CN117138345A - Game editing method, game control device and electronic equipment - Google Patents

Game editing method, game control device and electronic equipment Download PDF

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Publication number
CN117138345A
CN117138345A CN202310854006.4A CN202310854006A CN117138345A CN 117138345 A CN117138345 A CN 117138345A CN 202310854006 A CN202310854006 A CN 202310854006A CN 117138345 A CN117138345 A CN 117138345A
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China
Prior art keywords
game
player character
scene
attribute
character
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CN202310854006.4A
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Chinese (zh)
Inventor
初小宇
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Netease Hangzhou Network Co Ltd
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Netease Hangzhou Network Co Ltd
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Priority to CN202310854006.4A priority Critical patent/CN117138345A/en
Publication of CN117138345A publication Critical patent/CN117138345A/en
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • A63F13/63Generating 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
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/56Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Theoretical Computer Science (AREA)
  • Human Computer Interaction (AREA)
  • Processing Or Creating Images (AREA)

Abstract

The present disclosure provides a game editing method, a game control method, a device and an electronic apparatus, which are used for responding to a creation instruction of a non-player character, and creating the non-player character at a target scene position of a game scene; determining character attributes of the non-player character in response to the attribute configuration operation for the non-player character; controlling the expression mode of the non-player character in the game scene according to the character attribute in the game stage; and responding to the save operation of the non-player character, saving the non-player character and updating the game scene. In the mode, by creating the non-player characters in the constructed game editing scene, character attributes are configured for the non-player characters, so that the game scene comprises the non-player characters with various expression modes in the game stage, the interactive modes of players are enriched, the utilization rate of the game scene edited by the players, the enthusiasm of the game scene created by the players and the resource utilization rate of a game system are improved, and the idling and waste of game service resources are avoided.

Description

Game editing method, game control device and electronic equipment
Technical Field
The disclosure relates to the technical field of games, and in particular relates to a game editing method, a game control device and electronic equipment.
Background
In some gaming systems, a player may create a scene map in an empty scene. In particular, various components such as terrain, decoration, objects, functions, institutions, combinations and the like can be arranged in the game scene, and the arranged components form a complete scene map. After the scene map is online, other players can execute game tasks, conduct game break-through and the like in the scene map. The interaction between the player and the scene map is limited to the interaction between the player and the components, the interaction mode is single, the utilization rate of the scene map on line is low, the player is not benefited to actively create the scene map, the utilization rate of resources of the game system is low, and idle running and waste of game service resources are caused.
Disclosure of Invention
Accordingly, an object of the present disclosure is to provide a game editing method, a game control device, and an electronic apparatus, by creating a non-player character in a game scene, configuring character attributes for the non-player character, so that the non-player character with various expressions is included in the game scene during a game stage, thereby enriching interaction modes of players, improving utilization rate of the game scene edited by the players, enthusiasm of the players for creating the game scene, and resource utilization rate of a game system, and avoiding idle running and wasting of game service resources.
In a first aspect, an embodiment of the present disclosure provides a game editing method, including: responding to a creation instruction of the non-player character, constructing a game editing scene, and creating the non-player character at a target scene position of the game editing scene; determining character attributes of the non-player character in response to the attribute configuration operation for the non-player character; wherein the character attribute is for: the method comprises the steps of associating with a designated scene event in a game editing scene, and controlling the expression mode of a non-player character in the game editing scene based on character attribute after the designated scene event is triggered; and responding to the save operation of the non-player character, and saving the game editing scene created with the non-player character.
In a second aspect, an embodiment of the present invention provides a game control method, including: displaying a game scene on a graphical user interface; wherein, the game is edited in advance by the following modes: responding to a creation instruction of the non-player character, constructing a game editing scene, and creating the non-player character at a target scene position of the game editing scene; determining character attributes of the non-player character in response to the attribute configuration operation for the non-player character; responding to the storage operation of the non-player character, and storing the game editing scene with the non-player character; responsive to a specified scene event being triggered, controlling the manner in which the non-player character behaves in the game scene based on the character attributes.
In a third aspect, an embodiment of the present invention provides a game editing device, including: the creation module is used for responding to the creation instruction of the non-player character, constructing a game editing scene and creating the non-player character at the target scene position of the game editing scene; a configuration module for determining character attributes of the non-player character in response to attribute configuration operations for the non-player character; wherein the character attribute is for: the method comprises the steps of associating with a designated scene event in a game editing scene, and controlling the expression mode of a non-player character in the game editing scene based on character attribute after the designated scene event is triggered; and the storage module is used for responding to the storage operation of the non-player character, and storing the game editing scene created with the non-player character.
In a fourth aspect, an embodiment of the present invention provides a game control apparatus including: the display module is used for displaying the game scene on the graphical user interface; wherein, the game is edited in advance by the following modes: responding to a creation instruction of the non-player character, constructing a game editing scene, and creating the non-player character at a target scene position of the game editing scene; determining character attributes of the non-player character in response to the attribute configuration operation for the non-player character; responding to the storage operation of the non-player character, and storing the game editing scene with the non-player character; : and the control module is used for responding to the trigger of the appointed scene event and controlling the expression mode of the non-player character in the game scene based on the character attribute.
In a fifth aspect, an embodiment of the present invention provides an electronic device including a processor and a memory storing computer-executable instructions executable by the processor to implement the game editing method of any one of the first aspect or the game control method of any one of the second aspect.
In a sixth aspect, embodiments of the present invention provide a computer-readable storage medium storing computer-executable instructions that, when invoked and executed by a processor, cause the processor to implement the game editing method of any one of the first aspects, or the game control method of any one of the second aspects.
The embodiment of the disclosure brings the following beneficial effects:
the present disclosure provides a game editing method, a game control method, a device and an electronic apparatus, which are used for responding to a creation instruction of a non-player character, and creating the non-player character at a target scene position of a game scene; determining character attributes of the non-player character in response to the attribute configuration operation for the non-player character; controlling the expression mode of the non-player character in the game scene according to the character attribute in the game stage; and responding to the save operation of the non-player character, saving the non-player character and updating the game scene. In the mode, by creating the non-player characters in the constructed game editing scene, character attributes are configured for the non-player characters, so that the game scene comprises the non-player characters with various expression modes in the game stage, the interactive modes of players are enriched, the utilization rate of the game scene edited by the players, the enthusiasm of the game scene created by the players and the resource utilization rate of a game system are improved, and the idling and waste of game service resources are avoided.
Additional features and advantages of the disclosure will be set forth in the description which follows, and in part will be apparent from the description, or may be learned by practice of the disclosure. The objectives and other advantages of the disclosure will be realized and attained by the structure particularly pointed out in the written description and claims hereof as well as the appended drawings.
The foregoing objects, features and advantages of the disclosure will be more readily apparent from the following detailed description of the preferred embodiments taken in conjunction with the accompanying drawings.
Drawings
In order to more clearly illustrate the embodiments of the present disclosure or the technical solutions in the prior art, the drawings that are needed in the description of the embodiments or the prior art will be briefly described below, and it is obvious that the drawings in the following description are some embodiments of the present disclosure, and other drawings may be obtained according to these drawings without inventive effort for a person skilled in the art.
FIG. 1 is a flow chart of a game editing method provided by an embodiment of the present disclosure;
FIG. 2 is a schematic diagram of a graphical user interface provided by an embodiment of the present disclosure;
FIG. 3 is a schematic diagram of another graphical user interface provided by an embodiment of the present disclosure;
FIG. 4 is a schematic diagram of an appearance editing interface provided by an embodiment of the present disclosure;
FIG. 5 is a schematic diagram of an image editing interface provided by embodiments of the present disclosure;
FIG. 6 is a schematic diagram of another graphical user interface provided by an embodiment of the present disclosure;
FIG. 7 is a flow chart of another game control method provided by an embodiment of the present disclosure;
FIG. 8 is a schematic diagram of a game editing device according to an embodiment of the present disclosure;
FIG. 9 is a schematic diagram of a game control device according to an embodiment of the present disclosure;
fig. 10 is a schematic structural diagram of an electronic device according to an embodiment of the disclosure.
Detailed Description
For the purpose of making the objects, technical solutions and advantages of the embodiments of the present disclosure more apparent, the technical solutions of the present disclosure will be clearly and completely described below with reference to the accompanying drawings, and it is apparent that the described embodiments are some embodiments of the present disclosure, but not all embodiments. Based on the embodiments in this disclosure, all other embodiments that a person skilled in the art would obtain without making any inventive effort are within the scope of protection of this disclosure.
Currently in some gaming systems, players may create a scene map in an empty scene. In particular, various components such as terrain, decoration, objects, functions, institutions, combinations and the like can be arranged in the game scene, and the arranged components form a complete scene map. After the scene map is online, other players can execute game tasks, conduct game break-through and the like in the scene map. The interaction between the player and the scene map is limited to the interaction between the player and the components, the interaction mode is single, the utilization rate of the scene map on line is low, the player is not benefited to actively create the scene map, the utilization rate of resources of the game system is low, and idle running and waste of game service resources are caused. Based on the above, the game editing method, the game control device and the electronic equipment provided by the embodiment of the disclosure, the technology can be applied to mobile phones, computers, notebooks, tablet computers, servers and other equipment.
The game editing method and the game control method in one embodiment of the present disclosure may be run on a local terminal device or a server. When the game editing method and the game control method are run on a server, the method can be realized and executed based on a cloud interaction system, wherein the cloud interaction system comprises the server and the client device.
In an alternative embodiment, various cloud applications may 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 game editing method and the game control method are completed on the cloud game server, and the client device is used for receiving and sending data and presenting the game picture, for example, the client device can be a display device with a data transmission function close to a user side, such as a mobile terminal, a television, a computer, a palm computer and the like; but the cloud game server which performs information processing is a cloud. When playing the game, the player operates the client device to send an operation instruction to the cloud game server, the cloud game server runs the game according to the operation instruction, codes and compresses data such as game pictures and the like, returns the data to the client device through a network, and finally decodes the data through the client device and outputs the game pictures.
In an alternative embodiment, taking a game as an example, the local terminal device stores a game program and is used to present a game screen. The local terminal device is used for interacting with the player through the graphical user interface, namely, conventionally downloading and installing the game program through the electronic device and running. The manner in which the local terminal device provides the graphical user interface to the player may include a variety of ways, for example, it may be rendered for display on a display screen of the terminal, or provided to the player by holographic projection. For example, the local terminal device may include a display screen for presenting a graphical user interface including game visuals, and a processor for running the game, generating the graphical user interface, and controlling the display of the graphical user interface on the display screen.
In a possible implementation manner, the embodiment of the invention provides a game editing method, and a graphical user interface is provided through terminal equipment, wherein the terminal equipment can be the aforementioned local terminal equipment or the aforementioned client equipment in the cloud interaction system. The graphical user interface displays a game interface, which may be an editing interface for a game scene. As shown in fig. 1, the method comprises the steps of:
Step S102, responding to a creation instruction of the non-player character, constructing a game editing scene, and creating the non-player character at a target scene position of the game editing scene;
the above game editing scene refers to a game scene created by a player, and the game editing scene may be an empty game scene or a game scene including a part of initial scene objects, or may be a game scene that the player has created and saved in advance (the game scene may be a scene that has been released or a scene that has not been released).
For example, an empty game editing scene may be created in which players may edit various scene content, including creating non-player characters. It is also possible to open an already constructed game editing scene and then create a non-player character in the game editing scene, that is, the player can edit again after saving the game editing scene that has been edited before. Specifically, the non-player character may be created at a target scene location of the game editing scene, where the target scene location may be a preset location or a location selected by the player.
The embodiment is realized in a game editing stage, specifically, a scene editing control is displayed in a graphical user interface, a game editing scene is constructed in response to triggering operation aiming at the scene editing control, and the game editing scene is displayed in the graphical user interface. Alternatively, the option identifications of the plurality of game scenes to be edited (the option identifications may be thumbnails of the game scenes, names of the game scenes, numbers of the game scenes, etc.) are displayed on the graphical user interface, a designated game scene is selected from the plurality of game scenes to be edited by the option identifications, and the game editing scene of the designated game scene is displayed on the graphical user interface. Through the operation, the game editing stage can be entered.
Illustratively, as shown in FIG. 2, during the game editing stage, providing a scene display area and a scene editing area in the graphical user interface, wherein the scene display area is used for displaying a scene picture of the game editing scene, and the scene editing area is provided with a creation control (i.e., a "living beings" control in FIG. 2) for the non-player character; the player clicks on the "creature" control, which displays a plurality of preset characters from which the player can select the non-player character that he wants to create. The gray rectangle in fig. 2 represents the selected state. The scene display area can be the whole graphical user interface, and the scene editing area is overlapped on the scene display area. Alternatively, the scene display area and the scene editing area each occupy half of the graphical user interface, and are arranged left and right.
In a possible manner, if the non-player character includes multiple types, after responding to the triggering operation for creating the control, multiple types of controls are displayed, and responding to the selecting operation for the first type of control, multiple preset characters corresponding to the first type are displayed, and the player can select the non-player character to be created from the multiple preset characters corresponding to the first type. The non-player character generally has an initial attribute, such as a unique identifier of the non-player character (which cannot be modified and is not visible to the player), an initial name, an initial avatar, an occupied value (which cannot be edited by the player but is visible to the player), an initial appearance, an initial size, an initial standby action, an initial display position, an initial collision radius, an initial collision height, an initial generated value (a life value for combat), an initial skill, an initial weight, an initial physical attribute (whether or not the non-player character is subjected to an external force, etc.), an initial interaction attribute (whether or not the non-player character can interact, an initial interaction range, etc.), and the like, before performing attribute configuration.
Step S104, responding to the attribute configuration operation aiming at the non-player character, and determining the character attribute of the non-player character; wherein the character attribute is for: the method comprises the steps of associating with a designated scene event in a game editing scene, and controlling the expression mode of a non-player character in the game editing scene based on character attribute after the designated scene event is triggered;
the character attributes generally comprise basic attributes and game attributes of the non-player character, wherein the basic attributes generally refer to names, styles, clothes, skins, colors, postures, standby actions and the like of the non-player character; the game attributes generally refer to the life value, skill, whether the non-player character can regenerate, whether the non-player character is subject to external forces (such as gravity, attraction, friction, etc.), whether the non-player character can interact with other characters, can be grabbed, can collide, is invincible, etc. The attribute configuration operation described above may be a trigger operation for various controls, a selection operation, an input operation for an input box, or the like.
The step of controlling the expression mode of the non-player character in the game scene based on the character attribute is usually implemented in a game running stage, specifically, after the game editing stage is finished, that is, after the game editing scene with the non-player character is created is saved, a scene release control for the game editing scene is displayed on a graphical user interface, and the release operation for the game editing scene is completed in response to the trigger operation for the scene release control.
The released game editing scenes are stored in the game server, when the player needs to use the game scenes edited by himself or other players, a scene operation control of the game scenes (the game scenes are the game editing scenes which are built by the player) can be displayed through a graphical user interface, and the game scenes are displayed on the graphical user interface in response to the triggering operation of the scene operation control, wherein the game scenes comprise the non-player characters which are created in advance. Through the operation, the game operation stage can be entered.
The operation trigger control for operating the game editing scene can also be provided in the graphical user interface of the game editing interface, and is used for the player to perform trial operation on the edited game scene, and when the operation trigger control is triggered, the game operation stage is entered.
The specified scene event comprises a plurality of scene events, and different character attributes can be associated with different scene events; for example, in the game stage, if a non-player character in the game scene is displayed on the graphical user interface, the display state of the non-player character in the game scene is controlled according to the associated character attribute. For another example, in the game stage, when the virtual character controlled by the player collides with the non-player character, the collision behavior of the virtual character with the non-player character is controlled according to the associated character attribute, if the non-player character allows the collision, the virtual character is controlled to collide with the non-player character (the virtual character collides with the non-player character), and if the non-player character does not allow the collision, the virtual character is controlled to overlap with the non-player character.
Specifically, after the non-player character is created, a plurality of attribute configuration controls are directly displayed on a graphical user interface, or the non-player character in the game scene is clicked, the plurality of attribute configuration controls are displayed on the graphical user interface, different attribute configuration controls provide different attribute configuration functions, a player can perform attribute configuration operation on the different attribute configuration controls, and different character attributes are configured for the non-player character, so that the non-player character has personalized display effect and behavior effect in the game scene in a game stage, and the game scene has a richer interaction mode and a very creative game play method.
In addition, after determining the character attribute of the non-player character in response to the attribute configuration operation for the non-player character, the manner of expression of the non-player character in the game scene may be controlled directly according to the character attribute in the current game editing scene, for example, the player configures the character name of the non-player character and sets the character name to a display state, and at this time, the scene image of the game editing scene displays the character name of the non-player character (for example, the scene image is displayed on the head of the non-player character). For another example, when the player configures the non-player character to be free from the action of gravity, the scene of the game editing scene may display that the non-player character is switched from the standing state of the field to the floating state, and so on.
Step S106, in response to the save operation of the non-player character, saving the game editing scene created with the non-player character.
Because the game editing scene is edited by the player autonomously, after the non-player character is created in the game editing scene and the character attribute is configured, the character attribute of the non-player character needs to be saved, and meanwhile, the non-player character is saved, so that the non-player character is created in the game editing scene, and finally, the game editing scene with the non-player character is saved.
In the game editing method, non-player characters are created at target scene positions of a game editing scene in response to creation instructions of the non-player characters; determining character attributes of the non-player character in response to the attribute configuration operation for the non-player character; controlling the expression mode of the non-player character in the game editing scene according to the character attribute in the game stage; and responding to the save operation of the non-player character, and saving the game editing scene created with the non-player character. In the mode, by creating the non-player characters in the constructed game editing scene, character attributes are configured for the non-player characters, so that the game scene comprises the non-player characters with various expression modes in the game operation stage, the interactive modes of players are enriched, the utilization rate of the game scene edited by the players, the enthusiasm of the game scene created by the players and the resource utilization rate of a game system are improved, and the idling and waste of game service resources are avoided.
In step S104, in response to the attribute configuration operation for the non-player character, a step of determining the attribute of the non-player character, one possible implementation manner is as follows:
a1, displaying a plurality of basic attribute configuration controls of a non-player character; wherein the base property configuration control is to provide configuration functionality of at least part of: appearance content of the non-player character in the game editing scene and standby actions of the non-player character;
the basic attribute configuration control generally includes a plurality of appearance attribute configuration controls through which configuration functions of appearance contents of the non-player character in the game editing scene are provided, and a standby action configuration control through which configuration functions of standby actions of the non-player character in the game editing scene are provided. The appearance content of the non-player character in the game editing scene at least comprises one or more of the following: the character name of the non-player character, the display state of the character name, the facial expression of the non-player character, the skin tone, the clothing color, the wearing ornament, the standby action, and the like.
A2, responding to a first configuration operation aiming at the basic attribute configuration control, and determining the basic attribute of the non-player character; wherein the base attribute is for: in association with a first scene event in the game editing scene, when the first scene event is triggered, controlling the display mode of the non-player character in the game editing scene.
The first configuration operation may be a trigger operation, a selection operation, an input operation, or the like. The first scenario event generally refers to displaying a non-player character on a graphical interface or opening the game editing scenario (the game editing scenario includes a non-player character).
In step S104, in response to the attribute configuration operation for the non-player character, a step of determining the attribute of the non-player character, one possible implementation manner is as follows:
step B1, displaying a plurality of game attribute configuration controls of the non-player character; wherein the game attribute configuration control is configured to provide configuration functionality of at least a portion of: whether the non-player character is subjected to a specified force in the game editing scene, whether it is allowed to be grasped, whether it is allowed to collide, and the barycenter position of the non-player character in the game editing scene;
the game attribute configuration controls described above generally include a specified force configuration control, a grab configuration control, a bump configuration control, a center of gravity position configuration control, an interactive configuration control, and the like. Whether the non-player character is acted by a designated force in the game editing scene or not is provided through the designated force configuration control, whether the non-player character is allowed to be grabbed in the game editing scene or not is provided through the grabbing configuration control, whether the non-player character is allowed to be collided in the game editing scene or not is provided through the collision configuration control, the gravity center position of the non-player character in the game editing scene is provided through the gravity center position configuration control, and whether the non-player character is allowed to interact with other characters in the game editing scene or not is provided through the interaction configuration control.
Step B2, responding to a second configuration operation aiming at the game attribute configuration control, and determining the game attribute of the non-player character; wherein the base attribute is for: in association with a second scenario event in the game editing scenario, when the second scenario event is triggered, the behavior of the non-player character in the game editing scenario is controlled.
The second configuration operation may be a trigger operation, a selection operation, an input operation, or the like. The second scenario event includes a plurality of events, such as a non-player character receiving a specified force, a player-controlled virtual character interacting with the non-player character (a grab operation, a collision operation, a lift operation, etc.), and the like. For example, the scene component located under the foot of the non-player character disappears, and if the non-player character is subjected to gravity, the non-player character falls.
In step A2, in response to the first configuration operation for configuring the control for the base attribute, determining the base attribute of the non-player character, which is a possible implementation manner:
determining appearance information of the non-player character in response to an appearance configuration operation for the base attribute configuration control; wherein the appearance information at least comprises: object name, target apparel, first color of target apparel, target facial expression, second color of skin, size information, and display status of the object name.
In one mode, the basic attribute configuration control includes: a name control and a name display control; determining an object name of the non-player character in response to an input operation for the name control; and responding to the triggering operation aiming at the name display control, and determining the display state of the object name as a displayable state.
For example, as shown in fig. 3, the player may input the name of the character, such as "AAAAA", in the input box after "character name", click on the control corresponding to "display name", open the display state of the object name, and determine that the display state of the object name is the displayable state.
In another manner, the basic attribute configuration control includes: an appearance control; responding to the triggering operation for the appearance control, and displaying an appearance editing interface; the appearance editing interface displays a plurality of clothing patterns; and responding to the selected operation aiming at the target clothing graph, determining target clothing of the non-player character, and magnifying and displaying the target clothing on the appearance editing interface.
For example, as shown in fig. 3, the player may click on the "character icon" after "appearance", and display the appearance editing interface shown in fig. 4, which includes a plurality of clothing charts (clothing chart a, clothing chart b, clothing chart c, clothing chart d), and further includes a non-player character, where the appearance of the non-player character is an initial appearance, and if the player clicks on the clothing chart a, the initial appearance of the non-player character is replaced with the selected clothing chart a.
In addition, the appearance editing interface further includes a first confirmation control (e.g., an "appearance editing" control in fig. 4), and the method further includes: and in response to a triggering operation for the first validation control, configuring the target apparel for the non-player character. The appearance editing interface further includes a purge control (e.g., a "purge wear" control in fig. 4), and the target clothing configured for the non-player character is deleted in response to a trigger operation for the purge control.
In addition, the appearance editing interface displays an image changing control (such as an image changing control in fig. 4); the method further comprises the following steps: responding to the triggering operation aiming at the image changing control, and displaying an image editing interface; the image editing interface displays a plurality of facial expressions; and responding to the selection operation aiming at the target facial expression, determining the target facial expression of the non-player character, and displaying the target facial expression in an enlarged manner on the image editing interface.
For example, the character editing interface shown in fig. 5 includes a plurality of facial expressions (expression a, expression b, expression c, expression d), and further includes a non-player character, where the facial expression of the non-player character is an initial facial expression, and if the player clicks on the expression a, the player changes the initial facial expression of the non-player character to the selected expression a.
In addition, the image editing interface also displays a plurality of skin colors (such as color a, color b and color c in fig. 5); the method further comprises the following steps: in response to a selection operation for the target skin color, the target skin color of the non-player character is determined, and the target skin color is enlarged and displayed on the character editing interface.
Illustratively, as shown in FIG. 5, a player may click on "color a" and the initial skin color of the non-player character may be changed to the selected color a. In addition, as shown in fig. 5, the above-mentioned character editing interface also displays a restore control and a confirm change control, and deletes the target facial expression and the target skin color selected for the non-player character in response to the trigger operation for the restore control. In response to a trigger operation for confirming the replacement, a target facial expression and a target skin color are configured for the non-player character.
In addition, the image editing interface also displays a clothing color control; the method further comprises the following steps: responding to triggering operation for the clothing color control, and displaying a plurality of clothing colors; and responding to the selected operation aiming at the target clothing color, determining the target clothing color of the non-player character, and displaying the target clothing color in an enlarged manner on the image editing interface.
By way of example, the character editing interface shown in fig. 5 includes not only a "face adjustment" control, but also an "look color changing" control (i.e., the clothing color control described above), wherein clicking on the "look color changing" control by a player displays a plurality of clothing colors, and clicking on the target clothing color by a player selects the target clothing color of a non-player character changes the color of the target clothing of the non-player character to the target service color selected by the player.
Finally, the player can click on the image changing control shown in fig. 5, complete the target clothes, skin color and target clothes color for the non-player character configuration, and return to the appearance editing interface.
In another manner, the basic attribute configuration control includes: an action control; the step of determining the base attribute of the non-player character in response to the first configuration operation of the base attribute configuration control, may be one possible implementation: responding to triggering operation aiming at the action control, and displaying a plurality of preset actions; and responding to the selected operation aiming at the target preset action, and determining the target preset action of the non-player character.
The preset actions can be running, walking, dancing, sprinting and the like. For example, as shown in FIG. 3, the player may select a target standby action in a selection box following the "standby action" such that the non-player character is controlled to repeatedly perform the target standby action while the non-player character is displayed on the graphical user interface during the game stage. If the target standby action is not set, the non-player character is controlled to repeatedly execute the initial standby action or the non-player character is controlled not to execute the task action when the non-player character is displayed on the graphical user interface.
In another manner, the basic attribute configuration control includes: a size control; size information for the non-player character is determined in response to a size configuration operation for the size control.
The non-player character has an initial size, and the size configuration operation for the non-player character is based on the enlargement or reduction of the initial size. Illustratively, as shown in FIG. 3, the player may input a magnification or reduction in the input box after "zoom in" for the non-player character as a whole. Such as "1.2", the size information of the non-player character is determined to be 1.2 times the initial size. For example, "0.9", the size information of the non-player character is determined to be 0.9 times the initial size.
The game attribute configuration control comprises: a control is configured on the center of gravity; the step of determining the game attribute of the non-player character in response to the second configuration operation of the configuration control for the game attribute, one possible implementation: and responding to the editing operation aiming at the gravity center configuration control, and determining the center position of the non-player character corresponding to the editing operation.
Specifically, in the initial state, the center of gravity of the non-player character is located at the center point of the capsule body corresponding to the non-player character (the center point position is [0,0 ]). Responding to the triggering operation of the gravity center configuration control, and displaying an offset input frame of the three-dimensional coordinate axis; in response to an input operation to the input box, an offset of the three-dimensional coordinate axis is determined, and the shift of the center of gravity position of the non-player character is controlled based on the offset. For example, as shown in fig. 3, the player may click on "edit barycentric position", and display offset input boxes of three-dimensional coordinate axes, and input a value to be offset in each input box, so as to control barycentric position offset of the non-player character.
The game attribute configuration control comprises: designating a force configuration control; the step of determining the game attribute of the non-player character in response to the second configuration operation of the configuration control for the game attribute, one possible implementation: responding to the opening operation of the appointed force configuration control, and determining the action of appointed force of the non-player character; the specified force includes at least: one or more of interaction force, gravity, friction force, attraction force, and elastic force.
Exemplary, as shown in fig. 3, the control is configured by "being acted by external force" (corresponding to the specified force configuration control), wherein the external force can be one of interaction force, gravity, friction force, attraction force and elastic force, and the specified force acting on the non-player character is determined by clicking the control after "being acted by external force" and controlling the control to display "on". Further, the specified force includes at least: the various types of interaction forces, gravity, friction, attraction, and spring forces are exemplary, as shown in FIG. 6, and include an "interacted force" control, a "gravity" control, a "friction" control, an "attraction" control, and a "spring force" control. Clicking the control after the interaction force is acted on, controlling the control to display on, and determining that the non-player character is acted on by the interaction force. Clicking the control after being acted by gravity, controlling the control to display "on", and determining that the non-player character is acted by gravity. Clicking the control after being subjected to friction force, controlling the control to display on, and determining that the non-player character is subjected to friction force. Clicking the control after being subjected to gravitation, controlling the control to display "on", and determining the gravitation of the non-player character. Clicking the control after the 'elastic action', controlling the control to display 'on', and determining the elastic action of the non-player character.
The game attribute configuration control comprises: grabbing configuration controls; the step of determining the game attribute of the non-player character in response to the second configuration operation of the configuration control for the game attribute, one possible implementation: responsive to an open operation for the grab configuration control, it is determined that the non-player character is allowed to be grabbed.
The game attribute configuration control comprises: a collision configuration control; the step of determining the game attribute of the non-player character in response to the second configuration operation of the configuration control for the game attribute, one possible implementation: in response to an open operation for the collision configuration control, a determination is made that the non-player character is allowed to be collided.
Illustratively, as shown in fig. 3, including a "allow to be grabbed" control (corresponding to the grabbing configuration control described above), clicking on the "allow to be grabbed" control, controlling the control to display "on", determines that the non-player character is allowed to be grabbed. The method comprises a physical collision control (corresponding to the collision configuration control) and a control after clicking the physical collision control, wherein the control is controlled to display on, and then the non-player character is determined to be allowed to be physically collided.
The method further comprises the following steps: providing a first interactive control through a graphical user interface; responding to triggering operation aiming at the first interaction control, and controlling and generating game scene information corresponding to the game editing scene; the game scene information comprises component information of edited components in a game editing scene, wherein the edited components are editing components responding to editing operations in a plurality of editable components included in an editing window; controlling to transmit game scene information to a server; the server is configured to be in communication connection with the terminal equipment, the terminal equipment is configured with a game program, the terminal equipment is configured to acquire game scene information from the server, and a corresponding game scene is generated according to the game scene information through the game program.
The first interactive control is used for publishing the game editing scene so that other players can start the game editing scene on the game interface. In practical application, the graphical user interface includes a first interaction control, after the first interaction control is triggered by the terminal device, game scene information corresponding to the game editing scene can be generated, the game scene information can be stored in a preset position, the preset position can be a map file, the map file can store not only the game scene information, but also other map information (including but not limited to screenshot, map name, log and the like). The map file is uploaded to the server after storing the game scene information. After the server checks, the game scene generated by the game scene information can be released into a preset map pool, so that the terminal equipment connected with the server can download the corresponding game scene information from the server, generate the corresponding game scene according to the game scene information through a game program, and then play game experience in the game scene. The method can release game scene information in the game editor and is experienced by other players, so that a rapid UGC (User Generated Content, user generated content, namely user original content) function is realized.
The embodiment of the invention provides a game control method, as shown in fig. 7, comprising the following steps:
step S702, displaying a game scene on a graphical user interface; the game scene is edited in advance by the following modes: responding to a creation instruction of the non-player character, constructing a game editing scene, and creating the non-player character at a target scene position of the game editing scene; determining character attributes of the non-player character in response to the attribute configuration operation for the non-player character; responding to the storage operation of the non-player character, and storing the game editing scene created with the non-player character;
the game scene may be a game editing scene created and released in advance by each player. The game editing scene can be created by the user, and if the game editing scene is created by the user but not released, the game editing scene can be opened based on the preview function, and a scene picture of the game editing scene is displayed on the graphical user interface.
Step S704, in response to the designated scene event being triggered, controls the manner in which the non-player character is represented in the game scene based on the character attribute.
The specified scene events comprise a plurality of different scene events, and different expression modes can be corresponding to the different scene events. The specific scene event may be that a non-player character in the game scene is displayed on the graphical user interface, the non-player character receives a specific force, and the virtual character performs an interaction operation with respect to the non-player character. The expression modes can be an appearance display mode, a character behavior state, character interaction behavior and the like.
For example, in the game stage, when a non-player character in the game scene is displayed on the graphical user interface, the display state of the non-player character in the game scene is controlled according to character attributes (such as appearance content). For another example, in the game stage, when the virtual character controlled by the player collides with the non-player character, the virtual character is controlled to collide with the non-player character according to the character attribute, if the non-player character is allowed to collide, the virtual character is controlled to collide with the non-player character (the virtual character collides with the non-player character), and if the non-player character is not allowed to collide, the virtual character is controlled to overlap with the non-player character. For another example, in the game stage, if the non-player character is under the action of gravity, if the scene component under the foot of the non-player character disappears, the non-player character is controlled to fall down to the next physical component; if the non-player is not subjected to gravity, the non-player character may float in the game scene, etc.
The game control method comprises the steps of displaying a game scene on a graphical user interface; wherein, the game is edited in advance by the following modes: responding to a creation instruction of the non-player character, constructing a game editing scene, and creating the non-player character at a target scene position of the game editing scene; determining character attributes of the non-player character in response to the attribute configuration operation for the non-player character; responding to the storage operation of the non-player character, and storing the game editing scene created with the non-player character; responding to the storage operation of the non-player character, and storing the game editing scene created with the non-player character; responsive to a specified scene event being triggered, controlling the manner in which the non-player character behaves in the game scene based on the character attributes. In the mode, by creating the non-player characters in the constructed game editing scene, character attributes are configured for the non-player characters, so that the game scene comprises the non-player characters with various expression modes in the game stage, the interactive modes of players are enriched, the utilization rate of the game scene edited by the players, the enthusiasm of the game scene created by the players and the resource utilization rate of a game system are improved, and the idling and waste of game service resources are avoided.
The character attributes include game attributes; the step of controlling the manner in which the non-player character is represented in the game scene based on the character attribute in response to the specified scene event being triggered, one possible implementation: responsive to the second scenario event being triggered, a manner of behavior of the non-player character in the game scenario is controlled based on the game attribute.
The second scenario event includes a plurality of events, for example, when the non-player character is acted by an external force, for example, when the non-player character is acted by gravity, it is required to determine whether the non-player character is acted by gravity according to the game attribute, if so, the non-player character is controlled to stand on the scenario land, and if not, the non-player character is controlled to float in the game scenario.
The virtual role controlled by the player can also be interoperation of the non-player role, for example, if the non-player role is grabbed (such as holding, lifting, backing up, etc.) by other roles, whether the non-player role is allowed to be grabbed or not needs to be determined according to the game attribute, if so, the non-player role is controlled to be grabbed by the other roles, and if not, the other roles cannot be controlled to grab the non-player role.
It is also possible that the non-player character is destroyed, if the non-player character is destroyed, it is necessary to determine whether the non-player character is reproducible according to the game attribute, if so, it is controlled to reproduce (the same non-player character can be recreated based on the character attribute configured in advance), if not, it is not processed at all.
The game attributes include physical attributes; the step of controlling the behavior of the non-player character in the game scene based on the game attribute in response to the triggering of the second scene event, one possible implementation manner: in response to the non-player character receiving the specified force, controlling the non-player character to execute interaction behavior based on the gravity center position of the non-player character and the specified force in the game scene according to the physical attribute; wherein the specified force comprises at least: one or more of interaction force, gravity, friction force, attraction force, and elastic force.
One possible implementation is: responding to the interaction operation of the controlled virtual character aiming at the non-player character, and controlling the controlled virtual character to execute the interaction action corresponding to the interaction operation aiming at the non-player character according to the physical attribute; wherein the interaction operation includes: a grabbing operation and a collision operation based on a specified force.
For example, if the non-player character is subject to gravity, it is necessary to determine whether the non-player character is subject to gravity according to the physical attribute, and if so, control the non-player character to stand on the scene plot, and if not, control the non-player character to float in the game scene. For another example, if the non-player character is squeezed (e.g., the virtual character controlled by the player squeezes the non-player character), it is necessary to determine whether the non-player character is acted upon by an interaction force based on the physical attribute, if so, the non-player character is controlled to move in the squeezing direction, and if not, the non-player character is controlled to remain in place. For another example, if the non-player character is subject to friction (such as the virtual character controlled by the player holding the non-player character or the physical component on which the non-player character stands moves), it is necessary to determine whether the non-player character is subject to friction according to the physical attribute, if so, the virtual character is controlled to hold the non-player character or the non-player character is controlled to move along with the movement of the physical component, and if not, the non-player character is controlled to be stationary in place.
For another example, if the non-player character receives the attraction force (for example, the attraction force exists in the designated area of the game scene), whether the non-player character receives the attraction force needs to be determined according to the physical attribute, if so, the virtual character is controlled to move towards the attraction force, and if not, the non-player character is controlled to be in place. For another example, if the non-player character is subject to an elastic force (e.g., the physical component on which the non-player character stands or lies generates an elastic force, or the virtual character controlled by the player collides against the non-player character), it is necessary to determine whether the non-player character is subject to the elastic force according to the physical attribute, if so, the virtual character is controlled to move in the elastic force direction (e.g., to be flicked or slightly shake), or the virtual character controlled by the player bumps the non-player character, if not, the non-player character is controlled to stay in place, or the physical component and the virtual character overlap with the non-player character.
The game attributes include a reproduction attribute; in response to the second scenario event being triggered, controlling a manner of behavior of the non-player character in the game scenario based on the game attribute, one possible implementation: in response to the non-player character being destroyed, the non-player character is created again based on the character attribute at the target scene location of the game scene.
The destruction of the non-player character may be that the player-controlled virtual character kills the non-player character, or that the non-player character falls off the platform, or the like.
The physical attributes include at least: whether or not acted upon by interaction, whether or not acted upon by gravity, whether or not acted upon by friction, whether or not acted upon by elasticity, whether or not acted upon by gravity, whether or not allowed to be grasped, whether or not allowed to collide, and the center of gravity position of the non-player character.
The character attribute comprises a basic attribute; in response to a specified scene event being triggered, controlling the manner in which a non-player character behaves in a game scene based on character attributes, one possible implementation: in response to the first scenario event being triggered, a manner of display of the non-player character in the game scenario is controlled based on the base attribute.
The first scenario event may be a display of a non-player character in a game scenario at a graphical user interface. In one mode, the basic attribute includes an appearance attribute; responsive to the graphical user interface displaying the non-player character, determining appearance information for the non-player character based on the appearance attribute, and controlling the non-player character in the game scene to be displayed in accordance with the appearance information; wherein the appearance information at least comprises: one or more of a subject name, a target apparel, a first color of the target apparel, a target facial expression, a second color of skin, size information, and a display status of the subject name.
And if the display state of the object names is not displayed, controlling the non-player characters in the game scene to display the object names, and if the display state of the object names is not displayed, controlling the object names of the non-player characters in the game scene to be hidden.
The step of controlling the non-player character in the game scene to be displayed according to the appearance information comprises one or more steps of: controlling clothing of a non-player character in a game scene to be target clothing; controlling the clothing color of the non-player character to be a first color; controlling the facial expression of the non-player character to be a target facial expression; controlling the skin of the non-player character to be a second color; and displaying the object name at the target position of the non-player character.
The basic attribute comprises a target standby action; in response to the graphical user interface displaying the non-player character, the non-player character is controlled to perform a target standby action in the game scene.
Specifically, in response to the graphical user interface displaying the non-player character, the non-player character is controlled to perform a target standby action in the game scene.
In accordance with the above embodiment of the game editing method, an embodiment of the present invention provides a game editing device, as shown in fig. 8, including:
A creation module 81 for constructing a game editing scene in response to a creation instruction of a non-player character, and creating the non-player character at a target scene position of the game editing scene;
a configuration module 82 for determining character attributes of the non-player character in response to an attribute configuration operation for the non-player character; wherein the character attribute is for: the method comprises the steps of associating with a designated scene event in a game editing scene, and controlling the expression mode of a non-player character in the game editing scene based on character attribute after the designated scene event is triggered;
a saving module 83, configured to save the game editing scene created with the non-player character in response to a save operation for the non-player character.
The game editing device is used for responding to a creation instruction of the non-player character and creating the non-player character at a target scene position of a game editing scene; determining character attributes of the non-player character in response to the attribute configuration operation for the non-player character; controlling the expression mode of the non-player character in the game editing scene according to the character attribute in the game stage; and responding to the save operation of the non-player character, and saving the game editing scene created with the non-player character. In the mode, by creating the non-player characters in the constructed game editing scene, character attributes are configured for the non-player characters, so that the game scene comprises the non-player characters with various expression modes in the game stage, the interactive modes of players are enriched, the utilization rate of the game scene edited by the players, the enthusiasm of the game scene created by the players and the resource utilization rate of a game system are improved, and the idling and waste of game service resources are avoided.
The configuration module is further used for: displaying a plurality of base attribute configuration controls for the non-player character; wherein the base property configuration control is to provide configuration functionality of at least part of: appearance content of the non-player character in the game editing scene and standby actions of the non-player character; determining a base attribute of the non-player character in response to a first configuration operation of the base attribute configuration control; wherein the base attribute is for: in association with a first scene event in the game editing scene, when the first scene event is triggered, controlling the display mode of the non-player character in the game editing scene.
The configuration module is further used for: displaying a plurality of game attribute configuration controls for the non-player character; wherein the game attribute configuration control is configured to provide configuration functionality of at least a portion of: whether the non-player character is subjected to a specified force in the game editing scene, whether it is allowed to be grasped, whether it is allowed to collide, and the barycenter position of the non-player character in the game editing scene; determining a game attribute of the non-player character in response to a second configuration operation for the game attribute configuration control; wherein the base attribute is for: in association with a second scenario event in the game editing scenario, when the second scenario event is triggered, the behavior of the non-player character in the game editing scenario is controlled.
The configuration module is further used for: determining appearance information of the non-player character in response to an appearance configuration operation for the base attribute configuration control; wherein the appearance information at least comprises: object name, target apparel, first color of target apparel, target facial expression, second color of skin, size information, and display status of the object name.
The basic attribute configuration control comprises: a name control and a name display control; the configuration module is further used for: determining an object name of the non-player character in response to an input operation for the name control; and responding to the triggering operation aiming at the name display control, and determining the display state of the object name as a displayable state.
The basic attribute configuration control comprises: an appearance control; the configuration module is further used for: responding to the triggering operation for the appearance control, and displaying an appearance editing interface; the appearance editing interface displays a plurality of clothing patterns; and responding to the selected operation aiming at the target clothing graph, determining target clothing of the non-player character, and magnifying and displaying the target clothing on the appearance editing interface.
The appearance editing interface displays an image changing control; the configuration module is further used for: responding to the triggering operation aiming at the image changing control, and displaying an image editing interface; the image editing interface displays a plurality of facial expressions; and responding to the selection operation aiming at the target facial expression, determining the target facial expression of the non-player character, and displaying the target facial expression in an enlarged manner on the image editing interface.
The image editing interface also displays a plurality of skin colors; the configuration module is further used for: in response to a selection operation for the target skin color, the target skin color of the non-player character is determined, and the target skin color is enlarged and displayed on the character editing interface.
The image editing interface also displays a clothing color control; the configuration module is further used for: responding to triggering operation for the clothing color control, and displaying a plurality of clothing colors; and responding to the selected operation aiming at the target clothing color, determining the target clothing color of the non-player character, and displaying the target clothing color in an enlarged manner on the image editing interface.
The basic attribute configuration control comprises: an action control; the configuration module is further used for: responding to triggering operation aiming at the action control, and displaying a plurality of preset actions; and responding to the selected operation aiming at the target preset action, and determining the target preset action of the non-player character.
The game attribute configuration control comprises: a control is configured on the center of gravity; the configuration module is further used for: and responding to the editing operation aiming at the gravity center configuration control, and determining the center position of the non-player character corresponding to the editing operation.
The game attribute configuration control comprises: designating a force configuration control; the configuration module is further used for: responding to the opening operation of the appointed force configuration control, and determining the action of appointed force of the non-player character; the specified force includes at least: one or more of interaction force, gravity, friction force, attraction force, and elastic force.
The game attribute configuration control comprises: grabbing configuration controls; the configuration module is further used for: responsive to an open operation for the grab configuration control, it is determined that the non-player character is allowed to be grabbed.
The game attribute configuration control comprises: a collision configuration control; the configuration module is further used for: in response to an open operation for the collision configuration control, a determination is made that the non-player character is allowed to be collided.
The device further comprises information sending means for: providing a first interactive control through a graphical user interface; responding to triggering operation aiming at the first interaction control, and controlling and generating game scene information corresponding to the game editing scene; the game scene information comprises component information of edited components in a game editing scene, wherein the edited components are editing components responding to editing operations in a plurality of editable components included in an editing window; controlling to transmit game scene information to a server; the server is configured to be in communication connection with the terminal equipment, the terminal equipment is configured with a game program, the terminal equipment is configured to acquire game scene information from the server, and a corresponding game scene is generated according to the game scene information through the game program.
The game editing device provided by the embodiment of the disclosure has the same technical characteristics as the game editing method provided by the embodiment, so that the same technical problems can be solved, and the same technical effects can be achieved.
Corresponding to the above embodiment of the game control method, an embodiment of the present invention provides a game control device, as shown in fig. 9, including:
a display module 91 for displaying a game scene on a graphical user interface; the game scene is edited in advance by the following modes: responding to a creation instruction of the non-player character, constructing a game editing scene, and creating the non-player character at a target scene position of the game editing scene; determining character attributes of the non-player character in response to the attribute configuration operation for the non-player character; and responding to the save operation of the non-player character, and saving the game editing scene with the non-player character:
a control module 92 for controlling the manner in which non-player characters appear in the game scene based on the character attributes in response to a specified scene event being triggered.
The game control device is used for displaying a scene picture of a game scene on the graphical user interface; wherein, the game is updated in advance by the following modes: responding to a creation instruction of the non-player character, and creating the non-player character at a target scene position of the initial game scene; determining character attributes of the non-player character in response to the attribute configuration operation for the non-player character; responding to the storage operation of the non-player character, storing the non-player character and updating the initial game scene; responsive to a specified scene event being triggered, controlling the manner in which the non-player character behaves in the game scene based on the character attributes. In the mode, in the editing stage, by creating the non-player characters in the game scene, character attributes are configured for the non-player characters, so that the game scene comprises the non-player characters with various expression modes in the game stage, the interactive modes of players are enriched, the utilization rate of the game scene edited by the players, the enthusiasm of the player for creating the game scene and the resource utilization rate of a game system are improved, and the idling and waste of game service resources are avoided.
The character attributes include game attributes; the control module is also used for: responsive to the second scenario event being triggered, a manner of behavior of the non-player character in the game scenario is controlled based on the game attribute.
The game attributes include physical attributes; the control module is also used for: in response to the non-player character receiving the specified force, controlling the non-player character to execute interaction behavior based on the gravity center position of the non-player character and the specified force in the game scene according to the physical attribute; wherein the specified force comprises at least: one or more of interaction force, gravity, friction force, attraction force, and elastic force.
The control module is also used for: responding to the interaction operation of the controlled virtual character aiming at the non-player character, and controlling the controlled virtual character to execute the interaction action corresponding to the interaction operation aiming at the non-player character according to the physical attribute; wherein the interaction operation includes: a grabbing operation and a collision operation based on a specified force.
The game attributes include a reproduction attribute; the control module is also used for: in response to the non-player character being destroyed, the non-player character is created again based on the character attribute at the target scene location of the game scene.
The physical attributes include at least: whether or not acted upon by interaction, whether or not acted upon by gravity, whether or not acted upon by friction, whether or not acted upon by elasticity, whether or not acted upon by gravity, whether or not allowed to be grasped, whether or not allowed to collide, and the center of gravity position of the non-player character.
The character attribute comprises a basic attribute; the control module is also used for: in response to the first scenario event being triggered, a manner of display of the non-player character in the game scenario is controlled based on the base attribute.
The basic attributes include appearance attributes; the control module is also used for: responsive to the graphical user interface displaying the non-player character, determining appearance information for the non-player character based on the appearance attribute, and controlling the non-player character in the game scene to be displayed in accordance with the appearance information; wherein the appearance information at least comprises: one or more of a subject name, a target apparel, a first color of the target apparel, a target facial expression, a second color of skin, size information, and a display status of the subject name.
The step of controlling the non-player character in the game scene to be displayed according to the appearance information comprises one or more steps of: controlling clothing of a non-player character in a game scene to be target clothing; controlling the clothing color of the non-player character to be a first color; controlling the facial expression of the non-player character to be a target facial expression; controlling the skin of the non-player character to be a second color; and displaying the object name at the target position of the non-player character.
The basic attribute comprises a target standby action; the control module is also used for: in response to the graphical user interface displaying the non-player character, the non-player character is controlled to perform a target standby action in the game scene.
The game control device provided by the embodiment of the disclosure has the same technical characteristics as the game control method provided by the embodiment, so that the same technical problems can be solved, and the same technical effects can be achieved.
The present embodiment also provides an electronic device including a processor and a memory storing machine-executable instructions executable by the processor, the processor executing the machine-executable instructions to implement the above-described game editing method and game control method. The electronic device may be a server or a terminal device.
Referring to fig. 10, the electronic device includes a processor 100 and a memory 101, the memory 101 storing machine executable instructions that can be executed by the processor 100, the processor 100 executing the machine executable instructions to implement the above-described game editing method and game control method.
Further, the electronic device shown in fig. 10 further includes a bus 102 and a communication interface 103, and the processor 100, the communication interface 103, and the memory 101 are connected through the bus 102.
The memory 101 may include a high-speed random access memory (RAM, random Access Memory), and may further include a non-volatile memory (non-volatile memory), such as at least one magnetic disk memory. The communication connection between the system network element and at least one other network element is implemented via at least one communication interface 103 (which may be wired or wireless), and may use the internet, a wide area network, a local network, a metropolitan area network, etc. Bus 102 may be an ISA bus, a PCI bus, an EISA bus, or the like. The buses may be classified as address buses, data buses, control buses, etc. For ease of illustration, only one bi-directional arrow is shown in FIG. 10, but not only one bus or type of bus.
The processor 100 may be an integrated circuit chip with signal processing capabilities. In implementation, the steps of the above method may be performed by integrated logic circuits of hardware in the processor 100 or by instructions in the form of software. The processor 100 may be a general-purpose processor, including a central processing unit (Central Processing Unit, CPU for short), a network processor (Network Processor, NP for short), etc.; but also digital signal processors (Digital Signal Processor, DSP for short), application specific integrated circuits (Application Specific Integrated Circuit, ASIC for short), field-programmable gate arrays (Field-Programmable Gate Array, FPGA for short) or other programmable logic devices, discrete gate or transistor logic devices, discrete hardware components. The various methods, steps and logic blocks of the disclosure in the embodiments of the disclosure may be implemented or performed. A general purpose processor may be a microprocessor or the processor may be any conventional processor or the like. The steps of a method disclosed in connection with the embodiments of the present disclosure may be embodied directly in hardware, in a decoded processor, or in a combination of hardware and software modules in a decoded processor. The software modules may be located in a random access memory, flash memory, read only memory, programmable read only memory, or electrically erasable programmable memory, registers, etc. as well known in the art. The storage medium is located in the memory 101, and the processor 100 reads the information in the memory 101 and, in combination with its hardware, performs the steps of the method of the previous embodiment.
The processor in the electronic device may implement the following operations in the game editing method by executing machine-executable instructions:
responding to a creation instruction of a non-player character, constructing a game editing scene, and editing in the game; determining character attributes of the non-player character in response to the attribute configuration operation for the non-player character; wherein the character attribute is for: the method comprises the steps of associating with a designated scene event in a game editing scene, and controlling the expression mode of a non-player character in the game editing scene based on character attribute after the designated scene event is triggered; and responding to the save operation of the non-player character, and saving the game editing scene created with the non-player character.
The step of determining the character attribute of the non-player character in response to the attribute configuration operation for the non-player character includes: displaying a plurality of base attribute configuration controls for the non-player character; wherein the base property configuration control is to provide configuration functionality of at least part of: appearance content of the non-player character in the game editing scene and standby actions of the non-player character; determining a base attribute of the non-player character in response to a first configuration operation of the base attribute configuration control; wherein the base attribute is for: in association with a first scene event in the game editing scene, when the first scene event is triggered, controlling the display mode of the non-player character in the game editing scene.
The step of determining the character attribute of the non-player character in response to the attribute configuration operation for the non-player character includes: displaying a plurality of game attribute configuration controls for the non-player character; wherein the game attribute configuration control is configured to provide configuration functionality of at least a portion of: whether the non-player character is subjected to a specified force in the game editing scene, whether it is allowed to be grasped, whether it is allowed to collide, and the barycenter position of the non-player character in the game editing scene; determining a game attribute of the non-player character in response to a second configuration operation for the game attribute configuration control; wherein the base attribute is for: in association with a second scenario event in the game editing scenario, when the second scenario event is triggered, the behavior of the non-player character in the game editing scenario is controlled.
The step of determining the base attribute of the non-player character in response to the first configuration operation of the base attribute configuration control comprises the following steps: determining appearance information of the non-player character in response to an appearance configuration operation for the base attribute configuration control; wherein the appearance information at least comprises: object name, target apparel, first color of target apparel, target facial expression, second color of skin, size information, and display status of the object name.
The basic attribute configuration control comprises: a name control and a name display control; responsive to an appearance configuration operation for the base attribute configuration control, determining appearance information for the non-player character, comprising: determining an object name of the non-player character in response to an input operation for the name control; and responding to the triggering operation aiming at the name display control, and determining the display state of the object name as a displayable state.
The basic attribute configuration control comprises: an appearance control; responding to the appearance configuration operation aiming at the basic attribute configuration control, and determining appearance information corresponding to the appearance configuration operation as the basic attribute, wherein the step comprises the following steps: responding to the triggering operation for the appearance control, and displaying an appearance editing interface; the appearance editing interface displays a plurality of clothing patterns; and responding to the selected operation aiming at the target clothing graph, determining target clothing of the non-player character, and magnifying and displaying the target clothing on the appearance editing interface.
The appearance editing interface displays an image changing control; the method further comprises the following steps: responding to the triggering operation aiming at the image changing control, and displaying an image editing interface; the image editing interface displays a plurality of facial expressions; and responding to the selection operation aiming at the target facial expression, determining the target facial expression of the non-player character, and displaying the target facial expression in an enlarged manner on the image editing interface.
The image editing interface also displays a plurality of skin colors; the method further comprises the following steps: in response to a selection operation for the target skin color, the target skin color of the non-player character is determined, and the target skin color is enlarged and displayed on the character editing interface.
The image editing interface also displays a clothing color control; the method further comprises the following steps: responding to triggering operation for the clothing color control, and displaying a plurality of clothing colors; and responding to the selected operation aiming at the target clothing color, determining the target clothing color of the non-player character, and displaying the target clothing color in an enlarged manner on the image editing interface.
The basic attribute configuration control comprises: an action control; responsive to a first configuration operation for the base attribute configuration control, determining a base attribute of the non-player character, comprising: responding to triggering operation aiming at the action control, and displaying a plurality of preset actions; and responding to the selected operation aiming at the target preset action, and determining the target preset action of the non-player character.
The game attribute configuration control comprises: a control is configured on the center of gravity; responsive to a second configuration operation for the game attribute configuration control, determining a game attribute of the non-player character, comprising: and responding to the editing operation aiming at the gravity center configuration control, and determining the center position of the non-player character corresponding to the editing operation.
The game attribute configuration control comprises: designating a force configuration control; responsive to a second configuration operation for the game attribute configuration control, determining a game attribute of the non-player character, comprising: responding to the opening operation of the appointed force configuration control, and determining the action of appointed force of the non-player character; the specified force includes at least: one or more of interaction force, gravity, friction force, attraction force, and elastic force.
The game attribute configuration control comprises: grabbing configuration controls; responsive to a second configuration operation for the game attribute configuration control, determining a game attribute of the non-player character, comprising: responsive to an open operation for the grab configuration control, it is determined that the non-player character is allowed to be grabbed.
The game attribute configuration control comprises: a collision configuration control; responsive to a second configuration operation for the game attribute configuration control, determining a game attribute of the non-player character, comprising: in response to an open operation for the collision configuration control, a determination is made that the non-player character is allowed to be collided.
The method further comprises the following steps: providing a first interactive control through a graphical user interface; responding to triggering operation aiming at the first interaction control, and controlling and generating game scene information corresponding to the game editing scene; the game scene information comprises component information of edited components in a game editing scene, wherein the edited components are editing components responding to editing operations in a plurality of editable components included in an editing window; controlling to transmit game scene information to a server; the server is configured to be in communication connection with the terminal equipment, the terminal equipment is configured with a game program, the terminal equipment is configured to acquire game scene information from the server, and a corresponding game scene is generated according to the game scene information through the game program.
The following operations in the above game control method may also be implemented:
displaying a scene picture of the game editing scene on a graphical user interface; wherein, the game is updated in advance by the following modes: responding to a creation instruction of the non-player character, and creating the non-player character at a target scene position of the initial game editing scene; determining character attributes of the non-player character in response to the attribute configuration operation for the non-player character; responding to the save operation of the non-player character, saving the non-player character, and updating the initial game editing scene: responsive to a specified scene event being triggered, controlling the manner in which the non-player character behaves in the game editing scene based on the character attributes.
The character attributes include game attributes; responsive to the specified scene event being triggered, controlling the manner in which the non-player character behaves in the game editing scene based on the character attribute, comprising: responsive to the second scenario event being triggered, controlling a manner of behavior of the non-player character in the game editing scenario based on the game attribute.
The game attributes include physical attributes; responsive to the second scenario event being triggered, controlling a manner of behavior of the non-player character in the game editing scenario based on the game attribute, comprising: in response to the non-player character receiving the specified force, controlling the non-player character to execute interaction behavior based on the gravity center position of the non-player character and the specified force in the game editing scene according to the physical attribute; wherein the specified force comprises at least: one or more of interaction force, gravity, friction force, attraction force, and elastic force.
The step of controlling the non-player character to execute the interactive behavior based on the gravity center position of the non-player character and the designated force in the game editing scene according to the physical attribute in response to the non-player character receiving the designated force, comprising: responding to the interaction operation of the controlled virtual character aiming at the non-player character, and controlling the controlled virtual character to execute the interaction action corresponding to the interaction operation aiming at the non-player character according to the physical attribute; wherein the interaction operation includes: a grabbing operation and a collision operation based on a specified force.
The game attributes include a reproduction attribute; responsive to the second scenario event being triggered, controlling a manner of behavior of the non-player character in the game editing scenario based on the game attribute, comprising: in response to the non-player character being destroyed, the non-player character is created again based on the character attribute at the target scene location of the game editing scene.
The physical attributes include at least: whether or not acted upon by interaction, whether or not acted upon by gravity, whether or not acted upon by friction, whether or not acted upon by elasticity, whether or not acted upon by gravity, whether or not allowed to be grasped, whether or not allowed to collide, and the center of gravity position of the non-player character.
The character attribute comprises a basic attribute; responsive to the specified scene event being triggered, controlling the manner in which the non-player character behaves in the game editing scene based on the character attribute, comprising: in response to the first scene event being triggered, controlling a manner of display of the non-player character in the game editing scene based on the base attribute.
The basic attributes include appearance attributes; responsive to the first scene event being triggered, controlling a manner of display of the non-player character in the game editing scene based on the base attribute, comprising: responsive to the graphical user interface displaying the non-player character, determining appearance information for the non-player character based on the appearance attribute, and controlling the non-player character in the game editing scene to be displayed in accordance with the appearance information; wherein the appearance information at least comprises: one or more of a subject name, a target apparel, a first color of the target apparel, a target facial expression, a second color of skin, size information, and a display status of the subject name.
The step of controlling the non-player character in the game editing scene to be displayed according to the appearance information comprises one or more steps of: controlling clothing of a non-player character in a game editing scene to be target clothing; controlling the clothing color of the non-player character to be a first color; controlling the facial expression of the non-player character to be a target facial expression; controlling the skin of the non-player character to be a second color; and displaying the object name at the target position of the non-player character.
The basic attribute comprises a target standby action; responsive to the first scene event being triggered, controlling a manner of display of the non-player character in the game editing scene based on the base attribute, comprising: in response to the graphical user interface displaying the non-player character, the non-player character is controlled to perform a target standby action in the game editing scene.
In the above manner, in the game editing stage, by creating the non-player character in the constructed game editing scene, the character attribute is configured for the non-player character, so that in the game stage, the non-player character in various expression modes is included in the game scene, the interactive mode of the player is enriched, the utilization rate of the game scene edited by the player, the enthusiasm of the player for creating the game scene and the resource utilization rate of the game system are improved, and the idling and waste of the game service resource are avoided.
The present embodiment also provides a machine-readable storage medium storing machine-executable instructions that, when invoked and executed by a processor, cause the processor to implement the above-described game editing method and game control method.
The machine-executable instructions stored on the machine-readable storage medium may implement the following operations in the game editing method by executing the machine-executable instructions:
Responding to a creation instruction of the non-player character, constructing a game editing scene, and creating the non-player character at a target scene position of the game editing scene; determining character attributes of the non-player character in response to the attribute configuration operation for the non-player character; wherein the character attribute is for: the method comprises the steps of associating with a designated scene event in a game editing scene, and controlling the expression mode of a non-player character in the game editing scene based on character attribute after the designated scene event is triggered; and responding to the save operation of the non-player character, and saving the game editing scene created with the non-player character.
The step of determining the character attribute of the non-player character in response to the attribute configuration operation for the non-player character includes: displaying a plurality of base attribute configuration controls for the non-player character; wherein the base property configuration control is to provide configuration functionality of at least part of: appearance content of the non-player character in the game editing scene and standby actions of the non-player character; determining a base attribute of the non-player character in response to a first configuration operation of the base attribute configuration control; wherein the base attribute is for: in association with a first scene event in the game editing scene, when the first scene event is triggered, controlling the display mode of the non-player character in the game editing scene.
The step of determining the character attribute of the non-player character in response to the attribute configuration operation for the non-player character includes: displaying a plurality of game attribute configuration controls for the non-player character; wherein the game attribute configuration control is configured to provide configuration functionality of at least a portion of: whether the non-player character is subjected to a specified force in the game editing scene, whether it is allowed to be grasped, whether it is allowed to collide, and the barycenter position of the non-player character in the game editing scene; determining a game attribute of the non-player character in response to a second configuration operation for the game attribute configuration control; wherein the base attribute is for: in association with a second scenario event in the game editing scenario, when the second scenario event is triggered, the behavior of the non-player character in the game editing scenario is controlled.
The step of determining the base attribute of the non-player character in response to the first configuration operation of the base attribute configuration control comprises the following steps: determining appearance information of the non-player character in response to an appearance configuration operation for the base attribute configuration control; wherein the appearance information at least comprises: object name, target apparel, first color of target apparel, target facial expression, second color of skin, size information, and display status of the object name.
The basic attribute configuration control comprises: a name control and a name display control; responsive to an appearance configuration operation for the base attribute configuration control, determining appearance information for the non-player character, comprising: determining an object name of the non-player character in response to an input operation for the name control; and responding to the triggering operation aiming at the name display control, and determining the display state of the object name as a displayable state.
The basic attribute configuration control comprises: an appearance control; responding to the appearance configuration operation aiming at the basic attribute configuration control, and determining appearance information corresponding to the appearance configuration operation as the basic attribute, wherein the step comprises the following steps: responding to the triggering operation for the appearance control, and displaying an appearance editing interface; the appearance editing interface displays a plurality of clothing patterns; and responding to the selected operation aiming at the target clothing graph, determining target clothing of the non-player character, and magnifying and displaying the target clothing on the appearance editing interface.
The appearance editing interface displays an image changing control; the method further comprises the following steps: responding to the triggering operation aiming at the image changing control, and displaying an image editing interface; the image editing interface displays a plurality of facial expressions; and responding to the selection operation aiming at the target facial expression, determining the target facial expression of the non-player character, and displaying the target facial expression in an enlarged manner on the image editing interface.
The image editing interface also displays a plurality of skin colors; the method further comprises the following steps: in response to a selection operation for the target skin color, the target skin color of the non-player character is determined, and the target skin color is enlarged and displayed on the character editing interface.
The image editing interface also displays a clothing color control; the method further comprises the following steps: responding to triggering operation for the clothing color control, and displaying a plurality of clothing colors; and responding to the selected operation aiming at the target clothing color, determining the target clothing color of the non-player character, and displaying the target clothing color in an enlarged manner on the image editing interface.
The basic attribute configuration control comprises: an action control; responsive to a first configuration operation for the base attribute configuration control, determining a base attribute of the non-player character, comprising: responding to triggering operation aiming at the action control, and displaying a plurality of preset actions; and responding to the selected operation aiming at the target preset action, and determining the target preset action of the non-player character.
The game attribute configuration control comprises: a control is configured on the center of gravity; responsive to a second configuration operation for the game attribute configuration control, determining a game attribute of the non-player character, comprising: and responding to the editing operation aiming at the gravity center configuration control, and determining the center position of the non-player character corresponding to the editing operation.
The game attribute configuration control comprises: designating a force configuration control; responsive to a second configuration operation for the game attribute configuration control, determining a game attribute of the non-player character, comprising: responding to the opening operation of the appointed force configuration control, and determining the action of appointed force of the non-player character; the specified force includes at least: one or more of interaction force, gravity, friction force, attraction force, and elastic force.
The game attribute configuration control comprises: grabbing configuration controls; responsive to a second configuration operation for the game attribute configuration control, determining a game attribute of the non-player character, comprising: responsive to an open operation for the grab configuration control, it is determined that the non-player character is allowed to be grabbed.
The game attribute configuration control comprises: a collision configuration control; responsive to a second configuration operation for the game attribute configuration control, determining a game attribute of the non-player character, comprising: in response to an open operation for the collision configuration control, a determination is made that the non-player character is allowed to be collided.
The method further comprises the following steps: providing a first interactive control through a graphical user interface; responding to triggering operation aiming at the first interaction control, and controlling and generating game scene information corresponding to the game editing scene; the game scene information comprises component information of edited components in a game editing scene, wherein the edited components are editing components responding to editing operations in a plurality of editable components included in an editing window; controlling to transmit game scene information to a server; the server is configured to be in communication connection with the terminal equipment, the terminal equipment is configured with a game program, the terminal equipment is configured to acquire game scene information from the server, and a corresponding game scene is generated according to the game scene information through the game program.
The following operations in the above game control method may also be implemented:
displaying a game scene on a graphical user interface; the game scene is edited in advance by the following modes: responding to a creation instruction of the non-player character, constructing a game editing scene, and creating the non-player character at a target scene position of the game editing scene; determining character attributes of the non-player character in response to the attribute configuration operation for the non-player character; in response to a save operation for a non-player character, save the game editing scene created with the non-player character: responsive to a specified scene event being triggered, controlling the manner in which the non-player character behaves in the game scene based on the character attributes.
The character attributes include game attributes; responsive to the specified scene event being triggered, controlling the manner in which the non-player character behaves in the game scene based on the character attribute, comprising: responsive to the second scenario event being triggered, a manner of behavior of the non-player character in the game scenario is controlled based on the game attribute.
The game attributes include physical attributes; responsive to the second scenario event being triggered, a step of controlling a manner of behavior of the non-player character in the game scenario based on the game attribute, comprising: in response to the non-player character receiving the specified force, controlling the non-player character to execute interaction behavior based on the gravity center position of the non-player character and the specified force in the game scene according to the physical attribute; wherein the specified force comprises at least: one or more of interaction force, gravity, friction force, attraction force, and elastic force.
The step of controlling the non-player character to execute the interactive behavior based on the gravity center position of the non-player character and the designated force in the game scene according to the physical attribute in response to the non-player character receiving the designated force comprises the following steps: responding to the interaction operation of the controlled virtual character aiming at the non-player character, and controlling the controlled virtual character to execute the interaction action corresponding to the interaction operation aiming at the non-player character according to the physical attribute; wherein the interaction operation includes: a grabbing operation and a collision operation based on a specified force.
The game attributes include a reproduction attribute; responsive to the second scenario event being triggered, a step of controlling a manner of behavior of the non-player character in the game scenario based on the game attribute, comprising: in response to the non-player character being destroyed, the non-player character is created again based on the character attribute at the target scene location of the game scene.
The physical attributes include at least: whether or not acted upon by interaction, whether or not acted upon by gravity, whether or not acted upon by friction, whether or not acted upon by elasticity, whether or not acted upon by gravity, whether or not allowed to be grasped, whether or not allowed to collide, and the center of gravity position of the non-player character.
The character attribute comprises a basic attribute; responsive to the specified scene event being triggered, controlling the manner in which the non-player character behaves in the game scene based on the character attribute, comprising: in response to the first scenario event being triggered, a manner of display of the non-player character in the game scenario is controlled based on the base attribute.
The basic attributes include appearance attributes; responsive to the first scenario event being triggered, controlling a manner of display of the non-player character in the game scenario based on the base attribute, comprising: responsive to the graphical user interface displaying the non-player character, determining appearance information for the non-player character based on the appearance attribute, and controlling the non-player character in the game scene to be displayed in accordance with the appearance information; wherein the appearance information at least comprises: one or more of a subject name, a target apparel, a first color of the target apparel, a target facial expression, a second color of skin, size information, and a display status of the subject name.
The step of controlling the non-player character in the game scene to be displayed according to the appearance information comprises one or more steps of: controlling clothing of a non-player character in a game scene to be target clothing; controlling the clothing color of the non-player character to be a first color; controlling the facial expression of the non-player character to be a target facial expression; controlling the skin of the non-player character to be a second color; and displaying the object name at the target position of the non-player character.
The basic attribute comprises a target standby action; responsive to the first scenario event being triggered, controlling a manner of display of the non-player character in the game scenario based on the base attribute, comprising: in response to the graphical user interface displaying the non-player character, the non-player character is controlled to perform a target standby action in the game scene.
In the above manner, in the game editing stage, by creating the non-player character in the game scene, the character attribute is configured for the non-player character, so that in the game stage, the non-player character in various expression modes is included in the game scene, the interactive modes of the player are enriched, the utilization rate of the game scene edited by the player, the enthusiasm of the player for creating the game scene and the resource utilization rate of the game system are improved, and the idling and waste of the game service resource are avoided.
The game editing method, the game control device and the computer program product of the electronic device provided by the embodiments of the present disclosure include a computer readable storage medium storing program codes, and instructions included in the program codes may be used to execute the method described in the foregoing method embodiments, and specific implementation may refer to the method embodiments and will not be repeated herein.
It will be clear to those skilled in the art that, for convenience and brevity of description, specific working procedures of the above-described system and apparatus may refer to corresponding procedures in the foregoing method embodiments, which are not described herein again.
In addition, in the description of the embodiments of the present disclosure, unless explicitly stated and limited otherwise, the terms "mounted," "connected," and "connected" are to be construed broadly, and may be, for example, fixedly connected, detachably connected, or integrally connected; can be mechanically or electrically connected; can be directly connected or indirectly connected through an intermediate medium, and can be communication between two elements. The specific meaning of the terms in this disclosure will be understood by those skilled in the art in the specific case.
The functions, if implemented in the form of software functional units and sold or used as a stand-alone product, may be stored in a computer-readable storage medium. Based on such understanding, the technical solution of the present disclosure may be embodied in essence or a part contributing to the prior art or a part of the technical solution, or in the form of a software product stored in a storage medium, including several instructions to cause a computer device (which may be a personal computer, a server, or a network device, etc.) to perform all or part of the steps of the method described in the embodiments of the present disclosure. And the aforementioned storage medium includes: a U-disk, a removable hard disk, a Read-Only Memory (ROM), a random access Memory (RAM, random Access Memory), a magnetic disk, or an optical disk, or other various media capable of storing program codes.
In the description of the present disclosure, it should be noted that the directions or positional relationships indicated by the terms "center", "upper", "lower", "left", "right", "vertical", "horizontal", "inner", "outer", etc. are based on the directions or positional relationships shown in the drawings, are merely for convenience of describing the present disclosure and simplifying the description, and do not indicate or imply that the devices or elements referred to must have a specific orientation, be configured and operated in a specific orientation, and thus should not be construed as limiting the present disclosure. Furthermore, the terms "first," "second," and "third" are used for descriptive purposes only and are not to be construed as indicating or implying relative importance.
Finally, it should be noted that: the foregoing examples are merely illustrative of specific embodiments of the present disclosure, and are not intended to limit the scope of the disclosure, although the disclosure has been described in detail with reference to the foregoing examples, it will be understood by those skilled in the art that: any person skilled in the art, within the technical scope of the disclosure of the present disclosure, may modify or easily conceive changes to the technical solutions described in the foregoing embodiments, or make equivalent substitutions for some of the technical features thereof; such modifications, changes or substitutions do not depart from the spirit and scope of the technical solutions of the embodiments of the disclosure, and are intended to be included within the scope of the present disclosure. Therefore, the protection scope of the present disclosure shall be subject to the protection scope of the claims.

Claims (29)

1. A game editing method, the method comprising:
responding to a creation instruction of the non-player character, constructing a game editing scene, and creating the non-player character at a target scene position of the game editing scene;
determining character attributes of the non-player character in response to an attribute configuration operation for the non-player character; wherein the role attribute is to: the method comprises the steps of associating with a designated scene event in the game editing scene, and controlling the expression mode of the non-player character in the game editing scene based on the character attribute after the designated scene event is triggered;
And storing the game editing scene created with the non-player character in response to a storing operation for the non-player character.
2. The method of claim 1, wherein the step of determining the character attribute of the non-player character in response to an attribute configuration operation for the non-player character comprises:
displaying a plurality of base attribute configuration controls for the non-player character; wherein the base property configuration control is for providing configuration functionality of at least part of: appearance content of the non-player character in the game editing scene and standby actions of the non-player character;
determining a base attribute of the non-player character in response to a first configuration operation for the base attribute configuration control; wherein the base attribute is for: and the method is associated with a first scene event in the game editing scene, and after the first scene event is triggered, the display mode of the non-player character in the game editing scene is controlled.
3. The method of claim 1, wherein the step of determining the character attribute of the non-player character in response to an attribute configuration operation for the non-player character comprises:
Displaying a plurality of game attribute configuration controls for the non-player character; wherein the game attribute configuration control is configured to provide configuration functionality of at least a portion of: whether the non-player character is subjected to a specified force in the game editing scene, whether it is allowed to be grasped, whether it is allowed to collide, and the center of gravity position of the non-player character in the game editing scene;
determining a game attribute of the non-player character in response to a second configuration operation for the game attribute configuration control; wherein the base attribute is for: and the action mode of the non-player character in the game editing scene is controlled after the second scene event is triggered in association with the second scene event in the game editing scene.
4. The method of claim 2, wherein the step of determining the base attribute of the non-player character in response to a first configuration operation for the base attribute configuration control comprises:
determining appearance information for the non-player character in response to an appearance configuration operation for the base attribute configuration control; wherein the appearance information at least includes: object name, target apparel, first color of target apparel, target facial expression, second color of skin, size information, and display status of the object name.
5. The method of claim 4, wherein the base property configuration control comprises: a name control and a name display control;
responsive to an appearance configuration operation for the base attribute configuration control, determining appearance information for the non-player character, comprising:
determining an object name of the non-player character in response to an input operation for the name control;
and responding to the triggering operation aiming at the name display control, and determining the display state of the object name as a displayable state.
6. The method of claim 4, wherein the base property configuration control comprises: an appearance control;
responding to the appearance configuration operation aiming at the basic attribute configuration control, and determining appearance information corresponding to the appearance configuration operation as the basic attribute, wherein the step comprises the following steps:
responding to the triggering operation aiming at the appearance control, and displaying an appearance editing interface; the appearance editing interface displays a plurality of clothing drawings;
and responding to the selected operation aiming at the target clothing graph, determining target clothing of the non-player character, and displaying the target clothing in an enlarged mode on the appearance editing interface.
7. The method of claim 6, wherein the appearance editing interface displays an avatar replacement control; the method further comprises the steps of:
responding to the triggering operation aiming at the image changing control, and displaying an image editing interface; the image editing interface displays a plurality of facial expressions;
and responding to the selection operation aiming at the target facial expression, determining the target facial expression of the non-player character, and displaying the target facial expression in an enlarged manner on the image editing interface.
8. The method of claim 7, wherein the character editing interface further displays a plurality of skin colors; the method further comprises the steps of:
and in response to a selection operation for the target skin color, determining the target skin color of the non-player character, and displaying the target skin color in an enlarged manner on the image editing interface.
9. The method of claim 7, wherein the character editing interface further displays a apparel color control; the method further comprises the steps of:
responding to triggering operation aiming at the clothing color control, and displaying a plurality of clothing colors;
and responding to the selected operation aiming at the target clothing color, determining the target clothing color of the non-player character, and displaying the target clothing color in an enlarged manner on the image editing interface.
10. The method of claim 2, wherein the base property configuration control comprises: an action control;
responsive to a first configuration operation for the base attribute configuration control, determining a base attribute of the non-player character, comprising:
responding to the triggering operation aiming at the action control, and displaying a plurality of preset actions;
and responding to the selected operation aiming at the target preset action, and determining the target preset action of the non-player character.
11. The method of claim 3, wherein the game attribute configuration control comprises: a control is configured on the center of gravity;
responsive to a second configuration operation for the game attribute configuration control, determining a game attribute of the non-player character, comprising:
and responding to the editing operation of the gravity center configuration control, and determining the center position of the non-player character corresponding to the editing operation.
12. The method of claim 3, wherein the game attribute configuration control comprises: designating a force configuration control;
responsive to a second configuration operation for the game attribute configuration control, determining a game attribute of the non-player character, comprising:
Responding to the opening operation of the appointed force configuration control, and determining that the non-player character is acted by the appointed force; the specified force includes at least: one or more of interaction force, gravity, friction force, attraction force, and elastic force.
13. The method of claim 3, wherein the game attribute configuration control comprises: grabbing configuration controls;
responsive to a second configuration operation for the game attribute configuration control, determining a game attribute of the non-player character, comprising:
and responding to the opening operation of the grabbing configuration control, and determining that the non-player character is allowed to be grabbed.
14. The method of claim 3, wherein the game attribute configuration control comprises: a collision configuration control;
responsive to a second configuration operation for the game attribute configuration control, determining a game attribute of the non-player character, comprising:
and determining that the non-player character is allowed to be collided in response to an opening operation of the collision configuration control.
15. The method according to claim 1, wherein the method further comprises:
providing a first interactive control through a graphical user interface;
Responding to triggering operation aiming at a first interaction control, and controlling and generating game scene information corresponding to the game editing scene; the game scene information comprises component information of edited components in the game editing scene, wherein the edited components are editing components responding to editing operations in a plurality of editable components included in an editing window;
controlling to transmit the game scene information to a server; the server is configured to be in communication connection with the terminal equipment, the terminal equipment is configured with a game program, the terminal equipment is configured to acquire the game scene information from the server, and a corresponding game scene is generated according to the game scene information through the game program.
16. A game control method, the method comprising:
displaying a game scene on a graphical user interface; the game scene is edited in advance by the following modes: responding to a creation instruction of the non-player character, constructing a game editing scene, and creating the non-player character at a target scene position of the game editing scene; determining character attributes of the non-player character in response to an attribute configuration operation for the non-player character; storing the game editing scene created with the non-player character in response to a storing operation for the non-player character;
Responsive to a specified scene event being triggered, controlling a manner of performance of the non-player character in the game scene based on the character attribute.
17. The method of claim 16, wherein the character attribute comprises a game attribute;
responsive to a specified scene event being triggered, controlling the manner in which the non-player character appears in the game scene based on the character attribute, comprising:
controlling a manner of behavior of the non-player character in the game scene based on the game attribute in response to a second scene event being triggered.
18. The method of claim 17, wherein the game attribute comprises a physical attribute;
responsive to a second scenario event being triggered, a step of controlling a manner of behavior of the non-player character in the game scenario based on the game attribute, comprising:
controlling the non-player character to execute interaction behavior based on the gravity center position of the non-player character and the designated force in the game scene according to the physical attribute in response to the non-player character receiving the designated force; wherein the specified force comprises at least: one or more of interaction force, gravity, friction force, attraction force, and elastic force.
19. The method of claim 18, wherein in response to the non-player character being subjected to a specified force, the step of controlling the non-player character to perform an interactive action in the game scene based on the location of the center of gravity of the non-player character and the specified force, comprises:
responding to the interaction operation of the controlled virtual character aiming at the non-player character, and controlling the controlled virtual character to execute the interaction behavior corresponding to the interaction operation aiming at the non-player character according to the physical attribute; wherein the interoperation includes: a grabbing operation and a collision operation based on the specified force.
20. The method of claim 17, wherein the game attribute comprises a replay attribute;
responsive to a second scenario event being triggered, a step of controlling a manner of behavior of the non-player character in the game scenario based on the game attribute, comprising:
responsive to the non-player character being destroyed, the non-player character is created again based on the character attribute at a target scene location of the game scene.
21. The method of claim 18, wherein the physical attributes comprise at least: whether or not acted upon by interaction, whether or not acted upon by gravity, whether or not acted upon by friction, whether or not acted upon by elasticity, whether or not acted upon by gravity, whether or not allowed to be grasped, whether or not allowed to collide, and the center of gravity position of the non-player character.
22. The method of claim 16, wherein the character attribute comprises a base attribute;
responsive to a specified scene event being triggered, controlling the manner in which the non-player character appears in the game scene based on the character attribute, comprising:
and controlling the display mode of the non-player character in the game scene based on the basic attribute in response to the first scene event being triggered.
23. The method of claim 22, wherein the base attribute comprises an appearance attribute;
responsive to a first scene event being triggered, controlling a manner of display of the non-player character in the game scene based on the base attribute, comprising:
responsive to the graphical user interface displaying the non-player character, determining appearance information for the non-player character based on the appearance attribute, and controlling the non-player character in the game scene to be displayed in accordance with the appearance information; wherein the appearance information at least includes: one or more of a subject name, a target apparel, a first color of the target apparel, a target facial expression, a second color of skin, size information, and a display status of the subject name.
24. The method of claim 23, wherein the step of controlling the non-player character in the game scene to be displayed in accordance with the appearance information comprises one or more of the following steps:
controlling apparel of the non-player character in the game scene to be the target apparel;
controlling the clothing color of the non-player character to be the first color;
controlling the facial expression of the non-player character to be the target facial expression;
controlling the skin of the non-player character to be the second color;
and displaying the object name at the target position of the non-player character.
25. The method of claim 23, wherein the base attribute comprises a target standby action;
responsive to a first scene event being triggered, controlling a manner of display of the non-player character in the game scene based on the base attribute, comprising:
and controlling the non-player character to execute the target standby action in the game scene in response to the graphical user interface displaying the non-player character.
26. A game editing device, the device comprising:
the creation module is used for responding to the creation instruction of the non-player character, constructing a game editing scene and creating the non-player character at the target scene position of the game editing scene;
A configuration module for determining character attributes of the non-player character in response to an attribute configuration operation for the non-player character; wherein the role attribute is to: the method comprises the steps of associating with a designated scene event in the game editing scene, and controlling the expression mode of the non-player character in the game editing scene based on the character attribute after the designated scene event is triggered;
and the storage module is used for responding to the storage operation aiming at the non-player character and storing the game editing scene created with the non-player character.
27. A game control device, the device comprising:
the display module is used for displaying the game scene on the graphical user interface; the game is edited in advance by the following modes: responding to a creation instruction of the non-player character, constructing a game editing scene, and creating the non-player character at a target scene position of the game editing scene; determining character attributes of the non-player character in response to an attribute configuration operation for the non-player character; responding to the save operation for the non-player character, and saving the game editing scene with the non-player character;
And the control module is used for responding to the designated scene event to be triggered and controlling the expression mode of the non-player character in the game scene based on the character attribute.
28. An electronic device comprising a processor and a memory, the memory storing computer-executable instructions executable by the processor to implement the game editing method of any of claims 1-15 or the game control method of any of claims 16-25.
29. A computer readable storage medium storing computer executable instructions which, when invoked and executed by a processor, cause the processor to implement the game editing method of any one of claims 1 to 15 or the game control method of any one of claims 16 to 25.
CN202310854006.4A 2023-07-12 2023-07-12 Game editing method, game control device and electronic equipment Pending CN117138345A (en)

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CN202310854006.4A CN117138345A (en) 2023-07-12 2023-07-12 Game editing method, game control device and electronic equipment

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
CN202310854006.4A CN117138345A (en) 2023-07-12 2023-07-12 Game editing method, game control device and electronic equipment

Publications (1)

Publication Number Publication Date
CN117138345A true CN117138345A (en) 2023-12-01

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Country Link
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