource data related to a copy event according to a resource directory mapped by the copy event in the game scene file;
and the editing module is used for editing the associated copy event in the game scene file into copy logic data which can be read by the copy editor by using the copy editor mounted by the game engine.
Further, the copy resource data includes game resources and nodes of the game resources on a game time axis, and the obtaining unit further includes:
a second obtaining module, configured to, after locating copy resource data related to a copy event according to the resource directory mapped according to the copy event in the game scene file, obtain path information mapped by a game resource in the resource directory according to configuration information of different types of game resources in the copy resource data;
and the generating module is used for generating an index resource identifier for the copy resource data by utilizing the path information mapped by the game resource in the resource directory and the nodes of the game resource on the game time axis.
Further, the index resource identifier is a unique identifier of the duplicate resource data, and is in a hexadecimal character string format, the upper eight bits are used as the resource type of the duplicate resource data, and the lower eight bits are used as the resource sequence number of the duplicate resource data, so that the trigger component and the execution component in the duplicate editor use the resource index identifier to determine the duplicate resource data logically referenced by the duplicate.
Further, the splicing unit includes:
the first setting module is used for setting event parameters of the copy logic data in the game running process and first copy resource data bound by the event parameters by using the copy editor trigger component;
the second setting module is used for setting the execution parameters of the copy logic data in the game running process and second copy resource data bound by the execution parameters by using the copy editor execution component;
and the splicing module is used for splicing the first copy resource data and the second copy resource data into the copy logic data according to the reference relationship to form a copy flow file.
Further, the triggering component monitors event parameters in a script callback interface form of a copy event, the executing component monitors execution parameters in a function callback interface form, and the splicing unit further includes:
a third obtaining module, configured to monitor event parameters by using a callback interface of the copy editor trigger component for docking a copy event before the first copy resource data and the second copy resource data are spliced into the copy logic data according to the reference relationship to form a copy flow file, and obtain an execution list sequence of the trigger component in a game running process;
and the calling module is used for monitoring the execution parameters by utilizing the copy editor execution component to interface with a function interface and calling the execution components in sequence based on the execution list of the trigger component.
Further, the splicing module comprises:
the obtaining sub-module is used for respectively obtaining a first index resource identifier for the copy logic data to quote the first copy resource data and a second index resource identifier for the copy logic data to quote the second copy resource data according to the quote relationship;
and the splicing submodule is used for splicing the first copy resource data and the second copy resource data into the copy logic data according to the first index resource identifier and the second index resource identifier to form a copy flow file.
Further, the trigger component comprises a trigger type, a trigger parameter, a filter class table and an executor list, and the execution component comprises an executor type, an executor parameter and a filter list, wherein the filter list and the executor list refer to the replica resource data through an index identifier.
Furthermore, a safety actuator is additionally arranged in the execution assembly, and the triggering times of the triggering assembly in the execution process are controlled by the safety actuator.
Further, the apparatus further comprises:
the adjusting unit is used for adjusting the close-up logic in the copy flow file by utilizing the position mapping relation of the code logic in the copy flow file;
the close-up logic is code logic within a particular identity, the adjustment unit comprising:
the scanning module is used for scanning the copy flow file before the copy flow file is thermally updated to a specified directory of a game server to form a game copy in response to the loading instruction of the copy flow file, performing separation processing on code logic in a specific identifier in the flow copy file, and recording the position mapping relation of the code logic in the specific identifier;
and the adjusting module is used for adjusting the code logic in the specific identifier based on the function name and the line number corresponding to the position mapping relation.
According to a third aspect of the present application, there is provided a computer device comprising a memory storing a computer program and a processor implementing the steps of the method of the first aspect when the computer program is executed.
According to a fourth aspect of the present application, there is provided a readable storage medium having stored thereon a computer program which, when executed by a processor, carries out the steps of the method of the first aspect described above.
By means of the technical scheme, compared with the mode that a developer writes copy logic according to plan design and cooperates with a debugging copy process file in the existing mode, the method, the device and the equipment for generating the game copy have the advantages that copy composition data related to a game scene is obtained, the copy composition data comprises copy resource data and copy logic data, a copy editor establishes a reference relation with the copy logic data through index resource identification, the copy logic data and the copy resource data are spliced according to the reference relation by utilizing the function of a copy editor component to form the copy process file, so that under the condition that copy resources are fully prepared, the developer does not need to communicate the game copy logic repeatedly, and the communication cost and the time cost for writing the game copy are reduced, and responding to a loading instruction of the copy flow file, and updating the copy flow file into a specified directory of the game server to form a copy game, wherein the game copy is decoupled from the bottom layer, so that the copy flow file can be conveniently exported at any time in the copy making process for adjustment, and the development efficiency of the game copy is improved.
The foregoing description is only an overview of the technical solutions of the present application, and the present application can be implemented according to the content of the description in order to make the technical means of the present application more clearly understood, and the following detailed description of the present application is given in order to make the above and other objects, features, and advantages of the present application more clearly understandable.
Drawings
The accompanying drawings, which are included to provide a further understanding of the application and are incorporated in and constitute a part of this application, illustrate embodiment(s) of the application and together with the description serve to explain the application and not to limit the application. In the drawings:
FIG. 1 is a flow chart illustrating a method for generating a game copy according to an embodiment of the present disclosure;
FIG. 2 is a flow chart illustrating another method for generating a game copy provided by an embodiment of the present application;
FIG. 3 is a schematic diagram illustrating a resource index identifier provided by an embodiment of the present application;
FIG. 4 is a schematic diagram illustrating splicing of duplicate logical data provided by an embodiment of the present application;
FIG. 5 is a schematic structural diagram illustrating an apparatus for generating a game replica according to an embodiment of the present application;
FIG. 6 is a schematic structural diagram of another apparatus for generating a game copy provided in the embodiment of the present application;
fig. 7 is a schematic device structure diagram of a computer apparatus according to an embodiment of the present invention.
Detailed Description
The content of the invention will now be discussed with reference to a number of exemplary embodiments. It is to be understood that these examples are discussed only to enable those of ordinary skill in the art to better understand and thus implement the teachings of the present invention, and are not meant to imply any limitations on the scope of the invention.
As used herein, the term "include" and its variants are to be read as open-ended terms meaning "including, but not limited to. The term "based on" is to be read as "based, at least in part, on". The terms "one embodiment" and "an embodiment" are to be read as "at least one embodiment". The term "another embodiment" is to be read as "at least one other embodiment".
In the development scene of the game copy, a developer can completely write copy logic according to the plan design of the game copy, and can also use a copy editing tool made by a specific platform, the developer or the plan writes the copy logic, and the copy flow file is matched and debugged to modify the loopholes and unexpected inconsistencies in the copy file, and the copy flow file is verified through continuous iteration. However, copy logics written by developers need to be communicated repeatedly for many times to achieve the expected effect of game copies, so that the communication cost and the time cost of game copy writing are high, the abstraction of the copy logics and the realization of copy codes by a copy editing tool made for a specific platform are often coupled together, once a bottom layer framework of a game scene is changed, the copy logics need to be spliced again, so that the use range of a copy editor is limited, and the copy development efficiency is influenced.
In order to solve this problem, the present embodiment provides a method for generating a game copy, as shown in fig. 1, where the method is applied to a copy editor, and includes the following steps:
101. copy composition data related in a game scene is acquired.
In a game scene, in order to provide different game experiences for users, game developers can make copy files of interactive combinations of game players according to the actual conditions of games so as to increase the interest of the games, wherein the interactive combinations refer to combinations of friends and non-friends, and the interactive combinations have certain viscosity and sociality and provide more channels for the players to communicate and communicate. The copy editor aims to be convenient for a planner to use, the game copy generation process is in the development of an off-network cable city, the convenience of the use of the copy editor is considered, the copy editor can be used as a plug-in of a game engine tool, the planner can execute the editing work of the copy file by opening a scene file in the game engine tool and mounting the scene file into the copy editor, and the copy editor can form a readable script file with copy contents at any time in the copy editing process, so that the working progress can be conveniently stored at any time.
Specifically, in the process of copy editing, a copy editor firstly obtains copy composition data related to a game scene, the copy composition data comprises copy resource data and copy logic data, the copy resource data is equivalent to game resources required to be used by the copy scene, such as a game map, game characters, game special effects and the like, the game resources are usually manufactured outside the copy editor, the copy logic data is equivalent to event rules related to the copy scene, such as task reward event rules, money or articles can be received, event rules can be logged in, achievements or associated friends can be obtained, event rules can be selected by characters, and the event rules are usually created by the copy editor.
In order to facilitate management of the copy resource data, the copy editor establishes a reference relationship with the copy logic data through the index resource identifier, the index resource identifier can provide abstraction of a file storage position, the copy resource data is further corresponding to a specific file, the copy editor can be associated with the copy resource data through the index resource identifier, the copy editor can establish a mapping relationship between a file path formed by the copy resource data and the index resource identifier corresponding to the file when the copy resource data is read or imported, and the mapping relationship can associate the specific position of the copy resource data with the index resource identifier corresponding to the file formed by the copy resource data, so that a management and calling mechanism of the copy resource data corresponding to the copy editor is improved.
It can be understood that, a plurality of game objects in the copy resource data are represented as a plurality of child resources under a parent resource, for example, texture material imported by the game object a, and a plurality of nested child objects a1-a5 belong thereto, and the game object a and the child objects a1-a5 both use the same index resource identifier to associate with the copy file, where for game objects using the same index resource identifier, a location identifier can also be generated, and the location identifier can be directly located to the game object, especially in the case that a plurality of child resources under the parent resource are involved in the copy resource data, the copy resource data required for game execution can be accurately associated with the index resource identifier and the location identifier.
The execution subject of the embodiment may be a game copy generation device or apparatus, and may be configured in a copy editor, and a planner prepares copy composition data after providing event rules related to a game copy, where the copy composition data mainly includes two aspects, that is, copy resource data that can be expressed as table resources related to resource reference and resource mapping of the game copy on the one hand, and copy logic data that can be expressed as script resources formed by the event rules related to the game copy on the other hand, and the copy resource editor makes a game copy for the copy composition data, and the copy editor is provided with a copy editing function, and does not need to consume communication cost and time cost for arrangement of the previous copy logic data and the copy resource data, and improves game copy development efficiency.
102. And splicing the copy logic data and the copy resource data according to the reference relationship by utilizing a triggering component and an executing component in the copy editor to form a copy flow file.
The trigger component and the execution component in the copy editor comprise a trigger component and an execution component, the trigger component can control a game object to trigger an event rule in a copy file when executing a certain action, for example, the event rule can control the game object to automatically recover blood volume after returning to the city, and the action speed can be reduced when the game object enters an attack circle, and the execution component can control the game object to execute the action or execute the event rule, for example, the game object can be controlled to move from an A position to a B position, the game object can be controlled to return to the city, and the game object can be controlled to automatically recover the blood volume.
In the actual development process, the copy editor can expand general parameters for the trigger component by combining with the requirements of planning personnel, such as phase limits, whether it is an initial trigger, whether it is automatically removed after a trigger, name, profile, etc., and, as such, extend common parameters for executing components, for example, the delay triggering time, whether the trigger is triggered once or not, name, profile, etc., where the trigger component and the execution component are both translated in readability in the copy editor, the user can know the meaning of the trigger component and the execution component and the name of the parameter, etc., the triggering of the trigger component has no fixed front-back order restriction, the execution of the actuator needs to be executed strictly according to the execution list order of the trigger, the trigger component and the execution component in the copy editor both have certain sequencing functions, so that the use of planning personnel is facilitated, and the readability is increased.
Specifically, in the process of splicing the copy logic data and the copy resource data according to the reference relationship, the event rule in the copy logic data needs to associate the copy resource data through the trigger component and the execution component, the copy resource data associated with the event rule in the copy logic data can be determined through the reference relationship, and then the copy resource data is spliced into the copy logic data according to the trigger mechanism of the event rule and the execution mechanism of the event rule.
103. Responding to the loading instruction of the copy flow file, and hot-updating the copy flow file to a specified directory of a game server to form a game copy.
The loading instruction is a command executed by the copy flow file in the game server, unpredictable bugs are always possible to appear in practical application, the copy flow file can be hot updated to a specified directory of the game server at any time in order to check the actual effect of the game copy, the hot copy flow file is usually specific to copy logic data, original copy resource data cannot be changed, and the flexibility of the game copy verification process is improved.
Compared with the mode that developers write copy logic according to planned design and cooperate with the mode of debugging copy flow files in the prior mode, the method for generating the game copies obtains copy composition data related to game scenes, the copy composition data comprises copy resource data and copy logic data, the copy resource data is established with reference relation between the copy logic data and the copy resource data through a copy editor by indexing resource identifiers, and the copy logic data and the copy resource data are spliced according to the reference relation by utilizing the function of a copy editor component to form the copy flow files, so that under the condition that copy resources are fully prepared, the developers do not need to repeatedly communicate with the game copy logic, the alternating cost and the time cost of writing the game copies are reduced, and the method responds to loading instructions of the copy flow files, the copy process file is updated to the designated directory of the game server to form the copy game, the game copy is decoupled from the bottom layer, the copy process file can be conveniently exported at any time in the copy making process to be adjusted, and the development efficiency of the game copy is improved.
Further, as a refinement and an extension of the specific implementation of the above embodiment, in order to fully describe the specific implementation process of the embodiment, the embodiment provides another method for generating a game copy, as shown in fig. 2, the method includes:
201. and acquiring a game scene file which is provided with associated replica events in the game engine.
Since the game scene file may relate to game scene files associated with different game modes, for example, an exercise mode and a breakthrough mode, in order to enrich the game experience of the player, various game copies may be related through flexible application of scenes, resources, monsters, game rules, and the like, so that the game playing method itself is richer and more challenging, and specifically, the game scene file associated with the copy event may be obtained by the game engine hanging the copy editor, so as to start the editing work of the game copy.
In the embodiment of the present invention, the copy event is a basis for making a game copy, and specifically may include splitting program functions, splitting copy resources, splitting interface requirements, setting values, splitting skill requirements, etc., and it mainly relates to a functional module supported by a copy requirement program for describing what functions are needed when the program function is split, how the functions are processed when encountering an event, for example, information prompt, reward mode, prop action, etc., and it mainly relates to a scene of the game copy, for example, scene size specification, map layout, etc., a 3D model, for example, category, level, motion, etc., sound effects, for example, ambient music, wheezing, hit sound effects, etc., special effects, for example, scene special effects, skill special effects, etc., and it mainly relates to a functional interface, for example, specification, layout, space functions, etc., the prompt information display statistics, for example, prompt information positions, colors, and the like, mainly relate to curves for explaining damage output rhythms of both sides of the overall replica power amplifier, monster basic attributes, for example, life values, moving speeds, attack power, and the like, split according to skill requirements, mainly relate to release forms, for example, direct release, guidance release, and the like, action ranges, for example, sector area oriented, ejection, and the like, skill effects, for example, direct damage, continuous damage, and the like, further count the whole process of the replica event and function points related in each link in a form resource manner, and mark the importance degree in a grading manner, wherein the form resource is equivalent to guidance of the replica logic data and the replica resource data.
202. And positioning copy resource data related to the copy event according to the resource directory mapped by the copy event in the game scene file.
In the embodiment of the present invention, the copy resource data provided in the game engine may be divided into externally imported game resource data and internally generated game resource data, the externally imported game resource data mainly relates to a model, a map, an interface map, and the like, and is usually generated by an art tool and then imported, and the internally generated game resource data mainly relates to a material, a special effect, a scene, and the like, and is usually created by the game engine.
The resource directory of the copy event map records path information of the game resource map used in the game copy, and the copy resource data related to the copy event can be located through the path information, for example, the path information of the game character a can be located in a folder of the game character, and the path information of the game material can be located in a folder of the game scene.
203. And editing the associated copy event in the game scene file into copy logic data which can be read by a copy editor by using the copy editor mounted by the game engine.
Furthermore, in order to accurately establish a reference relationship between the copy resource data and the copy logic data, the copy resource data includes game resources and nodes of the game resources on the game timeline, and after the copy resource data related to the copy event is located, path information mapped in the resource directory by the game resources is acquired according to configuration information of different types of game resources in the copy resource data, and index resource identifiers are generated for the copy resource data by using the path information mapped in the resource directory by the game resources and the nodes of the game resources on the game timeline. It should be noted that, here, the index resource identifier is used as a unique identifier of the resource file, copy resource data can be searched through the index resource identifier, but sometimes game resources of multiple items are required to be merged into one item, but sometimes some game resources may be shared, and the index resource identifiers thereof are the same, so when merged into one item, a conflict may be caused, if the index resource identifiers of each game resource are different, the index resource identifier needs to be regenerated, and the reference relationship is updated, specifically, the index resource identifier may be regenerated according to the refined features of the game resources, for example, for texture game resources, the index resource identifier of the texture game resources may be regenerated according to the texture application scene, the texture application range, and the like.
The index resource identifier is a unique identifier of the copy resource data, and can be stored in the copy resource manager, as an implementation manner, a hexadecimal character string format can be adopted, the upper eight bits are used as the resource type of the copy resource data, the lower eight bits are used as the resource serial number of the copy resource data, so that the trigger component and the execution component in the copy editor use the resource index identifier to determine the copy resource data logically referenced by the copy editor, a script file edited and formed by the copy editor stores the current maximum serial number of each resource type to ensure the absolute incrementability of the index resource identifier, and the use of the index resource identifier leaves a huge space for the expansion of the copy editor, thereby facilitating the optimization of the copy editor.
204. And setting event parameters of the copy logic data in the game running process and first copy resource data bound by the event parameters by using the copy editor triggering component.
It can be understood that, the game engine has triggers, when the game object bound with the collision body enters the trigger component area, the preset function on the trigger object is run to detect the trigger information, when the game object enters the trigger area, the first function in the preset function is used to detect the trigger information, when the game object exits the trigger area, the second function in the preset function is used to detect the trigger information, when the game object stays in the trigger area, the third function in the preset function is used to detect the trigger information, in the embodiment of the invention, the trigger component is equivalent to a trigger, the event parameter is monitored usually in the form of script callback interface of the copy event, at least part of the script monitors the event parameter, wherein the event parameter can include the type of the trigger component, the trigger time, the event name, etc., once the event parameter is monitored to meet the trigger condition, the event rule in the copy logic data is triggered, the first copy resource data bound by the event parameter is copy resource data associated with the event rule triggering process, and the copy resource data is referred by specifically indexing a resource identifier.
205. And setting the execution parameters of the copy logic data in the game running process and the second copy resource data bound by the execution parameters by using the copy editor execution component.
In the embodiment of the invention, the trigger component is equivalent to an actuator, the execution component generally monitors the execution parameters in a function callback interface mode, and at least part of the execution parameters are monitored in the script, wherein the execution parameters can include the type, execution time, event name and the like of the execution component.
It can be understood that, both the trigger component and the execution component need to refer to the copy resource data through the index resource identifier, the system resource defines a specific index resource identifier in a special place-occupying manner, the resource index identifier is composed as shown in fig. 3, actors with serial numbers 150001 to 150006 in fig. 3 are defined as system actors, actors with serial numbers 160001 are defined as whole actors, and the use of the index resource identifier leaves a huge space for the expansion of the copy editor, which is more beneficial to the post-optimization of the copy editor.
Because the trigger component is not limited by a fixed front-back sequence, in order to facilitate the use of the execution component, a sequencing function can be provided for the trigger component and the execution component in the copy editor, the execution list sequence of the trigger component in the game running process is obtained, the execution parameter is monitored by using the docking function interface of the execution component of the copy editor, the execution component is called based on the execution list sequence of the trigger component, the use of personnel is facilitated, and the readability of copy logic data is improved.
It can be understood that, in order to provide a more intuitive and convenient use experience for a user, compared with a traditional configuration manner such as a form or xml, the copy editor does not have a process of filling or enumerating variables in a digital form, but uses a pull-down selection manner to ensure that the use is intuitive and errors can be reduced, and for all functional components, the copy editor can be translated into an intuitive display interface on the interface, for example, a group of monsters a is created and copied to an actor B, the actor B is displayed in the copy editor interface to play the monsters a, and the display is in a special color and highlighted text, so that the user can conveniently obtain detailed parameters without entering specific items.
206. And splicing the first copy resource data and the second copy resource data into the copy logic data according to the reference relationship to form a copy flow file.
In the embodiment of the present invention, the copy logic data is connected by using a copy editor trigger component and an execution component, and the first copy resource data and the second copy resource data are spliced into the child copy logic data by using an index resource identifier, in an actual application scenario, the trigger component includes a trigger type, a trigger parameter, a filter class table, and an actuator list, and the execution component includes an actuator type, an actuator parameter, and a filter list, where the filter list and the actuator list refer to the copy resource data by using the index identifier, specifically as shown in fig. 4, the trigger includes a trigger type, a trigger parameter, and a filter list, the trigger parameter may set an index resource identifier to be associated with the copy resource data, and similarly, the actuator includes an actuator type, an actuator parameter, and an actuator list, the actuator parameter may set an index resource identifier, to correlate to the replica resource data.
It can be understood that, because the script bottom layer used by the replica editor has the same logic code, problems are easier to be discovered, and if the problems are discovered, the logic code in the replica editor only needs to be modified, so that the logic resource data of all the related replica files can be directly exported without separate processing.
207. And utilizing the position mapping relation of the code logic in the replica process file to adjust the close-up logic in the replica process file.
It can be understood that, the functions not provided by the copy editor are inevitably used in game copy, and the feature logic is the basic function that needs to be supported by the copy editor, and is equivalent to the program directly written on the copy flow file, and the copy editor will usually scan the copy flow file and make an original copy of the code logic in the specific identifier when generating the copy flow file, so as to ensure that the feature logic in the program will not be erased by the newly generated copy flow file.
In the embodiment of the present invention, the close-up logic is a code logic in the specific identifier, and specifically, the copy process file may be scanned, separation processing may be performed on the code logic in the specific identifier in the process copy file, a position mapping relationship of the code logic in the specific identifier is recorded, and the code logic in the specific identifier may be adjusted further based on a function name and a line number corresponding to the position mapping relationship.
It should be noted that the specific identifier only supports one-stage close-up logic writing, that is, all close-up logic needs to be written in one logic block, and the subsequent writing can support the function of inserting close-up logic at any position according to the corresponding relationship between function name and line number.
It can be understood that the security is the end point of the online project, the copy editor considers the security in the related process, the copy process files made by using the copy editor have the same logic code, the problem is easier to be found, and after the problem is found, all the related copy process files can be directly exported only by modifying the copy logic data in the copy process files.
Furthermore, in order to ensure that the trigger assembly can only be triggered once, a safety actuator is additionally arranged in the execution assembly, the safety actuator can control the execution times of the trigger, and the trigger times of the trigger assembly can be controlled by the safety actuator so as to avoid potential safety hazards such as multiple release and multiple resolution of the trigger assembly.
208. Responding to a loading instruction of the copy flow file, and hot-updating the copy flow file to a specified directory of a game server to form a game copy.
Usually, one copy material slice will make two standard copy files, the making time of each copy file is usually in multiple working days, one copy will occupy half of the development time of the copy resource slice of the program, the remaining time is difficult to be fully utilized, by using the copy editor in the embodiment of the invention, each material slice only needs to arrange a program to make all copy logics in the material slice and the expansion work of the copy editor, the whole function of the copy is not required to be arranged, the editing time of the game copy is shortened along with the improvement of the functional components of the copy editor, the time consumed by planning personnel before using the copy editor is not required to communicate and debug with the programmer, under the condition that the copy data is fully prepared, only the splicing work of the copy resource data and the copy logic data is needed, and the editing process of the game copy is optimized. Due to the fact that the copy bottom layer is consistent, the copy loophole amount except the copy flow expression is greatly reduced, and the testing workload of the game copy in the later period is reduced.
Further, as a specific implementation of the method in fig. 1 and fig. 2, an embodiment of the present application provides an apparatus for generating a game copy, as shown in fig. 5, the apparatus includes: an acquisition unit 31, a splicing unit 32, and a thermal unit 33.
The obtaining unit 31 may be configured to obtain copy composition data related to a game scene, where the copy composition data includes copy resource data and copy logic data, and the copy resource data establishes a reference relationship with the copy logic data through an index resource identifier by a copy editor;
the splicing unit 32 may be configured to splice the copy logic data and the copy resource data according to the reference relationship by using a trigger component and an execution component in the copy editor, so as to form a copy flow file;
the hot update unit 33 may be configured to, in response to a load instruction of the copy process file, hot update the copy process file to a specified directory of the game server to form a game copy.
Compared with the mode that developers write copy logic according to planned design and debug copy flow files in the prior mode, the game copy generation device provided by the embodiment of the invention obtains copy composition data related to a game scene, the copy composition data comprises copy resource data and copy logic data, the copy resource data is established by a copy editor through index resource identification and is in a reference relation with the copy logic data, the copy editor component function is utilized to splice the copy logic data and the copy resource data according to the reference relation to form the copy flow file, so that under the condition that copy resources are fully prepared, the developers do not need to repeatedly communicate the game copy logic, the exchange cost and the time cost for writing the game copy are reduced, and the game copy generation device responds to loading instructions of the copy flow file, the copy process file is hot updated to the designated directory of the game server to form the copy game, the game copy is decoupled from the bottom layer, the copy process file can be conveniently exported at any time in the copy making process for adjustment, and the development efficiency of the game copy is improved.
In a specific application scenario, as shown in fig. 6, the obtaining unit 31 includes:
the first obtaining module 311 may be configured to obtain a game scene file associated with a copy event in a game engine;
a positioning module 312, configured to position, according to a resource directory mapped by a copy event in the game scene file, copy resource data related to the copy event;
the editing module 313 may be configured to edit, by using the copy editor mounted in the game engine, the copy event associated in the game scene file into copy logic data readable by the copy editor.
In a specific application scenario, as shown in fig. 6, the copy resource data includes game resources and nodes of the game resources on a game time axis, and the obtaining unit 31 further includes:
the second obtaining module 314 may be configured to, after the copy resource data related to the copy event is located according to the resource directory mapped according to the copy event in the game scene file, obtain, according to configuration information of different types of game resources in the copy resource data, path information mapped in the resource directory of the game resource;
the generating module 315 may be configured to generate an index resource identifier for the duplicate resource data by using the path information mapped in the resource directory by the game resource and the node of the game resource on the game timeline.
In a specific application scenario, the index resource identifier is a unique identifier of the duplicate resource data, and a hexadecimal character string format is adopted, with the upper eight bits as a resource type of the duplicate resource data and the lower eight bits as a resource sequence number of the duplicate resource data, so that the trigger component and the execution component in the duplicate editor use the resource index identifier to determine the duplicate resource data logically referenced by the duplicate.
In a specific application scenario, as shown in fig. 6, the splicing unit 32 includes:
a first setting module 321, configured to set, by using the copy editor trigger component, an event parameter of the copy logic data in a game running process and first copy resource data bound to the event parameter;
a second setting module 322, configured to set, by using the copy editor execution component, an execution parameter of the copy logic data during a game running process and second copy resource data bound to the execution parameter;
the splicing module 323 may be configured to splice the first copy resource data and the second copy resource data into the copy logic data according to the reference relationship, so as to form a copy process file.
In a specific application scenario, as shown in fig. 6, the triggering component monitors event parameters in a script callback interface form of a copy event, the executing component monitors execution parameters in a function callback interface form, and the splicing unit 32 further includes:
a third obtaining module 324, configured to monitor event parameters by using a callback interface of the copy editor trigger component for docking a copy event before the first copy resource data and the second copy resource data are spliced into the copy logic data according to the reference relationship to form a copy flow file, and obtain an execution list sequence of the trigger component in a game running process;
a calling module 325, which may be configured to monitor execution parameters using the replica editor execution component interface function interface, and to sequentially call the execution components based on the execution list of the trigger component.
In a specific application scenario, as shown in fig. 6, the splicing module 323 includes:
the obtaining sub-module 3231 may be configured to obtain, according to the reference relationship, a first index resource identifier that the copy logical data references the first copy resource data and a second index resource identifier that references the second copy resource data, respectively;
the splicing sub-module 3232 may be configured to splice the first copy resource data and the second copy resource data into the copy logic data according to the first index resource identifier and the second index resource identifier, so as to form a copy process file.
In a specific application scenario, the trigger component includes a trigger type, a trigger parameter, a filter class table, and an actuator list, and the execution component includes an actuator type, an actuator parameter, and a filter list, where the filter list and the actuator list refer to the replica resource data by an index identifier.
In a specific application scenario, an insurance actuator is additionally arranged in the execution assembly, and the insurance actuator is utilized to control the triggering times of the triggering assembly in the execution process.
In a specific application scenario, as shown in fig. 6, the apparatus further includes:
an adjusting unit 34, configured to adjust the close-up logic in the copy flow file by using the position mapping relationship of the code logic in the copy flow file;
the close-up logic is code logic within a particular identity, the adjustment unit comprising:
the scanning module 341 is configured to scan the copy flow file before the copy flow file is updated to the specified directory of the game server in response to the loading instruction of the copy flow file to form a game copy, perform separation processing on the code logic in the specific identifier in the flow copy file, and record a position mapping relationship of the code logic in the specific identifier;
the adjusting module 342 may be configured to adjust the code logic in the specific identifier based on the function name and the line number corresponding to the location mapping relationship.
It should be noted that other corresponding descriptions of the functional units related to the device for generating a game copy provided in this embodiment may refer to the corresponding descriptions in fig. 1 to fig. 2, and are not described herein again.
Based on the method shown in fig. 1-2, correspondingly, the embodiment of the present application further provides a storage medium, on which a computer program is stored, and the program, when executed by a processor, implements the method for generating a game copy shown in fig. 1-2.
Based on such understanding, the technical solution of the present application may be embodied in the form of a software product, which may be stored in a non-volatile storage medium (which may be a CD-ROM, a usb disk, a removable hard disk, etc.), and includes several instructions for enabling a computer device (which may be a personal computer, a server, or a network device, etc.) to execute the method according to the implementation scenarios of the present application.
Based on the method shown in fig. 1-2 and the virtual device embodiment shown in fig. 5-6, in order to achieve the above object, an embodiment of the present application further provides an entity device for generating a game copy, which may be specifically a computer, a smart phone, a tablet computer, a smart watch, a server, or a network device, and the entity device includes a storage medium and a processor; a storage medium for storing a computer program; a processor for executing a computer program to implement the above-described method for generating a game copy as shown in fig. 1-2.
Optionally, the entity device may further include a user interface, a network interface, a camera, a Radio Frequency (RF) circuit, a sensor, an audio circuit, a WI-FI module, and the like. The user interface may include a Display screen (Display), an input unit such as a Keyboard (Keyboard), etc., and the optional user interface may also include a USB interface, a card reader interface, etc. The network interface may optionally include a standard wired interface, a wireless interface (e.g., WI-FI interface), etc.
In an exemplary embodiment, referring to fig. 7, the entity device includes a communication bus, a processor, a memory, and a communication interface, and may further include an input/output interface and a display device, where the functional units may communicate with each other through the bus. The memory stores computer programs, and the processor is used for executing the programs stored in the memory and executing the painting mounting method in the embodiment.
Those skilled in the art will appreciate that the physical device structure of the generation of a game copy provided in the present embodiment does not constitute a limitation of the physical device, and may include more or less components, or combine certain components, or arrange different components.
The storage medium may further include an operating system and a network communication module. The operating system is a program for managing hardware and software resources of the actual device for store search information processing, and supports the operation of the information processing program and other software and/or programs. The network communication module is used for realizing communication among components in the storage medium and communication with other hardware and software in the information processing entity device.
Through the above description of the embodiments, those skilled in the art will clearly understand that the present application can be implemented by software plus a necessary general hardware platform, and can also be implemented by hardware. Compared with the prior art, the technical scheme of the application has the advantages that the copy process file is formed by splicing the copy logic data and the copy resource data according to the reference relation by using the function of the copy editor component, so that under the condition of sufficient preparation of the copy resource, developers do not need to communicate with the game copy logic repeatedly, the communication cost and the time cost for writing the game copy are reduced, the copy process file can be exported at any time for verification when the copy execution effect needs to be checked in the copy making process, and the development efficiency of the game copy is improved.
Those skilled in the art will appreciate that the figures are merely schematic representations of one preferred implementation scenario and that the blocks or flow diagrams in the figures are not necessarily required to practice the present application. Those skilled in the art will appreciate that the modules in the devices in the implementation scenario may be distributed in the devices in the implementation scenario according to the description of the implementation scenario, or may be located in one or more devices different from the present implementation scenario with corresponding changes. The modules of the implementation scenario may be combined into one module, or may be further split into a plurality of sub-modules.
The above application serial numbers are for description purposes only and do not represent the superiority or inferiority of the implementation scenarios. The above disclosure is only a few specific implementation scenarios of the present application, but the present application is not limited thereto, and any variations that can be considered by those skilled in the art are intended to fall within the scope of the present application.

Claims (13)

1. A method for generating game copies is applied to a copy editor, and is characterized by comprising the following steps:
acquiring copy composition data related to a game scene, wherein the copy composition data comprises copy resource data and copy logic data, and the copy resource data establishes a reference relation with the copy logic data through an index resource identifier by the copy editor;
splicing the copy logic data and the copy resource data according to the reference relationship by utilizing a triggering component and an executing component in the copy editor to form a copy flow file, specifically determining the copy resource data associated with the event rule in the copy logic data according to the reference relationship, and splicing the copy resource data into the copy logic data aiming at a triggering mechanism of the event rule and an executing mechanism of the event rule;
responding to the loading instruction of the copy flow file, and hot-updating the copy flow file to a specified directory of a game server to form a game copy.
2. The method according to claim 1, wherein the obtaining of the copy composition data involved in the game scene specifically comprises:
obtaining a game scene file which is provided with associated replica events in a game engine;
according to the resource directory mapped by the copy event in the game scene file, positioning copy resource data related to the copy event;
and editing the associated copy event in the game scene file into copy logic data which can be read by a copy editor by using the copy editor mounted by the game engine.
3. The method according to claim 2, wherein the replica resource data includes game resources and nodes of the game resources on a game timeline, and after the replica resource data related to the replica event is located according to the resource directory mapped by the replica event in the game scene file, the method further comprises:
acquiring path information mapped by the game resources in a resource directory according to the configuration information of different types of game resources in the copy resource data;
and generating index resource identification for the copy resource data by utilizing the path information mapped by the game resources in the resource directory and the nodes of the game resources on the game time axis.
4. The method of claim 1, wherein the index resource identifier is a unique identifier of the replica resource data, and is in hexadecimal string format, with eight high bits as a resource type of the replica resource data and eight low bits as a resource sequence number of the replica resource data, so that a trigger component and an execution component in the replica editor utilize the resource index identifier to determine the replica resource data referenced by the replica logical.
5. The method according to claim 1, wherein the splicing the copy logic data and the copy resource data according to the reference relationship by using a trigger component and an execution component in the copy editor to form a copy flow file specifically includes:
setting event parameters of the copy logic data in the game running process and first copy resource data bound by the event parameters by utilizing a trigger component of the copy editor;
setting an execution parameter of the copy logic data in the game running process and second copy resource data bound with the execution parameter by using an execution component of the copy editor;
and splicing the first copy resource data and the second copy resource data into the copy logic data according to the reference relationship to form a copy flow file.
6. The method of claim 5, wherein the triggering component listens for event parameters in a script callback interface of a replica event, wherein the executing component listens for execution parameters in a function callback interface, and wherein the method further comprises, before the splicing the first replica resource data and the second replica resource data into the replica logical data according to the reference relationship to form a replica flow file:
monitoring event parameters by utilizing a call-back interface of a trigger component of the copy editor for butting against a copy event, and acquiring an execution list sequence of the trigger component in the running process of the game;
monitoring execution parameters by utilizing an execution component interface of the copy editor, and sequentially calling the execution components based on an execution list of the trigger component.
7. The method according to claim 5, wherein the splicing the first copy resource data and the second copy resource data into the copy logic data according to the reference relationship to form a copy flow file specifically includes:
according to the reference relationship, respectively acquiring a first index resource identifier of the copy logic data for referencing the first copy resource data and a second index resource identifier of the copy logic data for referencing the second copy resource data;
and splicing the first copy resource data and the second copy resource data into the copy logic data according to the first index resource identifier and the second index resource identifier to form a copy process file.
8. The method of claim 5, wherein the trigger component comprises a trigger type, a trigger parameter, a filter class table, and an executor list, wherein the execution component comprises an executor type, an executor parameter, and a filter list, and wherein the filter list and the executor list reference the replica resource data by an index identifier.
9. The method according to claim 5, characterized in that a safety actuator is added in the execution assembly, and the triggering times of the triggering assembly in the execution process are controlled by the safety actuator.
10. The method of any of claims 1-9, wherein prior to said hot-updating said replica process file into a designated directory of a game server in response to said load instruction of said replica process file to form a game replica, said method further comprises:
utilizing the position mapping relation of the code logic in the copy flow file to adjust the close-up logic in the copy flow file;
the close-up logic is code logic in the specific identifier, and the adjusting the close-up logic in the copy flow file by using the position mapping relationship of the code logic in the copy flow file specifically comprises:
scanning the replica process file, performing separation processing on code logic in a specific identifier in the process replica file, and recording a position mapping relation of the code logic in the specific identifier;
and adjusting the code logic in the specific identifier based on the function name and the line number corresponding to the position mapping relation.
11. A game copy generation device applied to a copy editor includes:
the game system comprises an acquisition unit, a processing unit and a processing unit, wherein the acquisition unit is used for acquiring copy composition data related to a game scene, the copy composition data comprises copy resource data and copy logic data, and the copy resource data establishes a reference relation with the copy logic data through an index resource identifier by a copy editor;
the splicing unit is used for splicing the copy logic data and the copy resource data according to the reference relationship by utilizing a triggering component and an executing component in the copy editor to form a copy process file, specifically determining the copy resource data associated with the event rule in the copy logic data according to the reference relationship, and splicing the copy resource data into the copy logic data aiming at a triggering mechanism of the event rule and an executing mechanism of the event rule;
and the hot updating unit is used for responding to the loading instruction of the copy flow file, and hot updating the copy flow file to a specified directory of the game server to form a game copy.
12. A computer device comprising a memory and a processor, the memory storing a computer program, characterized in that the processor, when executing the computer program, implements the steps of the method of generating a game copy according to any one of claims 1 to 10.
13. A computer-readable storage medium, on which a computer program is stored, which, when being executed by a processor, carries out the steps of the method for generating a game copy according to any one of claims 1 to 10.
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