CN117085335A - Game editing method, game editing device, storage medium and electronic apparatus - Google Patents

Game editing method, game editing device, storage medium and electronic apparatus Download PDF

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Publication number
CN117085335A
CN117085335A CN202311222825.3A CN202311222825A CN117085335A CN 117085335 A CN117085335 A CN 117085335A CN 202311222825 A CN202311222825 A CN 202311222825A CN 117085335 A CN117085335 A CN 117085335A
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China
Prior art keywords
editing
game
edited
client
scene
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CN202311222825.3A
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Chinese (zh)
Inventor
贾若愚
李志轶
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Netease Hangzhou Network Co Ltd
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Netease Hangzhou Network Co Ltd
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Priority to CN202311222825.3A priority Critical patent/CN117085335A/en
Publication of CN117085335A publication Critical patent/CN117085335A/en
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Classifications

    • 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
    • A63F13/63Generating 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 the player, e.g. authoring using a 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
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • 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
    • A63F2300/30Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device
    • A63F2300/308Details of the user interface

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Television Signal Processing For Recording (AREA)

Abstract

The disclosure provides a game editing method, a game editing device, a storage medium and electronic equipment, and relates to the technical field of computer and man-machine interaction. The method comprises the following steps: creating a game scene to be edited through a first client of the main editing game account; the game scene to be edited comprises a scene component; initiating synchronous editing invitation to one or more first candidate game account numbers through the first client in response to a synchronous editing invitation instruction aiming at a game scene to be edited, and controlling the first client to enter a common editing mode; controlling at least a second client for synchronously editing the game account to enter a common editing mode, and displaying a game scene to be edited; controlling a first client to edit a game scene to be edited according to the received synchronous editing instruction; the synchronous editing instructions comprise instructions generated by the first client in response to the received editing operation and instructions generated by the second client in response to the received editing operation in a common editing mode. The method and the device improve editing efficiency of the game scene.

Description

Game editing method, game editing device, storage medium and electronic apparatus
Technical Field
The present disclosure relates to the field of computer and human-computer interaction technologies, and in particular, to a game editing method, a game editing device, a computer readable storage medium, and an electronic apparatus.
Background
With the development of computer and man-machine interaction technology, games have become one of the important ways of people's daily leisure and recreation. In some games, editing of the game scene is allowed. For example, a user may add a scene component to a game scene and edit the position, size, etc. of the scene component to obtain a desired game scene layout.
In the related art, the editing efficiency of the game scene is generally low, and the time cost required by the user to edit the game scene is high.
Disclosure of Invention
The present disclosure provides a game editing method, a game editing device, a computer-readable storage medium, and an electronic apparatus to improve editing efficiency of a game scene at least to some extent.
According to a first aspect of the present disclosure, there is provided a game editing method, the method comprising: creating a game scene to be edited through a first client of the main editing game account; the game scene to be edited comprises a scene component, wherein the scene component is a component which is set in the game scene to be edited in response to a scene component setting instruction, and the scene component is configured to generate a corresponding virtual scene model in a game running scene; initiating synchronous editing invitation to one or more first candidate game account numbers through the first client in response to a synchronous editing invitation instruction aiming at the game scene to be edited, and controlling the first client to enter a common editing mode; controlling at least a second client for synchronously editing the game account to enter the common editing mode and displaying the game scene to be edited; the synchronous editing game account is a game account which accepts the synchronous editing invitation in the one or more first candidate game accounts; controlling the first client to edit the game scene to be edited according to the received synchronous editing instruction; the synchronous editing instruction comprises an instruction generated by the first client in response to the received editing operation and an instruction generated by the second client in response to the received editing operation in the common editing mode.
According to a second aspect of the present disclosure, there is provided a game editing device, the device comprising: the game scene creation module is configured to create a game scene to be edited through a first client of the main editing game account; the game scene to be edited comprises a scene component, wherein the scene component is a component which is set in the game scene to be edited in response to a scene component setting instruction, and the scene component is configured to generate a corresponding virtual scene model in a game running scene; the invitation processing module is configured to respond to a synchronous editing invitation instruction aiming at the game scene to be edited through the first client, initiate synchronous editing invitation to one or more first candidate game account numbers and control the first client to enter a common editing mode; the second client control module is configured to control at least one second client for synchronously editing the game account to enter the common editing mode and display the game scene to be edited; the synchronous editing game account is a game account which accepts the synchronous editing invitation in the one or more first candidate game accounts; the first client control module is configured to control the first client to edit the game scene to be edited according to the received synchronous editing instruction; the synchronous editing instruction comprises an instruction generated by the first client in response to the received editing operation and an instruction generated by the second client in response to the received editing operation in the common editing mode.
According to a third aspect of the present disclosure, there is provided a computer readable storage medium having stored thereon a computer program which, when executed by a processor, implements the game editing method of the first aspect described above and possible implementations thereof.
According to a fourth aspect of the present disclosure, there is provided an electronic device comprising: a processor; and a memory for storing executable instructions of the processor; wherein the processor is configured to perform the game editing method of the first aspect and possible implementations thereof via execution of the executable instructions.
The technical scheme of the present disclosure has the following beneficial effects:
on one hand, the method realizes that a plurality of game accounts edit the game scene together, improves the editing efficiency of the game scene, and reduces the time cost of editing the game scene by a single game account. On the other hand, different authorities are set for the main editing game account creating the game scene to be edited and other synchronous editing game accounts participating in common editing, for example, the main editing game account can invite the synchronous editing game account, and the synchronous editing instruction is concentrated to the first client of the main editing game account for execution, so that the common editing process is ensured to be based on the game scene to be edited of the main editing game account, the dominant position of the main editing game account is ensured, the requirement of game scene editing is met, the server does not need to execute the editing process, and the server pressure is reduced.
Drawings
Fig. 1 shows a system architecture diagram in the present exemplary embodiment;
fig. 2 shows a flowchart of a game editing method in the present exemplary embodiment;
fig. 3 shows a schematic diagram of a game scene to be edited in the present exemplary embodiment;
fig. 4A shows an interface diagram for setting a viewing angle in the present exemplary embodiment;
fig. 4B shows a schematic diagram of the observation angle in the present exemplary embodiment;
fig. 4C shows a schematic diagram of a game viewing angle in the present exemplary embodiment;
FIG. 5A illustrates a schematic diagram of a master edit game account initiating a synchronization edit invitation in the present exemplary embodiment;
FIG. 5B illustrates an interface diagram of selecting a first candidate game account in the present exemplary embodiment;
FIG. 5C illustrates a synchronized editing invitation interface for a first candidate game account in the present exemplary embodiment;
fig. 6 shows a schematic diagram of synchronizing the latest game scene to be edited in the present exemplary embodiment;
fig. 7 shows a flowchart of asynchronous editing in the present exemplary embodiment;
fig. 8 shows a schematic diagram of an edit overview area in the present exemplary embodiment;
fig. 9 is a schematic diagram showing the structure of a game editing device in the present exemplary embodiment;
Fig. 10 shows a schematic structural diagram of an electronic device in the present exemplary embodiment.
Detailed Description
Exemplary embodiments of the present disclosure will be described more fully hereinafter with reference to the accompanying drawings.
The drawings are schematic illustrations of the present disclosure and are not necessarily drawn to scale. Some of the block diagrams shown in the figures may be functional entities and do not necessarily correspond to physically or logically separate entities. These functional entities may be implemented in software, or in hardware modules or integrated circuits, or in networks, processors or microcontrollers. Embodiments may be embodied in many forms and should not be construed as limited to the examples set forth herein. The described features, structures, or characteristics of the disclosure may be combined in any suitable manner in one or more embodiments. In the following description, numerous specific details are provided to give a thorough description of embodiments of the present disclosure. However, it will be recognized by one skilled in the art that one or more of the specific details may be omitted, or other methods, components, devices, steps, etc. may be used instead of one or more of the specific details in implementing the aspects of the present disclosure.
The inventor discovers that in the current game, a user can only edit a game scene created by the user, and the whole process of editing the game scene needs to be completed by one person of the user, so that the editing efficiency is low.
In view of the above, exemplary embodiments of the present disclosure provide a game editing method.
Fig. 1 shows a system architecture diagram of an operating environment of the present exemplary embodiment. The system architecture may include a first client 110, a second client 120, a third client 130, and a server 140. Wherein the first client 110, the second client 120, and the third client 130 are terminal devices that install and run game client programs. The terminal device may be a mobile phone, a tablet computer, a personal computer, an intelligent wearable device, a game machine, or the like, which has a display function and is capable of displaying a graphical user interface, and the graphical user interface may include an interface of an operating system or an interface of an application program, or the like. The first client 110, the second client 120, and the third client 130 may be clients that log in different game accounts, for example, the first client 110 is a client that primarily edits a game account, the second client 120 is a client that synchronously edits a game account, and the third client 130 is a client that asynchronously edits a game account. The server 140 generally refers to a background system that provides game services in the present exemplary embodiment, and may be one server or a cluster of multiple servers. The server 140 is deployed with a game server program for executing game data processing of the server. The first client 110, the second client 120, the third client 130, and the server 140 may form a connection through a wired or wireless communication link for data transmission.
In one embodiment, the game editing method may be implemented and executed based on a cloud interaction system. The cloud interaction system may be the system architecture described above. Various cloud applications can be run under the cloud interaction system, for example: and (5) cloud game. Taking cloud game as an example, cloud game refers to a game mode based on cloud computing. In the cloud game operation mode, the game program operation main body and the game picture presentation main body are separated, the storage and operation of the control and interaction method in the game are completed on the cloud game server (such as the server 140), and the cloud game client (such as the first client 110, the second client 120 or the third client 130) is used for receiving and sending data and presenting the game picture. For example, the cloud game client may be a display device with a data transmission function near the user side, such as a mobile terminal, a television, a computer, a palm computer, etc.; and the cloud game server for information processing is a cloud game server. When playing a game or editing a game scene, a user operates a cloud game client to send an operation instruction to a cloud game server, the cloud game server runs a game according to the operation instruction, codes and compresses data such as a game picture and the like, returns the data to the cloud game client through a network, and finally decodes the data through the cloud game client and outputs the game picture.
The game editing method in the present exemplary embodiment may be performed by any one or more of the first client 110, the second client 120, and the third client 130.
In one embodiment, referring to fig. 2, the game editing method may include the following steps S210 to S240:
step S210, creating a game scene to be edited through a first client of a main editing game account; the game scene to be edited comprises a scene component, wherein the scene component is a component set in the game scene to be edited in response to a scene component setting instruction, and is configured to generate a corresponding virtual scene model in a game running scene;
step S220, a synchronous editing invitation instruction for a game scene to be edited is responded through a first client, synchronous editing invitations are initiated to one or more first candidate game account numbers, and the first client is controlled to enter a common editing mode;
step S230, controlling at least a second client side for synchronously editing the game account to enter a common editing mode, and displaying a game scene to be edited; the synchronous editing game account is a game account which accepts synchronous editing invitation in the one or more first candidate game accounts;
Step S240, the first client is controlled to edit the game scene to be edited according to the received synchronous editing instruction; the synchronous editing instructions comprise instructions generated by the first client in response to the received editing operation and instructions generated by the second client in response to the received editing operation in a common editing mode.
In the method shown in fig. 2, on one hand, the method realizes that a plurality of game accounts edit a game scene together, improves the editing efficiency of the game scene, and reduces the time cost of editing the game scene by a single game account. On the other hand, different authorities are set for the main editing game account creating the game scene to be edited and other synchronous editing game accounts participating in common editing, for example, the main editing game account can invite the synchronous editing game account, and the synchronous editing instruction is concentrated to the first client of the main editing game account for execution, so that the common editing process is ensured to be based on the game scene to be edited of the main editing game account, the dominant position of the main editing game account is ensured, the requirement of game scene editing is met, the server does not need to execute the editing process, and the server pressure is reduced.
Each step in fig. 2 is described in detail below.
Referring to fig. 2, in step S210, a game scene to be edited is created by a first client of a main editing game account; the game scene to be edited comprises a scene component, wherein the scene component is a component set in the game scene to be edited in response to a scene component setting instruction, and the scene component is configured to generate a corresponding virtual scene model in a game running scene.
The game account creating method comprises the steps of creating a game account of a game scene to be edited as a main editing game account of the game scene to be edited, and having main editing authorities. In one embodiment, only one master editing game account number of a game scene to be edited may be limited to prevent instruction conflict caused by a plurality of master editing game account numbers.
The master editing game account may create a game scene as the game scene to be edited, or may select a created game scene (typically created earlier by the master editing game account) as the game scene to be edited. The game scene to be edited can comprise scene background and one or more generated scene components, wherein the scene components can be scene components of the game scene to be edited (such as a game program can provide a plurality of different types of preset game scenes, a user can select a certain preset game scene to edit, and the scene components are originally provided with the scene components), and can also be scene components generated by editing a main editing game account. The scene component may be a person, thing or a partial person, thing in the game, such as an NPC (Non-Player Character), etc. After the game scene editing is completed, when the game scene to be edited is loaded and operated as a game running scene, a scene component in the game scene to be edited can generate a corresponding virtual scene model in the game running scene.
The scene component may be set in the game scene to be edited by the scene component setting instruction. In one embodiment, where a game scene to be edited is displayed, one or more scene component selection controls may also be displayed in the graphical user interface, the scene component setting instructions being instructions implemented by the scene component selection controls. FIG. 3 is a schematic diagram illustrating a game scenario to be edited and a scenario component selection control, which may include controls of "block component," "cylindrical component," "semi-cylindrical component," etc., that may generate a corresponding scenario component in the game scenario to be edited, such as a user clicking on the "block component" control, in response to a user (e.g., a master editing game account number) operating the control, and may generate a block component in the game scenario to be edited.
In one embodiment, the game program may be self-contained with one or more scene components, such as scene components that may be preconfigured by an artist and stored in the game program, and may provide their corresponding scene component selection controls so that a player may conveniently use these scene components for game scene editing, such as may add a scene component in a game scene to be edited.
In one embodiment, the scene components may be preconfigured by the player, who may obtain scene components that were originally absent in the game program by modeling in the game scene to be edited or other editing interfaces, or may combine the original scene components in the game program to form a combined scene component. For a player pre-configured scene component, a corresponding scene component selection control may also be provided. When the scene component is preconfigured, one or more of the information of the size, position, direction, color, texture, shape, etc. of the scene component can be configured. Thus, when a user uses the scene components in a game scene to be edited, the configured information can be directly called, and the game scene editing method is very convenient and efficient. Of course, the user may also adjust the configured information in the scene component, such as adjusting one or more of the above information, so as to better meet the needs and preferences of the user.
In one embodiment, a virtual camera may be provided in the game scene to be edited. The virtual camera is a tool for simulating a real camera in a game program to shoot a game scene picture, can be arranged at any position in a game scene to be edited, shoots the game scene at any view angle, namely the virtual camera can have any pose in the game scene, and the pose can be fixed or dynamically changed. In addition, any number of virtual cameras can be arranged in the game scene to be edited, and different virtual cameras can shoot different game scene pictures.
Referring to fig. 4A, a game scene to be edited may present two different viewing angles, namely, an observation viewing angle and a game viewing angle, and a user may select which viewing angle to use in a relevant setting interface of the game scene to be edited. The viewing angle means that the game scene to be edited is viewed at a third person's viewing angle, and as shown in fig. 4B, under the viewing angle, the user may not manipulate the game character in the game scene to be edited, but directly manipulate the virtual camera to move the viewing angle (the virtual camera is not displayed). The game view angle refers to a view angle of a first person to observe a game scene to be edited, and referring to fig. 4C, under the game view angle, a user may control a certain game character in the game scene to be edited, the game character may be bound to the virtual camera, that is, the position relationship between the game character and the virtual camera is fixed, for example, the game character may be located at a focus of the virtual camera, and when the user controls the game character to move, the virtual camera moves synchronously, thereby moving the view angle. Of course, under the observation view angle, an invisible game character can be set in the game scene to be edited, which is equivalent to hiding the game character in fig. 4C, and the user can move the virtual camera by moving the game character when moving the view angle. Under the observation view angle or the game view angle, a virtual rocker, an up-shift or down-shift control and the like can be arranged in the game scene to be edited, and a user can move the virtual camera or move the game character by operating the control.
With continued reference to fig. 2, in step S220, a synchronization editing invitation is initiated to one or more first candidate game account numbers by the first client in response to a synchronization editing invitation instruction for a game scene to be edited, and the first client is controlled to enter a common editing mode.
The synchronous editing means that a plurality of clients edit one game scene at the same time, and in the editing process, the game scenes displayed on different clients are the same, that is, each client can display the editing conditions of other clients. The master editing game account number may input a synchronization editing invitation instruction for the game scene to be edited to invite other game accounts to participate in common editing of the game scene to be edited. The first candidate game account number may be selected by the master edit game account number or may be automatically determined by the game program. For example, the master edit game account may select one or more invited objects, i.e., the first candidate game account, in the buddy list upon input of the synchronization edit invitation instruction. Or when the main editing game account number inputs the synchronous editing invitation instruction, the game program can take the game account number meeting the conditions in the friend list as a first candidate game account number. The first client responds to the synchronous editing invitation instruction and initiates synchronous editing invitation to the first candidate game account, the synchronous editing invitation can reach the client of the first candidate game account through the server, the first candidate game account can select whether to accept the invitation, if yes, the synchronous editing game account of the game scene to be edited is obtained, and the synchronous editing authority of the game scene to be edited is obtained.
The present disclosure does not limit the timing of the first client entering the common editing mode of the game scene to be edited. For example, the master editing game account may first perform a common editing trigger operation to trigger the first client to enter the common editing mode before the synchronization invitation instruction is input. Or after initiating the synchronous editing invitation to the first candidate game account, the first client enters a common editing mode. Or after the first client initiates the synchronous editing invitation to the first candidate game account, if the first candidate game account accepts the invitation, the first client enters a common editing mode, and the first candidate game account (i.e. the synchronous editing game account) accepting the invitation also enters the common editing mode.
In an embodiment, the step of initiating, by the first client, a synchronous editing invitation to one or more first candidate game account numbers in response to a synchronous editing invitation instruction for a game scene to be edited, and controlling the first client to enter a common editing mode may include the following steps:
and responding to a synchronous editing invitation instruction aiming at the game scene to be edited in the single editing mode through the first client, initiating synchronous editing invitation to one or more first candidate game accounts, and controlling the first client to switch from the single editing mode to the common editing mode.
The single person editing mode is a mode in which only one game account is allowed to edit a game scene, and is generally a mode in which only a creator of the game scene is allowed to edit. For example, if the main editing game account performs conventional editing on the game scene to be edited, a single person editing mode is entered, in which the main editing game account can operate to generate a synchronous editing invitation instruction, and in the case of initiating a synchronous editing invitation to the first candidate game account, the main editing game account can switch from the single person editing mode to the common editing mode. The switching process may be embodied in a visual manner, such as by presenting a switching interface, and displaying related text information, such as "entering a common edit mode". Therefore, the master editing game account can conveniently initiate synchronous editing invitation and flexibly switch between a single editing mode and a common editing mode.
The server may generate a process corresponding to a common editing mode of the game scene to be edited, by which the relevant data processing in the common editing mode is processed. The process may be isolated from other processes to ensure data security and accuracy.
With continued reference to fig. 2, in step S230, controlling at least a second client terminal for synchronously editing the game account to enter a common editing mode, and displaying a game scene to be edited; the synchronous editing game account is a game account which accepts synchronous editing invitation in the one or more first candidate game accounts.
Fig. 5A shows a schematic diagram of a master editing game account initiating a synchronous editing invitation, where the master editing game account may select a member management option in a setting interface of a game scene to be edited, trigger to display a member management interface, where member information of the game scene to be edited is displayed, and only an avatar of the master editing game account is displayed since only the master editing game account is editing the game scene to be edited. The main edit game account may click on the "+" sign in the member management interface to trigger inviting other users to participate in the common edit, such as may trigger displaying the interface shown in fig. 5B. FIG. 5B illustrates an interface diagram for selecting a first candidate game account from which a master edit game account may be selected and determined, and to which a synchronized edit invitation is initiated, displaying invited friends. FIG. 5C illustrates a synchronized edit invitation interface diagram for a first candidate game account. After the main editing game account initiates the synchronous editing invitation to the first candidate game account, the first candidate game account can see the information of the synchronous editing invitation, the first candidate game account can select to accept the invitation (namely, "determination" shown in fig. 5C) or reject the invitation (namely, "cancellation" shown in fig. 5C), if the invitation is accepted, the first candidate game account becomes the synchronous editing game account of the game scene to be edited, and the jump to the game scene to be edited is triggered, and the common editing mode is entered.
In one embodiment, the controlling the at least one second client to synchronously edit the game account to enter the common editing mode and display the game scene to be edited may include the following steps:
controlling the second client to enter a common editing mode, acquiring the latest game scene to be edited and displaying the latest game scene; the latest game scene to be edited is the game scene to be edited currently displayed by the first client.
That is, when the second client enters the common editing mode, the game scene to be edited displayed on the second client is synchronized with the game scene to be edited displayed on the first client, that is, the game scene to be edited displayed on the second client is kept synchronous with the first client, so that the main editing game account number is ensured to be consistent with the game scene to be edited seen by the synchronous editing game account number.
In one embodiment, the obtaining the latest game scene to be edited may include the following steps:
acquiring a game scene to be edited stored at the latest storage time point and a synchronous editing instruction from the latest storage time point to the current time;
and editing the game scene to be edited stored at the latest storage time point according to the synchronous editing instruction from the latest storage time point to the current time so as to obtain the latest game scene to be edited.
The server or the first client can store the game scene to be edited periodically, and the time point of storing is the storage time point. If the server saves the game scene to be edited every 30 seconds or 1 minute, and can save the game scene in a snapshot mode, a saving time point exists every 30 seconds or 1 minute. The second client may acquire the game scene to be edited saved at the latest saving time point, which is not necessarily the latest game scene to be edited. Considering that after the latest save time point, if the main editing game account or other synchronous editing game account performs editing operation in the common editing mode, the game scene to be edited is changed, so that the synchronous editing instruction from the latest save time point to the current time can also be obtained, wherein the synchronous editing instruction is generated by the main editing game account or other synchronous editing game account performing editing operation in the common editing mode within the period of time. The second client edits the acquired game scene to be edited at the latest preservation time point according to the synchronous editing instruction from the latest preservation time point to the current time, which is equivalent to reproducing the synchronous editing instruction of the main editing game account or other synchronous editing game accounts within the period of time, and obtaining the latest game scene to be edited after editing. The scheme can ensure that the second client side entering the common editing mode obtains the latest game scene to be edited, does not need to store the game scene to be edited in real time, and reduces storage pressure.
In one embodiment, after the second client enters the common editing mode, a certain time may be required to obtain the latest game scene to be edited, and the game scene to be edited may be locked in the time, that is, set to an uneditable state, so as to prevent the second client from editing the non-latest game scene to be edited. Further, in the process of editing the game scene to be edited stored at the latest storage time point according to the synchronous editing instruction from the latest storage time point to the current time, an editing animation can be displayed, for example, the editing animation is played at a higher speed than normal, so that the visual effects of the main editing game account and other synchronous editing game accounts are shown in the editing process. Referring to fig. 6, a mask may be added to a game scene to be edited in the process of playing an editing animation to represent a non-editable state.
In one embodiment, when the second client controlling at least one of the game account numbers to be edited simultaneously enters the common editing mode and displays the game scene to be edited, the game editing method may further include the steps of:
if the synchronous editing game account adopts a game view angle, taking the current position of the main editing game account in the game scene to be edited as the initial position of the synchronous editing game account in the game scene to be edited; and if the synchronous editing game account adopts an observation view angle, taking the preset position as the initial position of the synchronous editing game account in the game scene to be edited.
The current position of the main editing game account in the game scene to be edited is the position of the virtual camera or the controllable game character under the view angle of the game scene to be edited displayed on the first client, for example, the position of the game character in fig. 4C may be the position of the game character. The preset position may be any specified position in the game scene to be edited, for example, may be an origin position of a world coordinate system of the game scene to be edited. When the second client enters the common editing mode, if the viewing angle set by the synchronous editing game account is the game viewing angle, the current position of the main editing game account is used as the initial position in the game scene to be edited, namely, when the synchronous editing game account starts to see the game scene to be edited, the current position and the viewing angle of the main editing game account are consistent, so that the synchronous editing game account can observe the game scene to be edited at the viewing angle of the main editing game account, and the current editing condition is easier to see. If the viewing angle set by the synchronously edited game account is the viewing angle, the preset position is used as the initial position in the game scene to be edited, so that the overall situation of the game scene to be edited is easier to see.
In one embodiment, when the second client enters the common editing mode, in addition to limiting the initial position of the synchronous editing game account in the game scene to be edited, the subsequent movement of the synchronous editing game account can be unrestricted, and the synchronous editing game account can freely move in the game scene to be edited without keeping consistent with the position or viewing angle of the main editing game account. Of course, an option of viewing angle following may also be set in the common editing mode, by which the master editing game account or the synchronous editing game account can determine the viewing angle of any game account in the following common editing mode.
In one embodiment, the game editing method may further include the steps of:
responding to the operation of removing any synchronous editing game account through the first client, and requesting the server to remove the synchronous editing game account;
and under the condition that the synchronous editing game account is removed, controlling a second client of the synchronous editing game account to exit the common editing mode.
The master editing game account can invite the synchronous editing game account, and remove the synchronous editing game account, for example, any one or more synchronous editing game accounts can be removed in the member management interface shown in fig. 5A. Any synchronously edited game account is referred to herein as synchronously edited game account i. The first client transmits a removal request to the server in response to the operation of removing the synchronous editing game account i. The server may verify the removal request, such as verifying whether the game account from which the removal request was sent is a master edit game account. And after verification, the server sends a removal instruction to a second client for synchronously editing the game account i, and the second client exits the common editing mode in response to the instruction. After exiting the common editing mode, the display of the game scene to be edited can be canceled, for example, the interface on which the synchronous editing game account i is positioned before receiving the synchronous editing invitation can be jumped back. The scheme enables the master editing game account to flexibly manage the synchronous editing game account so as to protect the game scene to be edited. For example, a malicious synchronous editing game account may exist, malicious editing is performed on the game scene to be edited (for example, a scene component of which the main editing game account has completed editing is deleted), and the main editing game account is removed in time, so that the game scene to be edited can be protected.
With continued reference to fig. 2, in step S240, the first client is controlled to edit the game scene to be edited according to the received synchronous editing instruction; the synchronous editing instructions comprise instructions generated by the first client in response to the received editing operation and instructions generated by the second client in response to the received editing operation in a common editing mode.
The synchronous editing instruction received by the first client is an instruction generated by editing operations of all game accounts in a common editing mode. The synchronous editing instruction can be concentrated on the first client to be executed so as to edit the game scene to be edited displayed on the first client, so that the master editing game account number can see the editing summarization condition of all game account numbers. Therefore, the common editing process is ensured to be based on the game scene to be edited on the first client side, the dominant position of the main editing game account is ensured, the server is not required to execute the editing process, and the server pressure is reduced.
In an embodiment, the controlling the first client to edit the game scene to be edited according to the received synchronous editing instruction may include the following steps:
and controlling the first client to edit the game scene to be edited according to the received synchronous editing instruction in each unit editing time.
The unit editing time is a periodic time for collecting and executing a synchronous editing instruction, for example, the periodic time can be 1 second, 5 seconds and other time periods, and the time period of the unit editing time can be determined according to one or more factors of experience, complexity of a game scene to be edited, number of synchronous editing game accounts, network conditions among a first client, a second client and a server, performance of the first client and the like. The first client may execute the synchronous editing instruction with the unit editing time as a period, for example, may collect the synchronous editing instruction in each unit editing time, execute the synchronous editing instruction at the end time of the unit editing time, and may combine and execute the synchronous editing instruction received in the unit editing time, for example, there are multiple movement instructions for the same scene component, and may only execute the last movement instruction after combining. Alternatively, the first client may sequentially execute the respective synchronous editing instructions according to the receiving time or the generating time sequence of the synchronous editing instructions. In one embodiment, the server may aggregate the synchronized editing instructions in each unit editing time and send the aggregated synchronized editing instructions to the first client, and the synchronized editing instructions are executed by the first client. By executing the synchronous editing instruction with the unit editing time as a period, the pressure of one or more of the first client, the second client and the server can be reduced, and the efficiency can be improved.
In one embodiment, the synchronization editing instruction received by the first client may include two parts: the first client generates a synchronous editing instruction, namely a synchronous editing instruction for editing operation by a main editing game account; and the second is a synchronous editing instruction received by the first client from the outside (such as a server), namely a synchronous editing instruction for editing operation by synchronously editing the game account.
In one embodiment, after controlling the first client to edit the game scene to be edited according to the received synchronous editing instruction, the game editing method may further include the steps of:
controlling the second client to receive a missing editing instruction of the second client, and editing a game scene to be edited according to the missing editing instruction and an instruction generated by the second client in response to the received editing operation in a common editing mode; the missing edit instruction includes an instruction generated by the first client in response to the received edit operation and/or an instruction generated by the other second client in response to the received edit operation in the common edit mode.
The deletion editing instruction refers to an operation instruction which is not locally generated by the second client and is from the first client and other second clients. After the first client executes the summarized synchronous editing instruction, each second client may obtain the missing editing instruction from the server or the first client. For example, after the first client executes the summarized synchronous editing instruction successfully, feedback may be sent to the server, and after the server receives the feedback, the server sends a missing editing instruction to each second client. It should be appreciated that the exact editing instructions for each second client may be different. Each second client combines the received deletion editing instruction and the locally generated instruction, and is equivalent to the summarized synchronous editing instruction. The second client can edit the game scene to be edited according to the game scene to be edited, so that the game scenes to be edited on the first client and the second client are kept consistent, and the requirement of synchronous editing is met.
In one embodiment, the game editing method may further include the steps of:
and the first client or the second client is controlled to enter a test playing state based on the currently displayed game scene to be edited through responding to the test playing instruction in the common editing mode, and after the test playing is finished, the first client or the second client is controlled to edit the game scene to be edited according to the synchronous editing instruction from the test playing starting time to the current time, wherein the synchronous editing instruction is generated by responding to the received editing operation of the client which does not enter the test playing state.
The trial play means that a game running scene is entered based on a game scene in the current edit, and a user can control a game character to play a game in the scene to test the edit effect of the game scene. The master edited game account or the synchronized edited game account may be allowed to perform trial play in the common editing mode. Taking synchronous editing of game account try-on as an example, the second client responds to the try-on instruction in the common editing mode, and enters a try-on state based on the game scene to be edited currently displayed on the second client. In the test play state, a game running scene is generated based on the currently displayed game scene to be edited, and the synchronously edited game account can be used for test play in the game running scene. In the trial play process, the main editing game account or other synchronous editing game accounts can still edit the game scene to be edited. If the main editing game account or other synchronous editing game accounts edit the game scene to be edited, the game running scene in the trial play cannot be changed. After the test play is finished, a synchronous editing instruction from the test play starting time to the current time can be obtained, and the synchronous editing instruction is generated by a client which does not enter a test play state (namely, the first client and the second client for synchronously editing the game account) in response to the received editing operation, and the game scene to be edited for the test play (namely, the game scene to be edited locally by the second client for the test play) is edited according to the synchronous editing instruction of the time period, so that the game scene to be edited is synchronized to the latest game scene to be edited.
In one embodiment, in the process of editing the game scene to be edited in synchronization with the editing instruction from the start time to the current time of the trial play, an editing animation may be displayed, such as playing the editing animation at a higher speed than normal, so as to show the visual effect of the editing process to catch up with the latest game scene to be edited. During the process of playing the editing animation, a mask can be added to the game scene to be edited so as to represent the non-editable state.
In one embodiment, a time upper limit (e.g., 3 minutes) may be set for the test playing process, and when the test playing time reaches the upper limit, the test playing is forced to exit, so that the excessive test playing time is avoided, and the excessive synchronous editing instructions need to be executed after the test playing is finished.
In an embodiment, the creating the game scene to be edited by the first client of the main editing game account may include the following steps:
running a local map file corresponding to the game scene to be edited through a first client of the main editing game account to generate the game scene to be edited;
correspondingly, the controlling the first client to edit the game scene to be edited according to the received synchronous editing instruction may include the following steps:
And controlling the first client to edit the game scene to be edited according to the received synchronous editing instruction, and updating the local map file.
Wherein, the game scene can be stored in the form of a map file. The local map file may be stored in a cache or in a nonvolatile memory. When the first client creates a game scene to be edited, a corresponding local map file can be generated. The first client generates and displays a game scene to be edited by running and loading a local map file.
When editing a game scene to be edited, the first client can store the latest data of the game scene to be edited into the local map file so as to update the local map file to enable the local map file to correspond to the latest game scene to be edited.
In one embodiment, the game editing method may further include the steps of:
and responding to an instruction for storing the game scene to be edited in the common editing mode through the first client, and storing a local map file according to the game scene to be edited currently displayed by the first client.
The instruction for saving the game scene to be edited can be an instruction for saving the main editing game account. In the common editing mode, only the main editing game account number can be set to store the game scene to be edited, and the main editing game account number and the synchronous editing game account number can both be set to store the game scene to be edited. And the first client responds to the instruction for storing the game scene to be edited, and stores the local map file according to the game scene to be edited (namely the latest game scene to be edited) currently displayed by the first client.
In one embodiment, the first client may load the local map file stored in the nonvolatile storage into a cache (or other volatile storage) for ease of distinction, where the local map file in the nonvolatile storage is referred to as a first local map file, and the local map file in the cache is referred to as a second local map file. And the first client generates and displays the game scene to be edited by running the second local map file. In the case that the first client is in the common editing mode, the data of the game scene to be edited may be saved to the second local map file in real time or periodically, so as to update the second local map file, for example, the second local map file may be updated after each execution of the synchronous editing instruction. If the main editing game account number performs an instruction of saving the game scene to be edited in the common editing mode, the first client may write back the second local map file to the nonvolatile storage to cover the first local map file, thereby completing updating of the first local map file.
In one embodiment, referring to fig. 7, the game editing method may further include the following steps S710 to S730:
Step S710, initiating, by the first client, an asynchronous edit invitation to one or more second candidate game account numbers in response to the asynchronous edit invitation instruction for the game scene to be edited.
Asynchronous editing refers to that a plurality of game accounts can edit the same game scene, but only one game account is allowed to edit at the same time. The asynchronous editing mode is one of single editing modes, and it can be understood that if the game scene to be edited has an asynchronous editing game account, the single editing mode of the game scene to be edited is the asynchronous editing mode.
The master editing game account number may input an asynchronous editing invitation instruction for the game scene to be edited to invite other game accounts to participate in asynchronous editing of the game scene to be edited. In one embodiment, the main editing game account may input an asynchronous editing invitation instruction in a single person editing mode of the game scene to be edited, or may input an asynchronous editing invitation instruction for the game scene to be edited in an editing overview interface of the main editing game account. The edit overview interface of a certain game account is an interface for overview of a game scene created by or participating in editing of the game account. In the editing overview interface, the game scenes can be arranged and displayed in the form of identifiers, icons, thumbnails, cover images and the like, wherein some information of the game scenes, such as numbers, names, main editing game accounts, synchronous editing game accounts, asynchronous editing game accounts, editing time and the like, can also be displayed. In the editing overview interface of the main editing game account, the main editing game account can input an asynchronous editing invitation instruction aiming at the created game scene to be edited, for example, controls for increasing or decreasing the synchronous editing game account and the asynchronous editing game account can be provided on or near the icon of the scene component to be edited, and the main editing game account can click the controls for increasing the asynchronous editing game account so as to generate the asynchronous editing invitation instruction.
The second candidate game account number may be selected by the master edit game account number or may be automatically determined by the game program. For example, the master edit game account may select one or more invited objects, i.e., a second candidate game account, in the buddy list upon input of the asynchronous edit invitation instruction. Or when the main editing game account number inputs an asynchronous editing invitation instruction, the game program can take the game account number meeting the conditions in the friend list as a second candidate game account number. The first client responds to the asynchronous editing invitation instruction and initiates asynchronous editing invitation to the second candidate game account, the asynchronous editing invitation can reach the client of the second candidate game account through the server, the second candidate game account can select whether to accept the invitation, if yes, the asynchronous editing game account of the game scene to be edited is obtained, and the asynchronous editing authority of the game scene to be edited is obtained.
In one embodiment, the server may also be requested to retrieve the asynchronous editing authority of any asynchronous editing game account by the first client in response to an operation to remove the asynchronous editing game account; in the case that the asynchronous editing authority is retracted, the third client of the asynchronous editing game account cannot enter an asynchronous editing mode of the game scene to be edited for editing.
That is, the master edit game account can remove the asynchronous edit game account in addition to inviting the asynchronous edit game account. Any asynchronous compiled game account number is referred to herein as asynchronous compiled game account number j. The first client transmits a removal request to the server in response to an operation of removing the asynchronous compiled game account j. The server may verify the removal request, such as verifying whether the game account from which the removal request was sent is a master edit game account. And after verification, the server sends a removal instruction to a third client of the asynchronous editing game account j, and if the third client is in an asynchronous editing mode of a game scene to be edited, the server responds to the instruction to exit the asynchronous editing mode. After exiting the asynchronous edit mode, the display of the game scene to be edited may be canceled. The scheme enables the master editing game account to flexibly manage the asynchronous editing game account so as to protect the game scene to be edited. For example, a malicious asynchronous editing game account may exist, malicious editing is performed on the game scene to be edited, and the main editing game account is removed in time, so that the game scene to be edited can be protected.
Step S720, responding to the editing operation aiming at the game scene to be edited in the asynchronous editing mode through a third client of at least one asynchronous editing game account, editing the game scene to be edited, and generating asynchronous updating information; the game account numbers are game account numbers which accept asynchronous editing invitations in the one or more second candidate game account numbers; only one game account is allowed to edit the game scene to be edited in the asynchronous editing mode in the main editing game account and the asynchronous editing game account.
It should be understood that when any asynchronous editing game account j edits a game scene to be edited in the asynchronous editing mode, the main editing game account and other asynchronous editing game accounts cannot enter the asynchronous editing mode of the game scene to be edited. And the third client of the asynchronous editing game account j responds to the local editing operation of the third client, edits a game scene to be edited on the third client, and generates asynchronous updating information.
When the main editing game account numbers edit the game scene to be edited in the asynchronous editing mode, all the asynchronous editing game account numbers cannot enter the asynchronous editing mode of the game scene to be edited to edit.
Step S730, triggering asynchronous update of the game scene to be edited through the first client, and updating the local map file corresponding to the game scene to be edited according to the received asynchronous update information.
Wherein an asynchronous update of the game scene to be edited may be triggered when at least one of the following conditions is met: (1) when the game scene to be edited is loaded, such as the main editing game account selects the game scene to be edited for asynchronous editing, the game scene to be edited needs to be loaded, and at the moment, asynchronous update of the game scene to be edited is triggered to update to the latest state (namely, the state after asynchronous editing of the third client). (2) And after the game account j is edited in the asynchronous editing mode, receiving asynchronous update information. The asynchronous update information is sent to the server by the third client, and then sent to the first client and other third clients by the server, and the first client can trigger asynchronous update of the game scene to be edited in response to receiving the asynchronous update information. (3) When reaching the preset updating time, if the preset updating time is set at certain intervals (such as every hour) or reaches fixed time of each day (such as 22 points per day), checking whether the game scene to be edited is asynchronously edited, and if so, triggering asynchronous updating of the game scene to be edited.
In one embodiment, the asynchronously updated information includes: the latest map file corresponding to the game scene to be edited, or the asynchronous editing instruction generated by the third client in response to the editing operation of the game scene to be edited in the asynchronous editing mode. Accordingly, the updating the local map file corresponding to the game scene to be edited according to the received asynchronous update information may include the following steps:
covering the received latest map file with a local map file; or editing the game scene to be edited according to the received asynchronous editing instruction, and updating the local map file.
In either way, it is ensured that the updated local map file on the first client corresponds to the latest game scene to be edited.
In one embodiment, for other third clients that do not perform asynchronous editing, the triggering of asynchronous update of the game scene to be edited may also be responded, and the local map file corresponding to the game scene to be edited may be updated according to the received asynchronous update information. The local map file is a map file locally stored by the third client, and is updated to correspond to the latest game scene to be edited.
The method shown in fig. 7 provides a scheme for asynchronously editing a game scene by using multiple game accounts, so that different game accounts can edit the game scene at different times. The editing efficiency of the game scene can be improved as well. In addition, the asynchronous editing and the synchronous editing are two different editing modes, and the main editing game account can select the editing mode according to the own requirements through the combination of the two modes, so that the editing flexibility of a game scene is improved.
In one embodiment, the first client, the second client and the third client can be set to use only the existing scene components in the editing process. Or, the first client, the second client and the third client can be set to share the use scene component in the editing process. For example, the main editing game account is preconfigured with a custom scene component (e.g., may be a scene component combination), and during editing, the main editing game account may use a corresponding scene component selection control to generate the scene component in the game scene to be edited. If the scene component is not preconfigured in the synchronous editing game account and the asynchronous editing game account, the corresponding scene component selection control cannot be used for generating the scene component in the game scene to be edited.
In one embodiment, the game editing method may further include the steps of:
and displaying information of the game scene to be edited in an editing overview interface of the asynchronous editing game account through the third client.
Because the asynchronous editing game account participates in editing the game scene to be edited, information of the game scene to be edited can be displayed in an editing overview interface of the asynchronous editing game account, and the asynchronous editing game account can select the game scene to be edited from the editing overview interface to edit and enter an asynchronous editing mode.
In one embodiment, the edit overview interface comprises a draft scene overview interface. The draft scene refers to an unpublished game scene, and the draft scene overview interface can be a sub-interface in the editing overview interface, and information of all draft scenes of the game account is displayed. The displaying, by the third client, information of a game scene to be edited in an editing overview interface of the asynchronous editing game account includes:
and if the game scene to be edited is in an unpublished state, displaying information of the game scene to be edited in a draft scene overview interface of the asynchronous editing game account through the third client.
The state (published or unpublished) of the game scene to be edited can be more clearly represented, and the state information can be intuitively seen by the asynchronous editing game account.
In one embodiment, the game editing method may further include the steps of:
and deleting the game scene to be edited from the editing overview interface of the asynchronous editing game account through the response of the third client, and discarding the asynchronous editing permission of the game scene to be edited.
If the game account number is deleted from the editing overview interface, the game account number is regarded as the asynchronous editing authority of the game scene to be edited, and the game account number is not the asynchronous editing game account number of the game scene to be edited any more, and the game scene to be edited cannot be edited in an asynchronous editing mode. Accordingly, the game account cannot see the game scene to be edited from the editing overview interface. This gives the asynchronous editing game account more freedom of operation.
In one embodiment, the game editing method may further include the steps of:
when any asynchronous editing game account j edits a game scene to be edited in an asynchronous editing mode, controlling a first client to provide a request exit control for the game scene to be edited in an editing overview interface of a main editing game account, responding to the triggering operation of the request exit control, and initiating an exit editing request to the asynchronous editing game account j which edits the game scene to be edited in the asynchronous editing mode; and/or
When the main editing game account or any asynchronous editing game account j edits the game scene to be edited in the asynchronous editing mode, a third client side controlling other asynchronous editing game accounts provides a request exit control for the game scene to be edited in an editing overview interface of the other asynchronous editing game accounts, and responds to the triggering operation of the request exit control to initiate an exit editing request to the main editing game account or the asynchronous editing game account j which edits the game scene to be edited in the asynchronous editing mode.
The request exit control may be provided only for the main editing game account, or may be provided for both the main editing game account and the asynchronous editing game account. In response to the triggering operation of the request exit control, an exit editing request can be initiated to a game account number (possibly a main editing game account number or a certain asynchronous editing game account number j) for editing the game scene to be edited in the asynchronous editing mode, the request is sent to a client side (a first client side or a third client side of the asynchronous editing game account number j) of the game account number through a server, and if the game account number agrees to exit (such as clicking an option of 'confirm'), the current game scene to be edited can be automatically saved and exited. And subsequently, feedback information can be sent to the game account initiating the exit editing request so as to inform that the requested game account has exited, and the game account initiating the exit editing request can enter an asynchronous editing mode of the game scene to be edited. Therefore, a function of reminding the exit of other game accounts is provided for asynchronous editing, and the convenience of editing by a user is improved.
In one embodiment, the game editing method may further include the steps of:
the first client responds to an instruction of exiting the common editing mode or is disconnected with the server in the common editing mode, and the common editing mode is triggered to be closed;
and controlling the second client to exit the common editing mode under the condition that the common editing mode is closed.
That is, if the first client exits the common editing mode or disconnects from the server in the common editing mode, the common editing mode is turned off, and the second client also exits the common editing mode. In practice, if the first client exits the common editing mode or disconnects from the server in the common editing mode, the end of the current common editing is indicated. Therefore, the main editing game account is always in the common editing mode, and editing errors are avoided. In one embodiment, if the server detects a disconnection from the first client, the common edit mode may be actively turned off, causing the second client to exit.
In one embodiment, the game editing method may further include the steps of:
and under the condition that the first client exits the common editing mode or the first client is disconnected with the server in the common editing mode, controlling the second client to acquire a local map file corresponding to the game scene to be edited on the first client so as to cover the local map file corresponding to the game scene to be edited on the second client.
That is, if the first client exits the common editing mode or disconnects from the server in the common editing mode, the common editing mode is closed, and the local map file on the second client is updated based on the local map file stored on the first client, so as to ensure that the editing of the game scene to be edited is always based on the main editing game account number and consistent with the local map files of the first client and the second client. In one embodiment, if the first client is disconnected from the server in the common editing mode, and the local map file cannot be synchronized at this time, the local map file of the first client may be synchronized to the second client by the server after the first client and the server are re-connected.
In one embodiment, the game editing method may further include the steps of:
and responding to an issuing instruction aiming at the game scene to be edited through the first client, and uploading a local map file corresponding to the game scene to be edited to a game map pool of the server so that other game accounts can play games by using the local map file.
The game map pool of the server may be a game map pool opened and downloaded for the player. If the main editing game account issues a game scene to be edited, uploading the corresponding local map file to a game map pool, and other game accounts can download the local map file from the local map file to play the game. Thereby enabling fast UGC (User Generated Content ) functionality. The method can set that only the main editing game account is allowed to release the game scene to be edited, and can set that both the main editing game account and the synchronous editing game account can release the game scene to be edited.
In one embodiment, the game editing method may further include the steps of:
and responding to a de-issue instruction for the game scene to be edited through the first client, and requesting the server to remove the local map file from the game map pool.
Wherein, the cancel issue instruction is an inverse instruction of the issue instruction. It should be appreciated that in the event that the game scene to be edited has been published, it may be unpublished. If the master editing game account numbers cancel release of the game scene to be edited, the first client requests the server to remove the local map file from the game map pool, so that other game account numbers cannot download the local map file from the game map pool. The method can only allow the master editing game account to reissue the game scene to be edited, and can also set that the master editing game account and the synchronous editing game account can reissue the game scene to be edited.
In one embodiment, the game editing method may further include the steps of:
responding to an instruction for determining a co-creation game account in a synchronous editing game account of a game scene to be edited through a first client, and generating an creator list of the game scene to be edited; the creator list includes a master editing game account and a coauthoring game account.
The master editing game account may select a co-creation game account from the synchronous editing game accounts, for example, a synchronous editing game account having a larger contribution to editing a game scene to be edited may be selected as the co-creation game account, or the game program may automatically determine the co-creation game account according to the contribution degree of each synchronous editing game account (the contribution degree may be calculated by indexes such as a participation editing duration, an effective duration, an editing operation behavior, and the like). After determining the coauthoring game account number, an creator list including the master editing game account number and the coauthoring game account number is generated. The list of authors may be displayed in the information of the game scene to be edited as a honor.
In one embodiment, the first client may generate the list of authors of the game scene to be edited in response to an instruction to select a coauthoring game account in the synchronous editing game account and/or the asynchronous editing game account of the game scene to be edited. That is, the master editing game account may select a coauthoring game account in the synchronous editing game account, may select a coauthoring game account in the asynchronous editing game account, and may also select a coauthoring game account in the synchronous editing game account and the asynchronous editing game account.
In one embodiment, the game editing method may further include the steps of:
controlling a first client to display information of the coauthoring game account in an information preview area of a game scene to be edited in an editing overview interface of the main editing game account under the condition that the coauthoring game account is selected;
and under the condition that the coauthoring game account is not selected, controlling the first client to display the information of the synchronous editing game account in the information preview area of the game scene to be edited in the editing overview interface of the main editing game account.
The editing overview interface of the main editing game account displays information of the game scene to be edited, and if the information of the game scene to be edited is selected, an information preview area of the game scene to be edited can be displayed, wherein the information includes information of an creator. In the case where a coauthoring game account number has been selected, the creator of the game scene to be edited includes a master editing game account number and a coauthoring game account number. In the case that the coauthoring game account is not selected, the creator of the game scene to be edited includes a master editing game account and a synchronous editing game account.
Fig. 8 shows a schematic diagram of an edit overview interface of a master edit game account, which displays a game scene created by the master edit game account when "my map" is selected. Further, the overview interface may further include 3 sub-interfaces of a draft box, a published and a recycle bin, which are respectively used for overview displaying a game scene that is not published (the draft is not published), a game scene that is published and a game scene that is deleted. The right side of the overview interface is the information preview area. If the main editing game account selects the game scene to be edited "map P1", detailed information of "map P1" may be triggered to be displayed in the information preview area, for example, the detailed information may include information of map name, editing time, and co-creator (i.e., synchronous editing game account, asynchronous editing game account, co-creation game account, etc.). If the coauthoring game account is selected, the coauthoring game account is co-established, and if the coauthoring game account is not selected, the coauthoring game account is synchronously edited.
In one embodiment, the first client may be further controlled to display information of the asynchronous editing game account in an information preview area of a game scene to be edited in the editing overview interface of the main editing game account. For example, referring to FIG. 8, the co-builder may be an asynchronously edited game account.
In one embodiment, the master edit game account may perform an invite operation in the edit overview interface to generate a synchronous edit invite instruction or an asynchronous edit invite instruction. As shown in fig. 8, a maximum of 3 asynchronous editing game accounts are allowed to be invited, if the current asynchronous editing game account is less than 3, an invitation control (i.e., a "+" control shown in fig. 8) may be provided in the information preview area of the game scene to be edited, and the main editing game account may click on the control to initiate the asynchronous editing invitation. Of course, the control may also be used to initiate a synchronization editing invitation.
In one embodiment, the game editing method may further include the steps of:
and responding to an instruction of copying the game scene to be edited through the first client, and adding information of the coauthoring game account number in the new game scene generated by copying.
The instruction of copying the game scene to be edited can generate a new game scene identical to the game scene to be edited, the new game scene inherits the creator information of the game scene to be edited, and the creator information comprises the information of the main editing game account number and the coauthoring game account number, so that the information of the coauthoring game account number can be added in the new game scene to clearly indicate the creator of the new game scene.
In one embodiment, the game editing method may further include the steps of:
and if the game scene to be edited is in the published state, controlling the second client side of the coauthoring game account to display information of the game scene to be edited in a published scene overview interface of the coauthoring game account.
The published scene overview interface is an overview interface of published game scenes of a game account, and may be a sub-interface in an edit overview interface, for example, may be a parallel interface of the draft scene overview interface. If the game scene to be edited is in the released state, for example, the master editing game account releases the game scene to be edited, the coauthoring game account serves as an creator of the game scene to be edited, and the game scene to be edited belongs to the released game scene of the coauthoring game account, so that the information of the game scene to be edited can be displayed in the released scene overview interface through a second client of the coauthoring game account.
The exemplary embodiments of the present disclosure also provide a game editing device. Referring to fig. 9, the game editing device 900 may include the following program modules:
a game scene creation module 910 configured to create a game scene to be edited by a first client of a master editing game account; the game scene to be edited comprises a scene component, wherein the scene component is a component set in the game scene to be edited in response to a scene component setting instruction, and is configured to generate a corresponding virtual scene model in a game running scene;
The invitation processing module 920 is configured to initiate a synchronous editing invitation to one or more first candidate game account numbers by responding to a synchronous editing invitation instruction for a game scene to be edited by the first client, and control the first client to enter a common editing mode;
a second client control module 930 configured to control at least a second client for synchronously editing the game account to enter a common editing mode and display a game scene to be edited; the synchronous editing game account is a game account which accepts synchronous editing invitation in one or more first candidate game accounts;
the first client control module 940 is configured to control the first client to edit the game scene to be edited according to the received synchronous editing instruction; the synchronous editing instructions comprise instructions generated by the first client in response to the received editing operation and instructions generated by the second client in response to the received editing operation in a common editing mode.
In one embodiment, creating a game scene to be edited by a first client of a master editing game account includes:
running a local map file corresponding to the game scene to be edited through a first client of the main editing game account to generate the game scene to be edited;
Controlling the first client to edit the game scene to be edited according to the received synchronous editing instruction, including:
and controlling the first client to edit the game scene to be edited according to the received synchronous editing instruction, and updating the local map file.
In one embodiment, the first client control module 940 is further configured to:
and responding to an instruction for storing the game scene to be edited in the common editing mode through the first client, and storing a local map file according to the game scene to be edited currently displayed by the first client.
In one embodiment, controlling at least a second client for synchronously editing the game account to enter a common editing mode and displaying a game scene to be edited includes:
controlling the second client to enter a common editing mode, acquiring the latest game scene to be edited and displaying the latest game scene; the latest game scene to be edited is the game scene to be edited currently displayed by the first client.
In one embodiment, obtaining the latest game scene to be edited includes:
acquiring a game scene to be edited stored at the latest storage time point and a synchronous editing instruction from the latest storage time point to the current time;
And editing the game scene to be edited stored at the latest storage time point according to the synchronous editing instruction from the latest storage time point to the current time so as to obtain the latest game scene to be edited.
In one embodiment, initiating, by a first client, a synchronous edit invitation to one or more first candidate game account numbers in response to a synchronous edit invitation instruction for a game scene to be edited, and controlling the first client to enter a common edit mode, including:
and responding to a synchronous editing invitation instruction aiming at the game scene to be edited in the single editing mode through the first client, initiating synchronous editing invitation to one or more first candidate game accounts, and controlling the first client to switch from the single editing mode to the common editing mode.
In one embodiment, the first client control module 940 is further configured to:
responding to the operation of removing any synchronous editing game account through the first client, and requesting the server to remove the synchronous editing game account;
the second client control module 930 is further configured to:
and under the condition that the synchronous editing game account is removed, controlling a second client of the synchronous editing game account to exit the common editing mode.
In one embodiment, controlling the first client to edit the game scene to be edited according to the received synchronous editing instruction includes:
and controlling the first client to edit the game scene to be edited according to the received synchronous editing instruction in each unit editing time.
In one embodiment, the first client control module 940 is further configured to:
after the first client is controlled to edit the game scene to be edited according to the received synchronous editing instruction, the first client is controlled to send a missing editing instruction of the second client to the second client; the deletion editing instruction comprises an instruction generated by the first client side in response to the received editing operation and/or an instruction generated by the other second client sides in response to the received editing operation in a common editing mode;
the second client control module 930 is further configured to:
and controlling the second client to edit the game scene to be edited according to the received deletion editing instruction and an instruction generated by the second client in response to the received editing operation in the common editing mode.
In one embodiment, the second client control module 930 is further configured to:
when a second client controlling at least one synchronous editing game account enters a common editing mode and displays a game scene to be edited, if the synchronous editing game account adopts a game view angle, taking the current position of a main editing game account in the game scene to be edited as the initial position of the synchronous editing game account in the game scene to be edited; and if the synchronous editing game account adopts an observation view angle, taking the preset position as the initial position of the synchronous editing game account in the game scene to be edited.
In one embodiment, the first client control module 940 or the second client control module 930 is further configured to:
and the first client or the second client is controlled to enter a test playing state based on the currently displayed game scene to be edited through responding to the test playing instruction in the common editing mode, and after the test playing is finished, the first client or the second client is controlled to edit the game scene to be edited according to the synchronous editing instruction from the test playing starting time to the current time, wherein the synchronous editing instruction is generated by responding to the received editing operation of the client which does not enter the test playing state.
In one embodiment, the invitation processing module 920 is further configured to:
initiating asynchronous editing invitation to one or more second candidate game account numbers through the first client in response to an asynchronous editing invitation instruction for the game scene to be edited;
the game editing device 900 may further include a third client control module configured to:
responding to editing operation aiming at a game scene to be edited in an asynchronous editing mode through a third client of at least one asynchronous editing game account, editing the game scene to be edited, and generating asynchronous updating information; the game account numbers are game account numbers which accept asynchronous editing invitations in the one or more second candidate game account numbers; only one game account is allowed to edit the game scene to be edited in the asynchronous editing mode in the main editing game account and the asynchronous editing game account;
The first client control module 940 is further configured to:
and triggering asynchronous update of the game scene to be edited through response of the first client, and updating a local map file corresponding to the game scene to be edited according to the received asynchronous update information.
In one embodiment, an asynchronous update of the game scene to be edited is triggered when at least one of the following conditions is met:
loading a game scene to be edited;
after any asynchronous editing game account finishes editing a game scene to be edited in an asynchronous editing mode, asynchronous update information is received;
a predetermined update time is reached.
In one embodiment, the asynchronously updated information includes: the latest map file corresponding to the game scene to be edited, or the asynchronous editing instruction generated by the third client in response to the editing operation of the game scene to be edited in the asynchronous editing mode. Updating a local map file corresponding to a game scene to be edited according to the received asynchronous update information, wherein the local map file comprises:
covering the received latest map file with a local map file; or editing the game scene to be edited according to the received asynchronous editing instruction, and updating the local map file.
In one embodiment, the third client control module is further configured to:
And displaying information of the game scene to be edited in an editing overview interface of the asynchronous editing game account through the third client.
In one embodiment, the third client control module is further configured to:
and deleting the game scene to be edited from the editing overview interface of the asynchronous editing game account through the response of the third client, and discarding the asynchronous editing permission of the game scene to be edited.
In one embodiment, the edit overview interface comprises a draft scene overview interface; displaying information of a game scene to be edited in an editing overview interface of the asynchronous editing game account through a third client, wherein the information comprises:
and if the game scene to be edited is in an unpublished state, displaying information of the game scene to be edited in a draft scene overview interface of the asynchronous editing game account through the third client.
In one embodiment, the first client control module 940 is further configured to:
when any asynchronous editing game account edits a game scene to be edited in an asynchronous editing mode, controlling a first client to provide a request exit control for the game scene to be edited in an editing overview interface of a main editing game account, responding to a triggering operation of the request exit control, and initiating an exit editing request to the asynchronous editing game account which edits the game scene to be edited in the asynchronous editing mode;
In one embodiment, the third client control module is further configured to:
when the main editing game account or any asynchronous editing game account edits the game scene to be edited in the asynchronous editing mode, a third client side controlling other asynchronous editing game accounts provides a request exit control for the game scene to be edited in an editing overview interface of the other asynchronous editing game accounts, and responds to the triggering operation of the request exit control to initiate an exit editing request to the main editing game account or the asynchronous editing game account which edits the game scene to be edited in the asynchronous editing mode.
In one embodiment, the first client control module 940 is further configured to:
the first client responds to an instruction of exiting the common editing mode or is disconnected with the server in the common editing mode, and the common editing mode is triggered to be closed;
the second client control module 930 is further configured to:
and controlling the second client to exit the common editing mode under the condition that the common editing mode is closed.
In one embodiment, the second client control module 930 is further configured to:
and under the condition that the first client exits the common editing mode or the first client is disconnected with the server in the common editing mode, controlling the second client to acquire a local map file corresponding to the game scene to be edited on the first client so as to cover the local map file corresponding to the game scene to be edited on the second client.
In one embodiment, the first client control module 940 is further configured to:
and responding to an issuing instruction aiming at the game scene to be edited through the first client, and uploading a local map file corresponding to the game scene to be edited to a game map pool of the server so that other game accounts can play games by using the local map file.
In one embodiment, the first client control module 940 is further configured to:
and responding to a de-issue instruction for the game scene to be edited through the first client, and requesting the server to remove the local map file from the game map pool.
In one embodiment, the first client control module 940 is further configured to:
responding to an instruction for selecting a co-creation game account in a synchronous editing game account of a game scene to be edited through a first client, and generating an creator list of the game scene to be edited; the creator list includes a master editing game account and a coauthoring game account.
In one embodiment, the first client control module 940 is further configured to:
controlling a first client to display information of the coauthoring game account in an information preview area of a game scene to be edited in an editing overview interface of the main editing game account under the condition that the coauthoring game account is selected;
And under the condition that the coauthoring game account is not selected, controlling the first client to display the information of the synchronous editing game account in the information preview area of the game scene to be edited in the editing overview interface of the main editing game account.
In one embodiment, the first client control module 940 is further configured to:
and responding to an instruction of copying the game scene to be edited through the first client, and adding information of the coauthoring game account number in the new game scene generated by copying.
In one embodiment, the second client control module 930 is further configured to:
and if the game scene to be edited is in the published state, controlling the second client side of the coauthoring game account to display information of the game scene to be edited in a published scene overview interface of the coauthoring game account.
The specific details of each part in the above apparatus are already described in the method part embodiments, and the details not disclosed can refer to the embodiment content of the method part, so that the details are not repeated.
Exemplary embodiments of the present disclosure also provide a computer readable storage medium, which may be implemented in the form of a program product comprising program code for causing an electronic device to carry out the steps according to the various exemplary embodiments of the disclosure as described in the above section of the "exemplary method" when the program product is run on the electronic device. In an alternative embodiment, the program product may be implemented as a portable compact disc read only memory (CD-ROM) and comprises program code and may run on an electronic device, such as a personal computer. However, the program product of the present disclosure is not limited thereto, and in this document, a readable storage medium may be any tangible medium that can contain, or store a program for use by or in connection with an instruction execution system, apparatus, or device.
The program product may employ any combination of one or more readable media. The readable medium may be a readable signal medium or a readable storage medium. The readable storage medium can be, for example, but is not limited to, an electronic, magnetic, optical, electromagnetic, infrared, or semiconductor system, apparatus, or device, or a combination of any of the foregoing. More specific examples (a non-exhaustive list) of the readable storage medium would include the following: an electrical connection having one or more wires, a portable disk, a hard disk, random Access Memory (RAM), read-only memory (ROM), erasable programmable read-only memory (EPROM or flash memory), optical fiber, portable compact disk read-only memory (CD-ROM), an optical storage device, a magnetic storage device, or any suitable combination of the foregoing.
The computer readable signal medium may include a data signal propagated in baseband or as part of a carrier wave with readable program code embodied therein. Such a propagated data signal may take any of a variety of forms, including, but not limited to, electro-magnetic, optical, or any suitable combination of the foregoing. A readable signal medium may also be any readable medium that is not a readable storage medium and that can communicate, propagate, or transport a program for use by or in connection with an instruction execution system, apparatus, or device.
Program code embodied on a readable medium may be transmitted using any appropriate medium, including but not limited to wireless, wireline, optical fiber cable, RF, etc., or any suitable combination of the foregoing.
Program code for carrying out operations of the present disclosure may be written in any combination of one or more programming languages, including an object oriented programming language such as Java, C++ or the like and conventional procedural programming languages, such as the "C" programming language or similar programming languages. The program code may execute entirely on the user's computing device, partly on the user's device, as a stand-alone software package, partly on the user's computing device, partly on a remote computing device, or entirely on the remote computing device or server. In the case of remote computing devices, the remote computing device may be connected to the user computing device through any kind of network, including a Local Area Network (LAN) or a Wide Area Network (WAN), or may be connected to an external computing device (e.g., connected via the Internet using an Internet service provider).
Exemplary embodiments of the present disclosure also provide an electronic device, such as may be the first client 110, the second client 120, or the third client 130 described above. The electronic device may include a processor and a memory. The memory stores executable instructions of the processor, such as program code. The processor performs the method of the present exemplary embodiment by executing the executable instructions. The electronic device may further comprise a display for displaying the graphical user interface.
An electronic device is illustrated in the form of a general purpose computing device with reference to fig. 10. It should be understood that the electronic device 1000 shown in fig. 10 is merely an example and should not be construed as limiting the functionality and scope of use of embodiments of the present disclosure.
As shown in fig. 10, the electronic device 1000 may include: processor 1010, memory 1020, bus 1030, I/O (input/output) interface 1040, network adapter 1050, and display 1060.
Memory 1020 may include volatile memory such as RAM 1021, cache unit 1022, and may also include nonvolatile memory such as ROM 1023. Memory 1020 may also include one or more program modules 1024, such program modules 1024 including, but not limited to: an operating system, one or more application programs, other program modules, and program data, each or some combination of which may include an implementation of a network environment. For example, program modules 1024 may include modules in the apparatus described above.
The processor 1010 may include one or more processing units, such as: the processor 1010 may include an AP (Application Processor ), modem processor, GPU (Graphics Processing Unit, graphics processor), ISP (Image Signal Processor ), controller, encoder, decoder, DSP (Digital Signal Processor ), baseband processor, and/or NPU (Neural-Network Processing Unit, neural network processor), and the like.
The processor 1010 may be used to execute executable instructions stored in the memory 1020, such as may perform any one or more of the method steps in the present exemplary embodiment.
The bus 1030 is used to enable connections between the various components of the electronic device 1000 and may include a data bus, an address bus, and a control bus.
The electronic device 1000 can communicate with one or more external devices 1100 (e.g., keyboard, mouse, external controller, etc.) through the I/O interface 1040.
Electronic device 1000 can communicate with one or more networks through network adapter 1050, e.g., network adapter 1050 can provide a mobile communication solution such as 3G/4G/5G, or a wireless communication solution such as wireless local area network, bluetooth, near field communication, etc. Network adapter 1050 can communicate with other modules of electronic device 1000 via bus 1030.
The electronic device 1000 may display a graphical user interface, such as displaying a game scene to be edited, an associated editing interface or settings interface, etc., via the display 1060.
Although not shown in fig. 10, other hardware and/or software modules may also be provided in the electronic device 1000, including, but not limited to: microcode, device drivers, redundant processors, external disk drive arrays, RAID systems, tape drives, data backup storage systems, and the like.
It should be noted that although in the above detailed description several modules or units of a device for action execution are mentioned, such a division is not mandatory. Indeed, the features and functionality of two or more modules or units described above may be embodied in one module or unit in accordance with exemplary embodiments of the present disclosure. Conversely, the features and functions of one module or unit described above may be further divided into a plurality of modules or units to be embodied.
Those skilled in the art will appreciate that the various aspects of the present disclosure may be implemented as a system, method, or program product. Accordingly, various aspects of the disclosure may be embodied in the following forms, namely: an entirely hardware embodiment, an entirely software embodiment (including firmware, micro-code, etc.) or an embodiment combining hardware and software aspects may be referred to herein as a "circuit," module "or" system. Other embodiments of the disclosure will be apparent to those skilled in the art from consideration of the specification and practice of the disclosure disclosed herein. This application is intended to cover any adaptations, uses, or adaptations of the disclosure following, in general, the principles of the disclosure and including such departures from the present disclosure as come within known or customary practice within the art to which the disclosure pertains. It is intended that the specification and examples be considered as exemplary only, with a true scope and spirit of the disclosure being indicated by the following claims.
It is to be understood that the present disclosure is not limited to the precise arrangements and instrumentalities shown in the drawings, and that various modifications and changes may be effected without departing from the scope thereof. The scope of the present disclosure is limited only by the appended claims.

Claims (29)

1. A game editing method, the method comprising:
creating a game scene to be edited through a first client of the main editing game account; the game scene to be edited comprises a scene component, wherein the scene component is a component which is set in the game scene to be edited in response to a scene component setting instruction, and the scene component is configured to generate a corresponding virtual scene model in a game running scene;
initiating synchronous editing invitation to one or more first candidate game account numbers through the first client in response to a synchronous editing invitation instruction aiming at the game scene to be edited, and controlling the first client to enter a common editing mode;
controlling at least a second client for synchronously editing the game account to enter the common editing mode and displaying the game scene to be edited; the synchronous editing game account is a game account which accepts the synchronous editing invitation in the one or more first candidate game accounts;
Controlling the first client to edit the game scene to be edited according to the received synchronous editing instruction; the synchronous editing instruction comprises an instruction generated by the first client in response to the received editing operation and an instruction generated by the second client in response to the received editing operation in the common editing mode.
2. The method of claim 1, wherein the creating the game scene to be edited by the first client of the master editing game account comprises:
running a local map file corresponding to the game scene to be edited through a first client of the main editing game account to generate the game scene to be edited;
the controlling the first client to edit the game scene to be edited according to the received synchronous editing instruction comprises:
and controlling the first client to edit the game scene to be edited according to the received synchronous editing instruction, and updating the local map file.
3. The method according to claim 2, wherein the method further comprises:
and responding to the instruction for storing the game scene to be edited in the common editing mode through the first client, and storing the local map file according to the game scene to be edited currently displayed by the first client.
4. The method of claim 1, wherein the controlling the at least one second client to synchronously edit the game account to enter the common edit mode and display the game scene to be edited comprises:
controlling the second client to enter the common editing mode, and acquiring and displaying the latest game scene to be edited; the latest game scene to be edited is the game scene to be edited currently displayed by the first client.
5. The method of claim 4, wherein the obtaining the latest game scene to be edited comprises:
acquiring the game scene to be edited stored at the latest storage time point and a synchronous editing instruction from the latest storage time point to the current time;
and editing the game scene to be edited stored at the latest storage time point according to the synchronous editing instruction from the latest storage time point to the current time so as to obtain the latest game scene to be edited.
6. The method of claim 1, wherein initiating, by the first client, a synchronized edit invitation to one or more first candidate game account numbers in response to a synchronized edit invitation instruction for the game scene to be edited, and controlling the first client to enter a common edit mode, comprises:
And responding to a synchronous editing invitation instruction aiming at the game scene to be edited in a single editing mode through the first client, initiating synchronous editing invitation to one or more first candidate game account numbers, and controlling the first client to switch from the single editing mode to a common editing mode.
7. The method according to claim 1, wherein the method further comprises:
responding to the operation of removing any synchronous editing game account through the first client, and requesting the server to remove the any synchronous editing game account;
and controlling a second client of the arbitrary synchronous editing game account to exit the common editing mode under the condition that the arbitrary synchronous editing game account is removed.
8. The method according to claim 1, wherein the controlling the first client to edit the game scene to be edited according to the received synchronous editing instruction includes:
and controlling the first client to edit the game scene to be edited according to the received synchronous editing instruction in each unit editing time.
9. The method according to claim 1, wherein after controlling the first client to edit the game scene to be edited according to the received synchronous editing instruction, the method further comprises:
Controlling the second client to receive a missing editing instruction of the second client, and editing the game scene to be edited according to the missing editing instruction and an instruction generated by the second client in response to the received editing operation in the common editing mode; the deletion editing instruction comprises an instruction generated by the first client in response to the received editing operation and/or an instruction generated by other second clients in the common editing mode in response to the received editing operation.
10. The method of claim 1, wherein when a second client controlling at least one simultaneous editing game account enters the common editing mode and displays the game scene to be edited, the method further comprises:
if the synchronous editing game account adopts a game view angle, taking the current position of the main editing game account in the game scene to be edited as the initial position of the synchronous editing game account in the game scene to be edited; and if the synchronous editing game account adopts an observation view angle, taking the preset position as the initial position of the synchronous editing game account in the game scene to be edited.
11. The method according to claim 1, wherein the method further comprises:
and responding to a test play instruction in the common editing mode through the first client or the second client, controlling the first client or the second client to enter a test play state based on the currently displayed game scene to be edited, and controlling the first client or the second client to edit the game scene to be edited according to a synchronous editing instruction from the start time of the test play to the current time after the test play is finished, wherein the synchronous editing instruction is generated by responding to the received editing operation by the client which does not enter the test play state.
12. The method according to claim 1, wherein the method further comprises:
initiating asynchronous editing invitation to one or more second candidate game account numbers by the first client in response to an asynchronous editing invitation instruction for the game scene to be edited;
responding to editing operation aiming at the game scene to be edited in an asynchronous editing mode through a third client of at least one asynchronous editing game account, editing the game scene to be edited, and generating asynchronous updating information; the asynchronous editing game account number is a game account number which accepts the asynchronous editing invitation in the one or more second candidate game account numbers; only one game account is allowed to edit the game scene to be edited in the asynchronous editing mode in the main editing game account and the asynchronous editing game account at the same time;
And triggering asynchronous updating of the game scene to be edited through the response of the first client, and updating a local map file corresponding to the game scene to be edited according to the received asynchronous updating information.
13. The method of claim 12, wherein the asynchronous update of the game scene to be edited is triggered when at least one of the following conditions is met:
loading the game scene to be edited;
after any asynchronous editing game account finishes editing the game scene to be edited in the asynchronous editing mode, receiving the asynchronous updating information;
a predetermined update time is reached.
14. The method of claim 12, wherein the asynchronously updating information comprises: the latest map file corresponding to the game scene to be edited or the third client responds to an asynchronous editing instruction generated for editing operation of the game scene to be edited in the asynchronous editing mode; the updating the local map file corresponding to the game scene to be edited according to the received asynchronous updating information comprises the following steps:
covering the received latest map file with the local map file; or editing the game scene to be edited according to the received asynchronous editing instruction, and updating the local map file.
15. The method according to claim 12, wherein the method further comprises:
and displaying the information of the game scene to be edited in an editing overview interface of the asynchronous editing game account through the third client.
16. The method of claim 15, wherein the method further comprises:
and deleting the game scene to be edited from the editing overview interface of the asynchronous editing game account by the third client, and discarding the asynchronous editing permission of the game scene to be edited.
17. The method of claim 15, wherein the editing overview interface comprises a draft scene overview interface; the displaying, by the third client, the information of the game scene to be edited in the editing overview interface of the asynchronous editing game account includes:
and if the game scene to be edited is in an unpublished state, displaying information of the game scene to be edited in a draft scene overview interface of the asynchronous editing game account through the third client.
18. The method according to claim 12, wherein the method further comprises:
when any asynchronous editing game account edits the game scene to be edited in the asynchronous editing mode, controlling the first client to provide a request exit control for the game scene to be edited in an editing overview interface of the main editing game account, responding to the triggering operation of the request exit control, and initiating an exit editing request to the asynchronous editing game account which edits the game scene to be edited in the asynchronous editing mode; and/or
When the main editing game account or any asynchronous editing game account edits the game scene to be edited in the asynchronous editing mode, a third client of other asynchronous editing game accounts is controlled to provide a request exit control for the game scene to be edited in an editing overview interface of the other asynchronous editing game accounts, and an exit editing request is initiated to the main editing game account or the asynchronous editing game account which edits the game scene to be edited in the asynchronous editing mode in response to the triggering operation of the request exit control.
19. The method according to claim 1, wherein the method further comprises:
triggering to close the common editing mode through the first client responding to an instruction of exiting the common editing mode or the first client being disconnected with a server in the common editing mode;
and controlling the second client to exit the common editing mode under the condition that the common editing mode is closed.
20. The method according to claim 1, wherein the method further comprises:
and controlling the second client to acquire a local map file corresponding to the game scene to be edited on the first client so as to cover the local map file corresponding to the game scene to be edited on the second client under the condition that the first client exits the common editing mode or the first client is disconnected with a server in the common editing mode.
21. The method according to claim 1, wherein the method further comprises:
and responding to an issuing instruction aiming at the game scene to be edited through the first client, and uploading a local map file corresponding to the game scene to be edited to a game map pool of a server so that other game accounts can play a game by using the local map file.
22. The method of claim 20, wherein the method further comprises:
and responding to a repudiation instruction aiming at the game scene to be edited through the first client, and requesting the server to remove the local map file from the game map pool.
23. The method according to claim 1, wherein the method further comprises:
generating an creator list of the game scene to be edited by the first client in response to an instruction for selecting a coauthoring game account in the synchronous editing game account of the game scene to be edited; the list of authors includes the master authored game account number and the co-authored game account number.
24. The method of claim 23, wherein the method further comprises:
Controlling the first client to display information of the coauthoring game account in an information preview area of the game scene to be edited in an editing overview interface of the main editing game account under the condition that the coauthoring game account is selected;
and under the condition that the coauthoring game account is not selected, controlling the first client to display the information of the synchronous editing game account in the information preview area of the game scene to be edited in the editing overview interface of the main editing game account.
25. The method of claim 23, wherein the method further comprises:
and responding to the instruction of copying the game scene to be edited through the first client, and adding the information of the coauthoring game account number in the new game scene generated by copying.
26. The method of claim 23, wherein the method further comprises:
and if the game scene to be edited is in a published state, controlling a second client of the coauthoring game account to display information of the game scene to be edited in a published scene overview interface of the coauthoring game account.
27. A game editing device, the device comprising:
The game scene creation module is configured to create a game scene to be edited through a first client of the main editing game account; the game scene to be edited comprises a scene component, wherein the scene component is a component which is set in the game scene to be edited in response to a scene component setting instruction, and the scene component is configured to generate a corresponding virtual scene model in a game running scene;
the invitation processing module is configured to respond to a synchronous editing invitation instruction aiming at the game scene to be edited through the first client, initiate synchronous editing invitation to one or more first candidate game account numbers and control the first client to enter a common editing mode;
the second client control module is configured to control at least one second client for synchronously editing the game account to enter the common editing mode and display the game scene to be edited; the synchronous editing game account is a game account which accepts the synchronous editing invitation in the one or more first candidate game accounts;
the first client control module is configured to control the first client to edit the game scene to be edited according to the received synchronous editing instruction; the synchronous editing instruction comprises an instruction generated by the first client in response to the received editing operation and an instruction generated by the second client in response to the received editing operation in the common editing mode.
28. A computer readable storage medium, on which a computer program is stored, characterized in that the computer program, when being executed by a processor, implements the method of any one of claims 1 to 26.
29. An electronic device, comprising:
a processor;
a memory for storing executable instructions of the processor;
wherein the processor is configured to perform the method of any one of claims 1 to 26 via execution of the executable instructions.
CN202311222825.3A 2023-09-20 2023-09-20 Game editing method, game editing device, storage medium and electronic apparatus Pending CN117085335A (en)

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Cited By (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN117504304A (en) * 2023-12-13 2024-02-06 广州库洛数界科技有限公司 Method, system and storage medium for synchronizing game development

Cited By (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN117504304A (en) * 2023-12-13 2024-02-06 广州库洛数界科技有限公司 Method, system and storage medium for synchronizing game development
CN117504304B (en) * 2023-12-13 2024-05-28 广州库洛数界科技有限公司 Method, system and storage medium for synchronizing game development

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