CN113856205A - In-game event processing method and device, electronic equipment and storage medium - Google Patents

In-game event processing method and device, electronic equipment and storage medium Download PDF

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Publication number
CN113856205A
CN113856205A CN202111166253.2A CN202111166253A CN113856205A CN 113856205 A CN113856205 A CN 113856205A CN 202111166253 A CN202111166253 A CN 202111166253A CN 113856205 A CN113856205 A CN 113856205A
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Prior art keywords
game
function
identifier
event
candidate
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CN202111166253.2A
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朱晨超
陈凡
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Netease Hangzhou Network Co Ltd
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Netease Hangzhou Network Co Ltd
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Priority to CN202111166253.2A priority Critical patent/CN113856205A/en
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • A63F13/69Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/533Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game for prompting the player, e.g. by displaying a game menu
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/822Strategy games; Role-playing games

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Physics & Mathematics (AREA)
  • Optics & Photonics (AREA)
  • Human Computer Interaction (AREA)
  • Management, Administration, Business Operations System, And Electronic Commerce (AREA)

Abstract

The embodiment of the invention provides a method and a device for processing events in a game, electronic equipment and a storage medium, wherein the method comprises the following steps: when an event is triggered, acquiring a candidate function identifier corresponding to the event; taking the game function corresponding to the candidate function identification as a candidate game function; acquiring a condition identifier corresponding to the game function result in the candidate game function as a candidate condition identifier; acquiring a condition judgment rule corresponding to the candidate condition identifier; obtaining game information, and taking a candidate condition identifier of the game information according with the condition judgment rule as a target condition identifier; the game information is corresponding information of a game role corresponding to the client; and randomly acquiring a target game function result from the game function result corresponding to the target condition identification and executing the target game function result. The method can effectively meet the requirement on the randomness of the event, reduce the repetitive work and simplify the configuration operation of the event node graph.

Description

In-game event processing method and device, electronic equipment and storage medium
Technical Field
The embodiment of the invention relates to the technical field of networks, in particular to an in-game event processing method, an in-game event processing device, electronic equipment and a storage medium.
Background
Roguelike (nonlinear instant random game) game is a general name for a game, is a branch type of role playing game, and has the characteristics of random generation, unidirectional process, permanent death of role, non-linearity of game and the like. The game system has the greatest characteristic of generating randomness, wherein each new game is started, different game events can be triggered in the game according to a player, and then the preset game function of the game event is executed, so that the game scene, enemies, treasures and other things can be generated randomly.
In the related art, a developer needs to configure a corresponding game function for each game event one by one in an editor to realize generation randomness in a game, which causes a large amount of repeated work and increases the workload of production.
Disclosure of Invention
The embodiment of the invention provides a method for processing events in a game, which aims to solve the problems that game events are difficult to maintain and configuration workload is large in the prior art.
Correspondingly, the embodiment of the invention also provides a device for processing events in the game, which is used for ensuring the realization and the application of the method.
In order to solve the above problem, an embodiment of the present invention discloses an event processing method in a game, which is applied to a client, where the client has a game function set, the game function set includes at least one game function, the game function includes at least one game function result, the game function has a corresponding function identifier, and the game function result has a corresponding condition identifier, and the method includes:
when a game event is triggered in a game by a game role controlled by a player, acquiring a candidate function identifier corresponding to the game event;
taking the game function corresponding to the candidate function identification as a candidate game function;
acquiring a condition identifier corresponding to the game function result in the candidate game function as a candidate condition identifier;
acquiring a condition judgment rule corresponding to the candidate condition identifier;
obtaining game information, and taking a candidate condition identifier of the game information according with the condition judgment rule as a target condition identifier; the game information is corresponding information of a game role corresponding to the client;
and randomly acquiring a target game function result from the game function result corresponding to the target condition identification and executing the target game function result.
Optionally, the step of acquiring a candidate function identifier corresponding to a game event when the game event is triggered in a game includes:
sending an event identification of the game event to a server; the server is used for acquiring a function identifier corresponding to the game event identifier according to a pre-configured event configuration table and taking the function identifier as a candidate function identifier corresponding to the game event;
and receiving the candidate function identification corresponding to the game event sent by the server.
Optionally, the event configuration table includes at least one event identifier, the event identifier has a corresponding event node graph, the event node graph includes a plurality of sequentially connected event nodes, the event node has a corresponding logic code and a function identifier, and the server is configured to sequentially execute the logic codes of the event nodes and take the function identifier corresponding to the event node as a candidate function identifier.
Optionally, the step of using the game function corresponding to the candidate function identifier as a candidate game function includes:
traversing game functions in the game function set;
and taking the game function with the function identification corresponding to the game function and the candidate function identification as the candidate game function.
Optionally, the obtaining game information includes:
acquiring the role information of the game role and/or scene information of a game scene where the game role is located; the role information at least comprises one of gender, age, grade and occupation; the scene information at least comprises one of the weather, the position in the game scene and the level of the game character.
Optionally, the game function result has a corresponding random probability, and the step of randomly obtaining and executing the target game function result from the game function result corresponding to the target condition identifier includes:
acquiring random probability corresponding to a game function result corresponding to the target condition identification;
acquiring a game function result from the game function results corresponding to the target condition identification according to the random probability as a target game function result;
and executing the target game function result.
Optionally, the game function includes at least one of attribute verification, resource placement, and text display.
The embodiment of the invention also discloses an event processing device in a game, which is applied to a client, wherein the client is provided with a game function set, the game function set comprises at least one game function, the game function comprises at least one game function result, the game function has a corresponding function identifier, and the game function result has a corresponding condition identifier, and the device comprises:
the game device comprises a candidate function identifier acquisition module, a function identifier selection module and a function identifier selection module, wherein the candidate function identifier acquisition module is used for acquiring a candidate function identifier corresponding to a game event when the game event is triggered by a game role controlled by a player in a game;
a candidate game function acquisition module, configured to use a game function corresponding to the candidate function identifier as a candidate game function;
a candidate condition identifier obtaining module, configured to obtain a condition identifier corresponding to the game function result in the candidate game function as a candidate condition identifier;
a condition judgment rule obtaining module, configured to obtain a condition judgment rule corresponding to the candidate condition identifier;
a target condition identification obtaining module, configured to obtain game information, and use a candidate condition identification, in which the game information meets the condition judgment rule, as a target condition identification; the game information is corresponding information of a game role corresponding to the client;
and the target game function acquisition module is used for randomly acquiring and executing a target game function result from the game waiting function results corresponding to the target condition identification.
Optionally, the candidate function identifier obtaining module is configured to send an event identifier of the game event to a server; the server is used for acquiring a function identifier corresponding to the game event identifier according to a pre-configured event configuration table and taking the function identifier as a candidate function identifier corresponding to the game event; and receiving the candidate function identification corresponding to the game event sent by the server.
Optionally, the event configuration table includes at least one event identifier, the event identifier has a corresponding event node graph, the event node graph includes a plurality of sequentially connected event nodes, the event node has a corresponding logic code and a function identifier, and the server is configured to sequentially execute the logic codes of the event nodes and take the function identifier corresponding to the event node as a candidate function identifier.
Optionally, the candidate game function obtaining module is configured to traverse game functions in the game function set; and taking the game function with the function identification corresponding to the game function and the candidate function identification as the candidate game function.
Optionally, the target condition identifier obtaining module is configured to obtain character information of the game character and/or scene information of a game scene where the game character is located; the role information at least comprises one of gender, age, grade and occupation; the scene information at least comprises one of the weather, the position in the game scene and the level of the game character.
Optionally, the target game function obtaining module is configured to obtain a random probability corresponding to a game function result corresponding to the target condition identifier; acquiring a game function result from the game function results corresponding to the target condition identification according to the random probability as a target game function result; and executing the target game function result.
Optionally, the game function includes at least one of attribute verification, resource placement, and text display.
The embodiment of the invention discloses electronic equipment, which comprises a processor, a memory and a computer program which is stored on the memory and can run on the processor, wherein when the computer program is executed by the processor, the steps of the in-game event processing method are realized.
The embodiment of the invention discloses a computer readable storage medium, wherein a computer program is stored on the computer readable storage medium, and when the computer program is executed by a processor, the steps of the event processing method in the game are realized.
The embodiment of the invention has the following advantages:
in the embodiment of the invention, the game function of the event node is set as the function identifier, the game function corresponding to the function identifier is used as the candidate game function, the condition identifier corresponding to the game function result in the candidate game function is used as the candidate condition identifier, the condition judgment rule corresponding to the candidate condition identifier is obtained, the game information is obtained, the candidate condition identifier of which the game information meets the condition judgment rule is used as the target condition identifier, the target game function result is randomly obtained from the game function result corresponding to the target condition identifier and executed, and the requirement on the randomness of the event can be effectively met.
In addition, the random probability and the condition identification are used as common data for generating random results, so that the repetitive work is reduced, and the configuration operation of the event node graph is simplified.
Drawings
FIG. 1 is a schematic diagram of an event node in a game;
FIG. 2 is a flow chart of steps in an embodiment of an in-game event processing method of the present invention;
FIG. 3 is a schematic diagram of a game event structure according to an embodiment of an in-game event processing method of the present invention;
FIG. 4 is a flow chart of event execution according to an embodiment of an in-game event processing method of the present invention;
FIG. 5 is a flow chart of an event configuration of an embodiment of an in-game event processing method according to the present invention;
FIG. 6 is a diagram illustrating a game function structure according to an embodiment of an in-game event processing method of the present invention;
FIG. 7 is a block diagram of an embodiment of an in-game event processing apparatus according to the present invention.
Detailed Description
In order to make the aforementioned objects, features and advantages of the present invention comprehensible, embodiments accompanied with figures are described in further detail below.
The game event is used as a component of the game, is usually triggered by the role behavior and the game progress, and has the functions of promoting the development of the game scenario, acquiring game prop resources and the like. The common editing method of the existing game event can package each independent function in the game event into a modular node, and then each node is combined into the logic of the game event. For example, a game event for acquiring props, a node diagram of which is shown in fig. 1, and a node operation flow includes: after a player triggers a game event, a basic interface is displayed first, then different options are provided for the player to select by an option interface, the player performs corresponding attribute verification after selecting a certain option, and finally a result interface is displayed and resources (such as props) are obtained.
The method can combine game events with different functions by using nodes, can meet the requirements of common games, but due to the characteristic of Roguelike type randomness, a large number of random game events are needed in the games, and in order to enable the game events to have randomness, a certain node in the game events with the same structure also needs to present different effects due to different limiting conditions. Therefore, the influence of different conditions needs to be considered in the nodes by adopting the common modularized functional nodes, and if different conditions are judged in each node, each node needs to customize different conditions according to the requirements, so that the maintenance difficulty is high. If a large number of event node graphs with the same structure but different child node parameters are needed in a game, developers need to configure and generate independent game events one by one in an editor, a large amount of repeated work is caused, and the production workload is increased.
In view of the above problems, embodiments of the present invention provide an in-game event processing method to solve the problems of difficult maintenance and large configuration workload of the game event.
The in-game event processing method in the embodiment of the invention can be operated on a local terminal device or a server. When the in-game event processing method is operated as a server, the game can be a cloud game.
In an alternative embodiment, cloud gaming refers to a cloud computing-based gaming mode. In the running mode of the cloud game, the running main body of the game program and the game picture presenting main body are separated, the storage and the running of the event processing method in the game are completed on a cloud game server, and the cloud game client is used for receiving and sending data and presenting the game picture, for example, the cloud game client can be a display device with a data transmission function close to a user side, such as a mobile terminal, a television, a computer, a palm computer and the like; but the cloud game server in the cloud is used for processing the game data. When a game is played, a player operates the cloud game client to send an operation instruction to the cloud game server, the cloud game server runs the game according to the operation instruction, data such as game pictures and the like are encoded and compressed, the data are returned to the cloud game client through a network, and finally the data are decoded through the cloud game client and the game pictures are output.
In an alternative embodiment, the local terminal device stores a game program and is used to present a game screen. The local terminal device is used for interacting with the player through a graphical user interface, namely, a game program is downloaded and installed and operated through an electronic device conventionally. The manner in which the local terminal device provides the graphical user interface to the player may include a variety of ways, for example, it may be rendered for display on a display screen of the terminal or provided to the player through holographic projection. For example, the local terminal device may include a display screen for presenting a graphical user interface including a game screen and a processor for running the game, generating the graphical user interface, and controlling display of the graphical user interface on the display screen.
Referring to fig. 2, a flowchart illustrating steps of an embodiment of an in-game event processing method according to the present invention is shown, and applied to a client, where the client has a game function set, the game function set includes at least one game function, the game function includes at least one game function result, the game function has a corresponding function identifier, and the game function result has a corresponding condition identifier, where the embodiment of the present invention may include the following steps:
step 201, when a game event is triggered, acquiring a candidate function identifier corresponding to the game event;
in a game, different game events are usually included, and the game events have corresponding game functions, wherein the game functions at least comprise one of attribute verification, resource release and display text. For example, the attribute verification refers to verifying attributes of player information, game character information, scenes in the game and items, the resource release refers to releasing treasure boxes and awards items in the game, and the display text refers to displaying help information, scenario text and description information of the items and the items in the game.
The function identifier is an identifier for uniquely identifying a certain game function in a game, and may be a number or a name, and may include numbers, letters, character strings, and the like, for example, the function identifier of the xx event may be 001, event a, dropped article event 1, and the like.
In a specific implementation, a player may control a game character to reach a designated position in a certain scene to trigger a game event, for example, the player controls the game character to move to the designated position in a game teaching scene to trigger a game teaching event, and a teaching prompt is displayed on an interactive interface; the game event may be triggered when the player operates a game character to complete a certain game task, for example, the player operates the game character to complete a novice task, the scenario event is triggered, and a scenario text is displayed on the interactive interface; it may also be an event where the player operates a game character to hit a monster and then triggers a treasure drop, thereby dropping the treasure at the location where the monster died.
In one example, the game function set is configured in a data configuration table or game data, and includes a plurality of game functions, each of which may have a plurality of different game function results, i.e., each of which may have a plurality of different actual function representations, e.g., a dialog function may include a plurality of different dialog texts, wherein each of the game function results has a corresponding condition identifier, and the condition identifier corresponds to a condition judgment rule (i.e., a condition judgment function). In the specific implementation, after the game event is triggered, the client can determine the corresponding game function according to the function identifier, and then perform condition judgment on the game function result included in the game function to screen out the game function result meeting the condition, so as to randomly select a target game function result.
Step 202, taking the game function corresponding to the candidate function identification as a candidate game function;
in a specific implementation, a plurality of game functions may be configured at the client as a game function set, and each game function is configured with a corresponding function identifier, and the client may obtain the corresponding game function according to the function identifier, for example, the client is configured with a game function A, B, C, the function identifiers corresponding to the game function A, B, C are 001, 002, and 003, after receiving the function identifier, the client compares the function identifier corresponding to the game function in the function set with the received function identifier in sequence, and takes the game function with the consistent function identifier as a candidate game function, and if the function identifier received by the client is 001, the game function a will be taken as the candidate game function.
Step 203, acquiring a condition identifier corresponding to the game function result in the candidate game function as a candidate condition identifier;
the condition identifier is an identifier used for uniquely identifying a certain condition judgment rule in a game, and may be a number or a name, and may include numbers, letters, character strings, and the like. The game function result is provided with a corresponding condition identifier, and the corresponding condition identifier can be acquired according to the game function result.
In specific implementation, it is assumed that a game function has a game function result A, B, C, D, and the corresponding condition identifiers are T1, T2, T3, and T4, respectively, while a plurality of condition identifiers may be preset in game data, and after the game function is determined by a client, all game function results included in the game function can be obtained, and further, the condition identifiers T1, T2, T3, and T4 corresponding to the game function results are obtained; it is possible that condition flags having similar structures may be provided for a plurality of game function results, that is, the game function results A, B, C, D may share the same condition flag T1, and thus only one condition flag T1 may be acquired at the time of acquisition.
Step 204, obtaining a condition judgment rule corresponding to the candidate condition identifier;
the condition judgment rule may be a preset condition judgment function, and may judge the condition of the game character information and the scene information.
In a specific implementation, the condition determination rule may be a rule for determining game role information, for example, it may be determined whether the game role is a male role, whether the level of the game role is greater than 50, and whether the occupation of the game role is a soldier; the game role state may also be determined, for example, whether the life value of the game role is greater than 80 or not and whether the game role is in a poisoned state or not may be determined; the rule may also be a rule for determining scene information, for example, whether the current scene of the game character is rainy, which scene the current scene of the game character is in, which position the current scene of the game character is in, and the like.
Different condition judgment rules with similar structures can be configured with the same condition identifier, for example, the condition judgment rules A and B are rules for judging different attribute values of game characters, but the judgment modes of the condition judgment rules A and B are the same or similar, so that the condition judgment rules A and B can be set as the same condition identifier, and repeated configuration work can be reduced.
Step 205, obtaining game information, and taking a candidate condition identifier of the game information according with the condition judgment rule as a target condition identifier; the game information is corresponding information of a game role corresponding to the client;
wherein, the role information at least comprises one of gender, age, grade and occupation; the scene information at least comprises one of the weather, the position in the game scene and the level of the game character.
In the concrete implementation, after the client acquires the game information, the client traverses the candidate condition identifications, judges whether the game information accords with the condition judgment rule corresponding to the condition identification one by one, and takes the condition identification which accords with the condition as the target condition identification. For example, the condition judgment rule corresponding to the candidate condition identifier T1 is to judge whether the life value of the character is between 80 and 100, the condition judgment rule corresponding to the candidate condition identifier T2 is to judge whether the life value of the character is between 50 and 80, the condition judgment rule corresponding to the candidate condition identifier T3 is to judge whether the life value of the character is between 10 and 50, the client acquires the life value of the game character, and sequentially judges the life values with the candidate conditions T1, T2 and T3, assuming that the client acquires the life value of the current game character is 30, after the client judges the life value, the client rejects the candidate condition identifiers T1 and T2, and uses the candidate condition identifier T3 meeting the condition as the target condition identifier.
In a possible case, the target condition flags may be multiple, for example, the condition judgment rule corresponding to the candidate condition flag T4 is to judge whether the game character is a male, the condition judgment rule corresponding to the candidate condition flag T5 is to judge whether the rank of the game character is greater than 30, the condition judgment rule corresponding to the candidate condition flag T6 is to judge whether the occupation of the game character is a legal, and assuming that the gender of the current game character acquired by the client is a male, the rank is 50, and the occupation is a soldier, the candidate condition flags T4 and T5 are used as the target condition flags.
And step 206, randomly acquiring a target game function result from the game function result corresponding to the target condition identification and executing the target game function result.
In a specific implementation, there may be a plurality of target condition identifiers, and corresponding to a plurality of candidate game functions, one or more game functions may be randomly selected from the candidate game functions as a target game function and executed.
In the embodiment of the invention, the game function of the event node is set as the function identifier, the game function corresponding to the function identifier is used as the candidate game function, the condition identifier corresponding to the candidate game function is obtained as the candidate condition identifier, the condition judgment rule corresponding to the candidate condition identifier is obtained, the game information is obtained, the candidate condition identifier of which the game information meets the condition judgment rule is used as the target condition identifier, and the target game function is randomly obtained from the candidate game function corresponding to the target condition identifier and executed, so that the requirement on the randomness of the event can be effectively met. In addition, the two parameters of random probability and condition identification are used as common data for generating random results, so that repetitive work is reduced, and configuration operation of the event node graph is simplified.
In an exemplary embodiment, the step 201, when a game event is triggered in a game, of acquiring a candidate function identifier corresponding to the game event includes:
sending an event identification of the game event to a server; the server is used for acquiring a function identifier corresponding to the game event identifier according to a pre-configured event configuration table and taking the function identifier as a candidate function identifier corresponding to the game event;
and receiving the candidate function identification corresponding to the game event sent by the server.
The event identifier is an identifier used for uniquely identifying a certain game event in a game, and may be a number or a name, and may include numbers, letters, character strings, and the like.
In specific implementation, the server may pre-configure a plurality of game events, each game event has a corresponding event identifier, and after receiving an event identifier sent by the client, the server may search for a corresponding event in all configured events, and return a function identifier in the event to the client. For example, the server is configured with a game event A, B, C, the corresponding event identifiers are a1, B1, and C1, after the client triggers the game event, it is assumed that the event identifier of the game event is a1, after the server receives the event identifier a1 sent by the client, the server searches all configured game events to obtain the game event a with the same event identifier, and returns the function identifier in the game event a to the client.
The event configuration table comprises at least one event identifier, the event identifier has a corresponding event node graph, the event node graph comprises a plurality of sequentially connected event nodes, the event nodes have corresponding logic codes and function identifiers, and the server is used for sequentially executing the logic codes of the event nodes and taking the function identifiers corresponding to the event nodes as candidate function identifiers.
In an example, as in Rouguelike game, after an event is triggered, the server may sequentially execute logic codes in the event node according to the sequence, and send a corresponding function identifier in the event node to the client for execution. The event node only bears abstract functions, such as display texts and dropped objects, and the game functions can have a plurality of game function results which can be identified and randomly obtained according to conditions, so that the types and the number of the dropped objects cannot be determined outside the game, such as display text types and contents, and the characteristics of Rouguelike game randomness can be better met.
Referring to fig. 3, a schematic diagram of a game event structure is shown, and in order to make the structure of the game event more understandable, a detailed description is given below by taking the prop event as an example.
The game event can be configured in an event configuration table, the game event corresponds to an event identifier, the event identifier has a corresponding event node graph, the event node graph includes a plurality of sequentially connected event nodes, and each event node can include a specific function, such as attribute checking, resource releasing, and the like. The function nodes may be connected as an event node graph by planning in an event editor of the client, and configuring parameters of each event node.
After the game event is triggered, the server executes to a basic interface display node, the event node can display a title and a conversation on an interactive interface, the server sends the title identification and the conversation identification of the two game functions to the client, and the client executes the corresponding function according to the function identification. Similarly, the downward event node will also return the corresponding function identifier to the client for processing, which is not described herein again. After the basic interface display node is executed, the server executes an option interface display node, the interface comprises an option A, an option B and an option C, if the player selects the option A, an attribute check node corresponding to the option A is executed, the attribute of the game role is checked, if the player succeeds, a result interface display node and a resource acquisition node are executed, prompt information is displayed, and prop resources are acquired; if the failure occurs, executing a corresponding failure node; and finishing the execution of the acquired prop event.
Referring to fig. 4, a flow chart of the execution of the game event is shown, and in order to make the execution flow of the game event more understandable, a detailed description is given below by taking the example of issuing a bonus event as an example.
Step 401, the server side runs to a corresponding event node;
when the event is triggered, the server executes the event nodes in sequence;
step 402, if the function is the client function, the function identifier is sent to the client;
if the game function in the event node is realized at the client, sending the corresponding function identifier to the client;
step 403, the client or the server analyzes the function identifier;
step 404, executing the game function corresponding to the function identifier;
and 405, judging whether the event node of the game event is executed completely, if so, ending, otherwise, returning to execute the step 401.
For example, the awarded event comprises an awarded article introduction node and an awarded article distribution node, when the server executes the awarded article introduction node, the awarded article introduction function is judged to be a client function, the function identifier of the game function is sent to the client for analysis processing, after the awarded article introduction node is executed, the event is not finished, then the awarded article distribution node is executed, the awarded article distribution function is judged to be a server function, the game function is analyzed and processed at the server, and as the awarded article distribution node is the last event node of the event, the awarded article distribution event is also finished after the event node is executed.
In the embodiment of the present invention, an event configuration table is used, where the event configuration table includes at least one event identifier, the event identifier has a corresponding event node map, the event node map includes a plurality of sequentially connected event nodes, the event node has a corresponding logic code and a function identifier, and the server is configured to sequentially execute the logic codes of the event nodes and use the function identifier corresponding to the event node as a candidate function identifier. The configuration work of the game event is simplified, and the execution efficiency of the game event is improved.
In an exemplary embodiment, the step 202 of identifying the game function corresponding to the candidate function as the candidate game function includes:
traversing game functions in the game function set;
and taking the game function with the function identification corresponding to the game function and the candidate function identification as the candidate game function.
The client side can obtain all game functions corresponding to the function identification as candidate game functions according to the function identification after receiving the function identification returned by the server.
In a specific implementation, the client may configure a plurality of game functions, for example, the client configures a game function A, B, C, the corresponding function identifiers are 001, and 002, respectively, and assuming that the client receives the function identifier returned by the server as 001, the client traverses the game function A, B, C, and since the function identifiers of the game functions a and B are consistent with the function identifier returned by the server, the games a and B are taken as candidate game functions.
In the embodiment of the invention, different game functions are configured with the same function identifier, and the game function corresponding to the function identifier is taken as a candidate game function, so that the same function identifier can correspond to a plurality of game functions, the diversity of game function configuration is enhanced, and the repeated work is reduced.
In an exemplary embodiment, the step 206, the game function result having a corresponding random probability, and the step of randomly obtaining and executing the target game function result from the game function result corresponding to the target condition identifier, includes:
acquiring random probability corresponding to a game function result corresponding to the target condition identification;
acquiring a game function result from the game function results corresponding to the target condition identification according to the random probability as a target game function result;
and executing the target game function result.
The game function has corresponding function identification, condition identification, random probability and actual function result, and can be configured in excel, and then excel data is converted into a data table through a guide table.
In a specific implementation, a process for configuring a game event and a game function is shown in fig. 5, where a game function of an event node is set as a function identifier, and a function identifier, a condition identifier, a random probability, and an actual function result of the game function are configured in an excel configuration table. Each event node can acquire a corresponding game function according to the function identifier, and after candidate game functions are screened out according to conditions, a target game function is randomly acquired from the candidate game functions, and an actual function result of the target game function is executed or displayed.
In an example, the function identifier, the condition identifier, the random probability and the game function result may be configured in game data by a plan, the data is common to all event nodes, when an event is executed, the client acquires the function identifier cached in the node, after a specific game function is determined by the function identifier, acquires the condition identifier of the game function result in the game function, performs judgment according to a condition judgment rule corresponding to the condition identifier, eliminates the game function result which does not meet the condition, and finally acquires and executes a final game function result according to random probability distribution.
In order to make the structure and execution flow of the game function easier to understand, the following examples one and two are described in detail.
Example one, take the process of the basic interface in fig. 3 showing event nodes as an example. The basic interface display event node is used for displaying basic information of an event, for example, a title and a dialog are displayed on the interface, the client does not directly index a text through a number after acquiring a title identifier and a dialog identifier, the identifier corresponds to a game function, the game function has a corresponding actual function result, each game function comprises a condition identifier, a random probability and a final actual function result, and the actual displayed text is used in the present example. After the client acquires the session identifier, all corresponding condition identifiers are traversed according to the data table, and then different condition judgment rules are indexed through the condition identifiers to judge whether the information related to the game role operated by the current player meets the conditions, for example, whether the control role is male or not, whether a certain attribute is larger than a certain value or not, and the like. And for the rejection which does not meet the conditions, the final dialog text which meets the conditions is randomly obtained according to the random probability, for example, the probability of the text a is 30%, the probability of the text b is 50%, the probability of the text c is 20%, and the final text is randomly obtained and then displayed on the interface.
For example two, referring to fig. 6, which is a schematic diagram of a game function structure according to an embodiment of the present invention, as shown in the diagram, a dialog identifier corresponds to a game function, specifically, the dialog function may be a dialog function, and the dialog function may include a plurality of function results, and in a specific implementation, it is assumed that the dialog function corresponding to the dialog identifier has three specific function results of a1, a2, and A3, a condition judgment rule corresponding to a condition identifier of the dialog function results a1 and a2 is that a game character is a female, and a condition judgment rule corresponding to a condition identifier of A3 is that a game character is a male; the random probability of A1 is 80%, the random probability of A2 is 50%, and the random probability of A3 is 30%; and if the gender of the character obtained by the client is female, A3 is directly removed, the target game function result is randomly obtained from the character according to the random probabilities of A1 and A2, and if the random probability reaches A1, the actual function result corresponding to A1 is executed, namely the dialog text corresponding to A1 is displayed.
The function realization of other event nodes is similar to the above introduction, and different condition identifications are indexed through numbers, then the conditions are judged, and the final game function result is obtained according to the weight. The parameter design and processing mode is mainly used for making each event node become a carrier of various different conditions of a certain function, the planning can be matched with different conditions and game function results through numbers in the event node, and the planning is only used for predicting the possible conditions before the node triggering the event in the actual game. If a certain game function result needs to be determined at a certain event node, only a unique result corresponding to the number needs to be set.
In the embodiment of the invention, the game function of the event node is set as the function identifier by configuring the game event and the game function, and the function identifier, the condition identifier, the random probability and the actual function result of the game function are configured. Each event can comprise a plurality of event nodes, each event node can obtain a corresponding game function according to the function identifier, after candidate game functions are screened out according to conditions, a target game function is randomly obtained from the candidate game functions, and the actual function result of the target game function is executed or displayed.
It should be noted that, for simplicity of description, the method embodiments are described as a series of acts or combination of acts, but those skilled in the art will recognize that the present invention is not limited by the illustrated order of acts, as some steps may occur in other orders or concurrently in accordance with the embodiments of the present invention. Further, those skilled in the art will appreciate that the embodiments described in the specification are presently preferred and that no particular act is required to implement the invention.
Referring to fig. 7, a block diagram of an embodiment of an in-game event processing apparatus according to the present invention is shown, and applied to a client, where the client has a game function set, the game function set includes at least one game function, the game function includes at least one game function result, the game function has a corresponding function identifier, and the game function result has a corresponding condition identifier, and includes the following modules:
a candidate function identifier obtaining module 701, configured to obtain a candidate function identifier corresponding to a game event when a game event is triggered in a game by a game character operated by a player;
a candidate game function obtaining module 702, configured to use a game function corresponding to the candidate function identifier as a candidate game function;
a candidate condition identifier obtaining module 703, configured to obtain a condition identifier corresponding to the game function result in the candidate game function as a candidate condition identifier;
a condition judgment rule obtaining module 704, configured to obtain a condition judgment rule corresponding to the candidate condition identifier;
a target condition identifier obtaining module 705, configured to obtain game information, and use a candidate condition identifier, where the game information meets the condition determination rule, as a target condition identifier; the game information is corresponding information of a game role corresponding to the client;
and a target game function obtaining module 706, configured to randomly obtain and execute a target game function result from the game function result corresponding to the target condition identifier.
In an exemplary embodiment, the candidate function identifier obtaining module 701 is configured to send an event identifier of the game event to a server; the server is used for acquiring a function identifier corresponding to the game event identifier according to a pre-configured event configuration table and taking the function identifier as a candidate function identifier corresponding to the game event; and receiving the candidate function identification corresponding to the game event sent by the server.
In an exemplary embodiment, the event configuration table includes at least one event identifier, the event identifier has a corresponding event node map, the event node map includes a plurality of sequentially connected event nodes, the event node has a corresponding logic code and a function identifier, and the server is configured to sequentially execute the logic codes of the event nodes and take the function identifier corresponding to the event node as a candidate function identifier.
In an exemplary embodiment, the candidate game function obtaining module 702 is configured to traverse the game functions in the game function set; and taking the game function with the function identification corresponding to the game function and the candidate function identification as the candidate game function.
In an exemplary embodiment, the target condition identification obtaining module 705 is configured to obtain character information of the game character and/or scene information of a game scene where the game character is located; the role information at least comprises one of gender, age, grade and occupation; the scene information at least comprises one of the weather, the position in the game scene and the level of the game character.
In an exemplary embodiment, the target game function obtaining module 706 is configured to obtain a random probability corresponding to a game function result corresponding to the target condition identifier; acquiring a game function result from the game function results corresponding to the target condition identification according to the random probability as a target game function result; and executing the target game function result.
In an exemplary embodiment, the game function includes at least one of attribute verification, resource placement, and display text.
For the device embodiment, since it is basically similar to the method embodiment, the description is simple, and for the relevant points, refer to the partial description of the method embodiment.
The embodiment of the invention discloses electronic equipment, which comprises a processor, a memory and a computer program which is stored on the memory and can run on the processor, wherein when the computer program is executed by the processor, the steps of the method for processing events in the game are realized.
The embodiment of the invention discloses a computer-readable storage medium, wherein a computer program is stored on the computer-readable storage medium, and when the computer program is executed by a processor, the steps of the embodiment of the event processing method in the game are realized.
The embodiments in the present specification are described in a progressive manner, each embodiment focuses on differences from other embodiments, and the same and similar parts among the embodiments are referred to each other.
As will be appreciated by one skilled in the art, embodiments of the present invention may be provided as a method, apparatus, or computer program product. Accordingly, embodiments of the present invention may take the form of an entirely hardware embodiment, an entirely software embodiment or an embodiment combining software and hardware aspects. Furthermore, embodiments of the present invention may take the form of a computer program product embodied on one or more computer-usable storage media (including, but not limited to, disk storage, CD-ROM, optical storage, and the like) having computer-usable program code embodied therein.
Embodiments of the present invention are described with reference to flowchart illustrations and/or block diagrams of methods, terminal devices (systems), and computer program products according to embodiments of the invention. It will be understood that each flow and/or block of the flow diagrams and/or block diagrams, and combinations of flows and/or blocks in the flow diagrams and/or block diagrams, can be implemented by computer program instructions. These computer program instructions may be provided to a processor of a general purpose computer, special purpose computer, embedded processor, or other programmable data processing terminal to produce a machine, such that the instructions, which execute via the processor of the computer or other programmable data processing terminal, create means for implementing the functions specified in the flowchart flow or flows and/or block diagram block or blocks.
These computer program instructions may also be stored in a computer-readable memory that can direct a computer or other programmable data processing terminal to function in a particular manner, such that the instructions stored in the computer-readable memory produce an article of manufacture including instruction means which implement the function specified in the flowchart flow or flows and/or block diagram block or blocks.
These computer program instructions may also be loaded onto a computer or other programmable data processing terminal to cause a series of operational steps to be performed on the computer or other programmable terminal to produce a computer implemented process such that the instructions which execute on the computer or other programmable terminal provide steps for implementing the functions specified in the flowchart flow or flows and/or block diagram block or blocks.
While preferred embodiments of the present invention have been described, additional variations and modifications of these embodiments may occur to those skilled in the art once they learn of the basic inventive concepts. Therefore, it is intended that the appended claims be interpreted as including preferred embodiments and all such alterations and modifications as fall within the scope of the embodiments of the invention.
Finally, it should also be noted that, herein, relational terms such as first and second, and the like may be used solely to distinguish one entity or action from another entity or action without necessarily requiring or implying any actual such relationship or order between such entities or actions. Also, the terms "comprises," "comprising," or any other variation thereof, are intended to cover a non-exclusive inclusion, such that a process, method, article, or terminal that comprises a list of elements does not include only those elements but may include other elements not expressly listed or inherent to such process, method, article, or terminal. Without further limitation, an element defined by the phrase "comprising an … …" does not exclude the presence of other like elements in a process, method, article, or terminal that comprises the element.
The above detailed description is provided for an in-game event processing method, an in-game event processing apparatus, an electronic device and a storage medium, and specific examples are applied herein to explain the principles and embodiments of the present invention, and the descriptions of the above examples are only used to help understanding the method and the core ideas of the present invention; meanwhile, for a person skilled in the art, according to the idea of the present invention, there may be variations in the specific embodiments and the application scope, and in summary, the content of the present specification should not be construed as a limitation to the present invention.

Claims (10)

1. An in-game event processing method applied to a client, wherein the client has a game function set thereon, the game function set comprises at least one game function, the game function comprises at least one game function result, the game function has a corresponding function identifier, and the game function result has a corresponding condition identifier, the method comprises:
when a game event is triggered, acquiring a candidate function identifier corresponding to the game event;
taking the game function corresponding to the candidate function identification as a candidate game function;
acquiring a condition identifier corresponding to the game function result in the candidate game function as a candidate condition identifier;
acquiring a condition judgment rule corresponding to the candidate condition identifier;
obtaining game information, and taking a candidate condition identifier of the game information according with the condition judgment rule as a target condition identifier; the game information is corresponding information of a game role corresponding to the client;
and randomly acquiring a target game function result from the game function result corresponding to the target condition identification and executing the target game function result.
2. The method according to claim 1, wherein the step of acquiring the candidate function identifier corresponding to the game event when the game event is triggered in the game comprises:
sending an event identification of the game event to a server; the server is used for acquiring a function identifier corresponding to the game event identifier according to a pre-configured event configuration table and taking the function identifier as a candidate function identifier corresponding to the game event;
and receiving the candidate function identification corresponding to the game event sent by the server.
3. The method according to claim 2, wherein the event configuration table includes at least one event identifier, the event identifier has a corresponding event node map, the event node map includes a plurality of sequentially connected event nodes, the event node has a corresponding logic code and a function identifier, and the server is configured to sequentially execute the logic codes of the event nodes and take the function identifier corresponding to the event node as a candidate function identifier.
4. The method of claim 1, wherein the step of identifying a game function corresponding to the candidate function as a candidate game function comprises:
traversing game functions in the game function set;
and taking the game function with the function identification corresponding to the game function and the candidate function identification as the candidate game function.
5. The method of claim 1, wherein the obtaining game information comprises:
acquiring the role information of the game role and/or scene information of a game scene where the game role is located; the role information at least comprises one of gender, age, grade and occupation; the scene information at least comprises one of the weather, the position in the game scene and the level of the game character.
6. The method of claim 1, wherein the game function outcome has a corresponding random probability, and wherein the step of randomly obtaining and executing a target game function outcome from the game function outcome corresponding to the target condition identification comprises:
acquiring random probability corresponding to a game function result corresponding to the target condition identification;
acquiring a game function result from the game function results corresponding to the target condition identification according to the random probability as a target game function result;
and executing the target game function result.
7. The method of claim 1, wherein the game function comprises at least one of attribute verification, resource placement, and text display.
8. An in-game event processing device applied to a client, wherein the client has a game function set thereon, the game function set comprises at least one game function, the game function comprises at least one game function result, the game function has a corresponding function identifier, and the game function result has a corresponding condition identifier, the device comprises:
the game system comprises a candidate function identifier acquisition module, a candidate function identifier acquisition module and a game processing module, wherein the candidate function identifier acquisition module is used for acquiring a candidate function identifier corresponding to a game event when the game event is triggered in a game;
a candidate game function acquisition module, configured to use a game function corresponding to the candidate function identifier as a candidate game function;
a candidate condition identifier obtaining module, configured to obtain a condition identifier corresponding to the game function result in the candidate game function as a candidate condition identifier;
a condition judgment rule obtaining module, configured to obtain a condition judgment rule corresponding to the candidate condition identifier;
a target condition identification obtaining module, configured to obtain game information, and use a candidate condition identification, in which the game information meets the condition judgment rule, as a target condition identification; the game information is corresponding information of a game role corresponding to the client;
and the target game function acquisition module is used for randomly acquiring and executing a target game function result from the game function result corresponding to the target condition identifier.
9. An electronic device comprising a processor, a memory and a computer program stored on the memory and capable of running on the processor, the computer program, when executed by the processor, implementing the steps of the in-game event processing method of any one of claims 1 to 7.
10. A computer-readable storage medium, on which a computer program is stored, which, when executed by a processor, implements the steps of the in-game event processing method according to any one of claims 1 to 7.
CN202111166253.2A 2021-09-30 2021-09-30 In-game event processing method and device, electronic equipment and storage medium Pending CN113856205A (en)

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