CN117258302A - Game editing method, game editing device, storage medium and electronic apparatus - Google Patents

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

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Publication number
CN117258302A
CN117258302A CN202311221485.2A CN202311221485A CN117258302A CN 117258302 A CN117258302 A CN 117258302A CN 202311221485 A CN202311221485 A CN 202311221485A CN 117258302 A CN117258302 A CN 117258302A
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China
Prior art keywords
game
editing
scene
edited
client
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CN202311221485.2A
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Chinese (zh)
Inventor
贾若愚
齐栋栋
李志轶
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Netease Hangzhou Network Co Ltd
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Netease Hangzhou Network Co Ltd
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Priority to CN202311221485.2A priority Critical patent/CN117258302A/en
Publication of CN117258302A publication Critical patent/CN117258302A/en
Pending legal-status Critical Current

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Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • A63F13/63Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by the player, e.g. authoring using a level editor
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/30Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device
    • A63F2300/308Details of the user interface

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

Abstract

The disclosure provides a game editing method, a game editing device, a storage medium and electronic equipment, and relates to the technical field of computer and man-machine interaction. The method comprises the following steps: creating a game scene to be edited through a first client of the main editing game account; initiating synchronous editing invitation to the candidate game account through the first client in response to the common editing invitation instruction; controlling the first client and/or the second client of at least one common editing game account to edit the game scene to be edited according to the received editing instruction in the common editing mode; displaying preview information of a game scene to be edited in an editing overview interface of a main editing game account through a first client; and if the common editing game account meets the preset permission condition, displaying preview information of the game scene to be edited in an editing overview interface of the common editing game account through the second client. The method and the device improve the editing efficiency of the game scene and realize the effective management of the editing authority of the game scene.

Description

Game editing method, game editing device, storage medium and electronic apparatus
Technical Field
The present disclosure relates to the field of computer and human-computer interaction technologies, and in particular, to a game editing method, a game editing device, a computer readable storage medium, and an electronic apparatus.
Background
With the development of computer and man-machine interaction technology, games have become one of the important ways of people's daily leisure and recreation. In some games, editing of the game scene is allowed. For example, a user may add a scene component to a game scene and edit the position, size, etc. of the scene component to obtain a desired game scene layout.
In the related art, the editing efficiency of the game scene is generally low, and the time cost required by the user to edit the game scene is high.
Disclosure of Invention
The present disclosure provides a game editing method, a game editing device, a computer-readable storage medium, and an electronic apparatus to improve editing efficiency of a game scene at least to some extent.
According to a first aspect of the present disclosure, there is provided a game editing method, the method comprising: creating a game scene to be edited through a first client of the main editing game account; the game scene to be edited comprises a scene component, wherein the scene component is a component which is set in the game scene to be edited in response to a scene component setting instruction, and the scene component is configured to generate a corresponding virtual scene model in a game running scene; initiating a common editing invitation to one or more candidate game account numbers through the first client in response to a common editing invitation instruction for the game scene to be edited; controlling the first client and/or a second client of at least one common editing game account to edit the game scene to be edited according to the received editing instruction in a common editing mode; the common editing game account number is a game account number which accepts the common editing invitation in the one or more candidate game account numbers; displaying preview information of the game scene to be edited in an editing overview interface of the main editing game account through the first client; the preview information is configured to trigger an editing interface for entering the game scene to be edited in response to a preset operation when the game scene to be edited is in a preset state; and if the common editing game account meets the preset permission condition, displaying preview information of the game scene to be edited in an editing overview interface of the common editing game account through a second client of the common editing game account.
According to a second aspect of the present disclosure, there is provided a game editing device, the device comprising: the game scene creation module is configured to create a game scene to be edited through a first client of the main editing game account; the game scene to be edited comprises a scene component, wherein the scene component is a component which is set in the game scene to be edited in response to a scene component setting instruction, and the scene component is configured to generate a corresponding virtual scene model in a game running scene; an invitation processing module configured to initiate a common editing invitation to one or more candidate game account numbers in response to a common editing invitation instruction for the game scene to be edited by the first client; the game scene editing processing module is configured to control the first client and/or the second client of at least one common editing game account to edit the game scene to be edited according to the received editing instruction in a common editing mode; the common editing game account number is a game account number which accepts the common editing invitation in the one or more candidate game account numbers; the first preview processing module is configured to display preview information of the game scene to be edited in an editing overview interface of the main editing game account through the first client; the preview information is configured to trigger an editing interface for entering the game scene to be edited in response to a preset operation when the game scene to be edited is in a preset state; and the second preview processing module is configured to display preview information of the game scene to be edited in an editing overview interface of the common editing game account through a second client of the common editing game account if the common editing game account meets a preset permission condition.
According to a third aspect of the present disclosure, there is provided a computer readable storage medium having stored thereon a computer program which, when executed by a processor, implements the game editing method of the first aspect described above and possible implementations thereof.
According to a fourth aspect of the present disclosure, there is provided an electronic device comprising: a processor; and a memory for storing executable instructions of the processor; wherein the processor is configured to perform the game editing method of the first aspect and possible implementations thereof via execution of the executable instructions.
The technical scheme of the present disclosure has the following beneficial effects:
on one hand, the method realizes that a plurality of game accounts edit the game scene together, improves the editing efficiency of the game scene, and reduces the time cost of editing the game scene by a single game account. On the other hand, the authority limit of the main editing game account is higher than that of the common editing game account, and the authority limits of different common editing game accounts are different, so that information viewing and editing of the common editing game account on a game scene to be edited can be limited by the preset authority requirement, thereby realizing effective management of the game scene editing authority, improving the management efficiency, ensuring the dominant position of the main editing game account, and meeting the requirement of game scene editing.
Drawings
Fig. 1 shows a system architecture diagram in the present exemplary embodiment;
fig. 2 shows a flowchart of a game editing method in the present exemplary embodiment;
fig. 3 shows a schematic diagram of a game scene to be edited in the present exemplary embodiment;
fig. 4A shows an interface diagram for setting a viewing angle in the present exemplary embodiment;
fig. 4B shows a schematic diagram of the observation angle in the present exemplary embodiment;
fig. 4C shows a schematic diagram of a game viewing angle in the present exemplary embodiment;
FIG. 5A illustrates a schematic diagram of a master edit game account initiating a synchronization edit invitation in the present exemplary embodiment;
FIG. 5B illustrates an interface diagram of selecting a candidate game account in the present exemplary embodiment;
FIG. 5C illustrates a synchronized edit invitation interface for a candidate game account in the present exemplary embodiment;
fig. 6 shows a schematic diagram of synchronizing the latest game scene to be edited in the present exemplary embodiment;
FIG. 7A shows a schematic diagram of an edit overview interface of a master edit game account in the present exemplary embodiment;
FIG. 7B illustrates a schematic diagram of an edit overview interface of a coauthoring game account in the present exemplary embodiment;
FIG. 7C is a schematic diagram of an edit overview interface for asynchronously editing a game account in the present exemplary embodiment;
FIG. 8 shows a schematic diagram of an edit overview interface for synchronously editing a game account in the present exemplary embodiment;
fig. 9 is a schematic diagram showing the structure of a game editing device in the present exemplary embodiment;
fig. 10 shows a schematic structural diagram of an electronic device in the present exemplary embodiment.
Detailed Description
Exemplary embodiments of the present disclosure will be described more fully hereinafter with reference to the accompanying drawings.
The drawings are schematic illustrations of the present disclosure and are not necessarily drawn to scale. Some of the block diagrams shown in the figures may be functional entities and do not necessarily correspond to physically or logically separate entities. These functional entities may be implemented in software, or in hardware modules or integrated circuits, or in networks, processors or microcontrollers. Embodiments may be embodied in many forms and should not be construed as limited to the examples set forth herein. The described features, structures, or characteristics of the disclosure may be combined in any suitable manner in one or more embodiments. In the following description, numerous specific details are provided to give a thorough description of embodiments of the present disclosure. However, it will be recognized by one skilled in the art that one or more of the specific details may be omitted, or other methods, components, devices, steps, etc. may be used instead of one or more of the specific details in implementing the aspects of the present disclosure.
In view of the above, exemplary embodiments of the present disclosure provide a game editing method.
Fig. 1 shows a system architecture diagram of an operating environment of the present exemplary embodiment. The system architecture may include a first client 110, a second client 120, and a server 130. Wherein the first client 110, the second client 120 are terminal devices that install and run game client programs. The terminal device may be a mobile phone, a tablet computer, a personal computer, an intelligent wearable device, a game machine, or the like, which has a display function and is capable of displaying a graphical user interface, and the graphical user interface may include an interface of an operating system or an interface of an application program, or the like. The first client 110 and the second client 120 may be clients logging in different game accounts, for example, the first client 110 is a client for editing a game account, and the second client 120 is a client for editing a game account together. The server 130 is generally referred to as a background system for providing the game service in the present exemplary embodiment, and may be one server or a cluster of multiple servers. The server 130 is deployed with a game server program for executing game data processing of the server. The first client 110, the second client 120, and the server 130 may form a connection through a wired or wireless communication link for data transmission.
In one embodiment, the game editing method may be implemented and executed based on a cloud interaction system. The cloud interaction system may be the system architecture described above. Various cloud applications can be run under the cloud interaction system, for example: and (5) cloud game. Taking cloud game as an example, cloud game refers to a game mode based on cloud computing. In the cloud game operation mode, the game program operation main body and the game picture presentation main body are separated, and the storage and operation of the control and interaction method in the game are completed on a cloud game server (such as the server 130), and the cloud game client (such as the first client 110 or the second client 120) is used for receiving and sending data and presenting the game picture. For example, the cloud game client may be a display device with a data transmission function near the user side, such as a mobile terminal, a television, a computer, a palm computer, etc.; and the cloud game server for information processing is a cloud game server. When playing a game or editing a game scene, a user operates a cloud game client to send an operation instruction to a cloud game server, the cloud game server runs a game according to the operation instruction, codes and compresses data such as a game picture and the like, returns the data to the cloud game client through a network, and finally decodes the data through the cloud game client and outputs the game picture.
The game editing method in the present exemplary embodiment may be performed by any one or more of the first client 110 and the second client 120.
In one embodiment, referring to fig. 2, the game editing method may include the following steps S210 to S250:
step S210, creating a game scene to be edited through a first client of a main editing game account; the game scene to be edited comprises a scene component, wherein the scene component is a component set in the game scene to be edited in response to a scene component setting instruction, and is configured to generate a corresponding virtual scene model in a game running scene;
step S220, a first client responds to a common editing invitation instruction aiming at a game scene to be edited, and initiates a common editing invitation to one or more candidate game accounts;
step S230, controlling the first client and/or the second client of at least one common editing game account to edit the game scene to be edited according to the received editing instruction in the common editing mode; the common editing game account number is a game account number which accepts common editing invitation in the one or more candidate game account numbers;
step S240, displaying preview information of the game scene to be edited in an editing overview interface of the main editing game account through the first client; the preview information is configured to trigger an editing interface for entering the game scene to be edited in response to a preset operation when the game scene to be edited is in a preset state;
Step S250, if the common editing game account meets the preset permission condition, displaying preview information of the game scene to be edited in an editing overview interface of the common editing game account through a second client of the common editing game account.
In the method shown in fig. 2, on one hand, the method realizes that a plurality of game accounts edit a game scene together, improves the editing efficiency of the game scene, and reduces the time cost of editing the game scene by a single game account. On the other hand, the authority limit of the main editing game account is higher than that of the common editing game account, and the authority limits of different common editing game accounts are different, so that information viewing and editing of the common editing game account on a game scene to be edited can be limited by the preset authority requirement, thereby realizing effective management of the game scene editing authority, improving the management efficiency, ensuring the dominant position of the main editing game account, and meeting the requirement of game scene editing.
Each step in fig. 2 is described in detail below.
Referring to fig. 2, in step S210, a game scene to be edited is created by a first client of a main editing game account; the game scene to be edited comprises a scene component, wherein the scene component is a component set in the game scene to be edited in response to a scene component setting instruction, and the scene component is configured to generate a corresponding virtual scene model in a game running scene.
The game account creating method comprises the steps of creating a game account of a game scene to be edited as a main editing game account of the game scene to be edited, and having main editing authorities. In one embodiment, only one master editing game account number of a game scene to be edited may be limited to prevent instruction conflict caused by a plurality of master editing game account numbers.
The master editing game account may create a game scene as the game scene to be edited, or may select a created game scene (typically created earlier by the master editing game account) as the game scene to be edited. The game scene to be edited can comprise scene background and one or more generated scene components, wherein the scene components can be scene components of the game scene to be edited (such as a game program can provide a plurality of different types of preset game scenes, a user can select a certain preset game scene to edit, and the scene components are originally provided with the scene components), and can also be scene components generated by editing a main editing game account. The scene component may be a person, thing or a partial person, thing in the game, such as an NPC (Non-Player Character), etc. After the game scene editing is completed, when the game scene to be edited is loaded and operated as a game running scene, a scene component in the game scene to be edited can generate a corresponding virtual scene model in the game running scene.
The scene component may be set in the game scene to be edited by the scene component setting instruction. In one embodiment, where a game scene to be edited is displayed, one or more scene component selection controls may also be displayed in the graphical user interface, the scene component setting instructions being instructions implemented by the scene component selection controls. FIG. 3 is a schematic diagram illustrating a game scenario to be edited and a scenario component selection control, which may include controls of "block component," "cylindrical component," "semi-cylindrical component," etc., that may generate a corresponding scenario component in the game scenario to be edited, such as a user clicking on the "block component" control, in response to a user (e.g., a master editing game account number) operating the control, and may generate a block component in the game scenario to be edited.
In one embodiment, the game program may be self-contained with one or more scene components, such as scene components that may be preconfigured by an artist and stored in the game program, and may provide their corresponding scene component selection controls so that a player may conveniently use these scene components for game scene editing, such as may add a scene component in a game scene to be edited.
In one embodiment, the scene components may be preconfigured by the player, who may obtain scene components that were originally absent in the game program by modeling in the game scene to be edited or other editing interfaces, or may combine the original scene components in the game program to form a combined scene component. For a player pre-configured scene component, a corresponding scene component selection control may also be provided. When the scene component is preconfigured, one or more of the information of the size, position, direction, color, texture, shape, etc. of the scene component can be configured. Thus, when a user uses the scene components in a game scene to be edited, the configured information can be directly called, and the game scene editing method is very convenient and efficient. Of course, the user may also adjust the configured information in the scene component, such as adjusting one or more of the above information, so as to better meet the needs and preferences of the user.
In one embodiment, a virtual camera may be provided in the game scene to be edited. The virtual camera is a tool for simulating a real camera in a game program to shoot a game scene picture, can be arranged at any position in a game scene to be edited, shoots the game scene at any view angle, namely the virtual camera can have any pose in the game scene, and the pose can be fixed or dynamically changed. In addition, any number of virtual cameras can be arranged in the game scene to be edited, and different virtual cameras can shoot different game scene pictures.
Referring to fig. 4A, a game scene to be edited may present two different viewing angles, namely, an observation viewing angle and a game viewing angle, and a user may select which viewing angle to use in a relevant setting interface of the game scene to be edited. The viewing angle means that the game scene to be edited is viewed at a third person's viewing angle, and as shown in fig. 4B, under the viewing angle, the user may not manipulate the game character in the game scene to be edited, but directly manipulate the virtual camera to move the viewing angle (the virtual camera is not displayed). The game view angle refers to a view angle of a first person to observe a game scene to be edited, and referring to fig. 4C, under the game view angle, a user may control a certain game character in the game scene to be edited, the game character may be bound to the virtual camera, that is, the position relationship between the game character and the virtual camera is fixed, for example, the game character may be located at a focus of the virtual camera, and when the user controls the game character to move, the virtual camera moves synchronously, thereby moving the view angle. Of course, under the observation view angle, an invisible game character can be set in the game scene to be edited, which is equivalent to hiding the game character in fig. 4C, and the user can move the virtual camera by moving the game character when moving the view angle. Under the observation view angle or the game view angle, a virtual rocker, an up-shift or down-shift control and the like can be arranged in the game scene to be edited, and a user can move the virtual camera or move the game character by operating the control.
In an embodiment, the creating the game scene to be edited by the first client of the main editing game account may include the following steps:
and running a local map file corresponding to the game scene to be edited through the first client of the main editing game account to generate the game scene to be edited.
Wherein, the game scene can be stored in the form of a map file. The local map file may be stored in a cache or in a nonvolatile memory. When the first client creates a game scene to be edited, a corresponding local map file can be generated. The first client generates and displays a game scene to be edited by running and loading a local map file.
With continued reference to fig. 2, in step S220, a common edit invitation is initiated to one or more candidate game account numbers by the first client in response to a common edit invitation instruction for the game scene to be edited.
The common editing means that a plurality of clients edit a game scene, and the main editing game account can invite other game accounts to participate in editing the game scene to be edited besides the main editing game account. The master editing game account may input a common editing invitation instruction for the game scene to be edited to invite other game accounts to participate in common editing of the game scene to be edited. The candidate game account number may be selected by the master edit game account number or may be automatically determined by the game program. For example, the master edit game account may select one or more invited objects, i.e., candidate game accounts, in the buddy list upon entry of the common edit invitation instruction. Or when the main editing game account number inputs the common editing invitation instruction, the game program can take the game account numbers meeting the conditions in the friend list as candidate game account numbers. The first client responds to the common editing invitation instruction and initiates common editing invitation to the candidate game account, the common editing invitation can reach the client of the candidate game account through the server, the candidate game account can select whether to accept the invitation, if yes, the candidate game account becomes the common editing game account of the game scene to be edited, and the common editing authority of the game scene to be edited is obtained.
With continued reference to fig. 2, in step S230, the first client and/or the second client controlling at least one common editing game account are controlled to edit the game scene to be edited according to the received editing instruction in the common editing mode; the common editing game account number is a game account number which accepts a common editing invitation from the one or more candidate game account numbers.
The editing instruction received by the first client or the second client may be an instruction generated in response to the received editing operation for the game scene to be edited. The game scene to be edited by the first client or the second client can be the game scene to be edited locally by the first client or the second client, or can be the game scene to be edited stored on the server.
In one embodiment, the common editing may include synchronous editing, which means that multiple clients edit one game scene at the same time, and during the editing process, the game scenes displayed on different clients are the same, that is, each client can display the editing situation of other clients. Accordingly, the common editing mode may include a synchronous editing mode. The common edit invitation may include a synchronous edit invitation and the common edit invitation instruction may include a synchronous edit invitation instruction. The common edit game account may include a synchronous edit game account, i.e., a game account of the candidate game accounts that accepts synchronous edit invitations.
If the synchronous editing is performed, the first client and the second client are required to be in a synchronous editing mode. The present disclosure does not limit the timing of the first client entering the synchronous editing mode of the game scene to be edited. For example, before the synchronization invitation instruction is input, the master editing game account may first perform a synchronization editing triggering operation to trigger the first client to enter a synchronization editing mode. Or after initiating the synchronous editing invitation to the candidate game account, the first client enters a synchronous editing mode. Or after the first client initiates the synchronous editing invitation to the candidate game account, if the candidate game account accepts the invitation, the first client enters a synchronous editing mode, and the candidate game account (namely the synchronous editing game account) which accepts the invitation also enters the synchronous editing mode.
In one embodiment, the initiating, by the first client, the common edit invitation to the one or more candidate game account numbers in response to the common edit invitation instruction for the game scene to be edited may include the following steps:
and responding to a synchronous editing invitation instruction aiming at the game scene to be edited in the single editing mode through the first client, initiating synchronous editing invitation to one or more candidate game accounts, and controlling the first client to switch from the single editing mode to the synchronous editing mode.
The single person editing mode is a mode in which only one game account is allowed to edit a game scene, and is generally a mode in which only a creator of the game scene is allowed to edit. For example, if the main editing game account performs conventional editing on the game scene to be edited, a single person editing mode is entered, in which the main editing game account can operate to generate a synchronous editing invitation instruction, and in the case of initiating a synchronous editing invitation to the candidate game account, the main editing game account can switch from the single person editing mode to the synchronous editing mode. The switching process may be embodied in a visual manner, such as by presenting a switching interface, and displaying related text information, such as "enter synchronous edit mode". Therefore, the master editing game account can conveniently initiate synchronous editing invitation and flexibly switch between a single editing mode and a synchronous editing mode.
The server may generate a process corresponding to the synchronous editing mode of the game scene to be edited, through which the relevant data processing in the synchronous editing mode is processed. The process may be isolated from other processes to ensure data security and accuracy.
Fig. 5A shows a schematic diagram of a master editing game account initiating a synchronous editing invitation, where the master editing game account may select a member management option in a setting interface of a game scene to be edited, trigger to display a member management interface, where member information of the game scene to be edited is displayed, and only an avatar of the master editing game account is displayed since only the master editing game account is editing the game scene to be edited. The main edit game account may click on the "+" sign in the member management interface to trigger inviting other users to participate in the common edit, such as may trigger displaying the interface shown in fig. 5B. FIG. 5B illustrates an interface diagram for selecting candidate game accounts from which a master edit game account may be selected and determined, whereby candidate game accounts are determined and a synchronized edit invitation is initiated thereto, displaying invited friends. FIG. 5C illustrates a synchronized edit invitation interface diagram for a candidate game account. After the main editing game account initiates the synchronous editing invitation to the candidate game account, the candidate game account can see the information of the synchronous editing invitation, the candidate game account can select to accept the invitation (namely 'determination' shown in fig. 5C) or reject the invitation (namely 'cancellation' shown in fig. 5C), if the invitation is accepted, the candidate game account becomes the synchronous editing game account of the game scene to be edited, and the candidate game account is triggered to jump to the game scene to be edited, and the synchronous editing mode is entered.
In one embodiment, the controlling the at least one second client to synchronously edit the game account to enter the synchronous editing mode and display the game scene to be edited may include the following steps:
controlling a second client to enter a synchronous editing mode, acquiring the latest game scene to be edited and displaying the latest game scene; the latest game scene to be edited is the game scene to be edited currently displayed by the first client.
That is, when the second client enters the synchronous editing mode, the game scene to be edited displayed on the second client is synchronized with the game scene to be edited displayed on the first client, that is, the game scene to be edited displayed on the second client is kept synchronous with the first client, so that the main editing game account number is ensured to be consistent with the game scene to be edited seen by the synchronous editing game account number.
In one embodiment, the obtaining the latest game scene to be edited may include the following steps:
acquiring a game scene to be edited stored at the latest storage time point and a synchronous editing instruction from the latest storage time point to the current time;
and editing the game scene to be edited stored at the latest storage time point according to the synchronous editing instruction from the latest storage time point to the current time so as to obtain the latest game scene to be edited.
The server or the first client can store the game scene to be edited periodically, and the time point of storing is the storage time point. If the server saves the game scene to be edited every 30 seconds or 1 minute, and can save the game scene in a snapshot mode, a saving time point exists every 30 seconds or 1 minute. In one embodiment, the save time point may be a time point when the first client saves the local map file in response to the save instruction. Uploading the local map file stored by the first client to a server, and when the synchronous editing game account number enters a common editing mode of the game scene to be edited, acquiring the latest local map file from the server by the second client to obtain the game scene to be edited stored at the latest storage time point.
The game scene to be edited saved at the latest saving time point is not necessarily the latest game scene to be edited. Considering that after the latest save time point, if the main editing game account or other synchronous editing game account performs editing operation in the common editing mode, the game scene to be edited is changed, so that the synchronous editing instruction from the latest save time point to the current time can also be obtained, wherein the synchronous editing instruction is generated by the main editing game account or other synchronous editing game account performing editing operation in the common editing mode within the period of time. The second client edits the acquired game scene to be edited at the latest preservation time point according to the synchronous editing instruction from the latest preservation time point to the current time, which is equivalent to reproducing the synchronous editing instruction of the main editing game account or other synchronous editing game accounts within the period of time, and obtaining the latest game scene to be edited after editing. The scheme can ensure that the second client side entering the common editing mode obtains the latest game scene to be edited, does not need to store the game scene to be edited in real time, and reduces storage pressure.
In one embodiment, in editing a game scene to be edited stored at a latest storage time point according to a synchronous editing instruction from the latest storage time point to a current time, the game editing method may further include the steps of:
and setting the game scene to be edited to not allow the synchronous editing of the game account number to be edited.
In one embodiment, after the second client enters the common editing mode, a certain time may be required to obtain the latest game scene to be edited, and the game scene to be edited may be locked in the time, that is, the synchronous editing of the game account is not allowed to be edited, so that the second client is prevented from editing the non-latest game scene to be edited. Further, in the process of editing the game scene to be edited stored at the latest storage time point according to the synchronous editing instruction from the latest storage time point to the current time, an editing animation can be displayed, for example, the editing animation is played at a higher speed than normal, so that the visual effects of the main editing game account and other synchronous editing game accounts are shown in the editing process. Referring to fig. 6, a mask may be added to a game scene to be edited in the process of playing an editing animation to represent a non-editable state.
In one embodiment, when the second client controlling at least one game account to be edited synchronously enters the synchronous editing mode and displays a game scene to be edited, the game editing method may further include the steps of:
if the synchronous editing game account adopts a game view angle, taking the current position of the main editing game account in the game scene to be edited as the initial position of the synchronous editing game account in the game scene to be edited; and if the synchronous editing game account adopts an observation view angle, taking the preset position as the initial position of the synchronous editing game account in the game scene to be edited.
The current position of the main editing game account in the game scene to be edited is the position of the virtual camera or the controllable game character under the view angle of the game scene to be edited displayed on the first client, for example, the position of the game character in fig. 4C may be the position of the game character. The preset position may be any specified position in the game scene to be edited, for example, may be an origin position of a world coordinate system of the game scene to be edited. When the second client enters the synchronous editing mode, if the viewing angle set by the synchronous editing game account is the game viewing angle, the current position of the main editing game account is used as the initial position in the game scene to be edited, namely, when the synchronous editing game account starts to see the game scene to be edited, the current position and the viewing angle of the main editing game account are consistent, so that the synchronous editing game account can observe the game scene to be edited at the viewing angle of the main editing game account, and the current editing condition is easier to see. If the viewing angle set by the synchronously edited game account is the viewing angle, the preset position is used as the initial position in the game scene to be edited, so that the overall situation of the game scene to be edited is easier to see.
In one embodiment, when the second client enters the synchronous editing mode, the subsequent movement of the synchronous editing game account can be unrestricted except for limiting the initial position of the synchronous editing game account in the game scene to be edited, and the synchronous editing game account can freely move in the game scene to be edited without keeping consistent with the position or viewing angle of the main editing game account. Of course, an option of viewing angle following may also be set in the synchronous editing mode, through which the master editing game account or the synchronous editing game account can determine the viewing angle of any game account in the following synchronous editing mode.
For the case of synchronous editing, the above-mentioned second client controlling the first client and/or at least one common editing game account may edit the game scene to be edited according to the received editing instruction in the common editing mode, and may include the following steps:
controlling a first client to edit a game scene to be edited according to the received synchronous editing instruction; the synchronous editing instructions comprise instructions generated by the first client in response to the received editing operation and instructions generated by the second client in response to the received editing operation in a common editing mode.
The synchronous editing instruction received by the first client is an instruction generated by editing operations of all game accounts in a synchronous editing mode. The synchronous editing instruction can be concentrated on the first client to be executed so as to edit the game scene to be edited displayed on the first client, so that the master editing game account number can see the editing summarization condition of all game account numbers. Therefore, the common editing process is ensured to be based on the game scene to be edited on the first client side, the dominant position of the main editing game account is ensured, the server is not required to execute the editing process, and the server pressure is reduced.
In an embodiment, the controlling the first client to edit the game scene to be edited according to the received synchronous editing instruction may include the following steps:
and controlling the first client to edit the game scene to be edited according to the received synchronous editing instruction in each unit editing time.
The unit editing time is a periodic time for collecting and executing a synchronous editing instruction, for example, the periodic time can be 1 second, 5 seconds and other time periods, and the time period of the unit editing time can be determined according to one or more factors of experience, complexity of a game scene to be edited, number of synchronous editing game accounts, network conditions among a first client, a second client and a server, performance of the first client and the like. The first client may execute the synchronous editing instruction with the unit editing time as a period, for example, may collect the synchronous editing instruction in each unit editing time, execute the synchronous editing instruction at the end time of the unit editing time, and may combine and execute the synchronous editing instruction received in the unit editing time, for example, there are multiple movement instructions for the same scene component, and may only execute the last movement instruction after combining. Alternatively, the first client may sequentially execute the respective synchronous editing instructions according to the receiving time or the generating time sequence of the synchronous editing instructions. In one embodiment, the server may aggregate the synchronized editing instructions in each unit editing time and send the aggregated synchronized editing instructions to the first client, and the synchronized editing instructions are executed by the first client. By executing the synchronous editing instruction with the unit editing time as a period, the pressure of one or more of the first client, the second client and the server can be reduced, and the efficiency can be improved.
In one embodiment, the synchronization editing instruction received by the first client may include two parts: the first client generates a synchronous editing instruction, namely a synchronous editing instruction for editing operation by a main editing game account; and the second is a synchronous editing instruction received by the first client from the outside (such as a server), namely a synchronous editing instruction for editing operation by synchronously editing the game account.
In one embodiment, after controlling the first client to edit the game scene to be edited according to the received synchronous editing instruction, the game editing method may further include the steps of:
the first client is controlled to send a deletion editing instruction of the second client to the second client; the deletion editing instruction comprises an instruction generated by the first client side in response to the received editing operation and/or an instruction generated by the other second client sides in response to the received editing operation in a synchronous editing mode;
controlling the second client to receive a missing editing instruction of the second client, and editing a game scene to be edited according to the missing editing instruction and an instruction generated by the second client in response to the received editing operation in a common editing mode; the missing edit instruction includes an instruction generated by the first client in response to the received edit operation and/or an instruction generated by the other second client in response to the received edit operation in the common edit mode.
The deletion editing instruction refers to an operation instruction which is not locally generated by the second client and is from the first client and other second clients. After the first client executes the summarized synchronous editing instruction, each second client may obtain the missing editing instruction from the server or the first client. For example, after the first client executes the summarized synchronous editing instruction successfully, feedback may be sent to the server, and after the server receives the feedback, the server sends a missing editing instruction to each second client. It should be appreciated that the exact editing instructions for each second client may be different. Each second client combines the received deletion editing instruction and the locally generated instruction, and is equivalent to the summarized synchronous editing instruction. The second client can edit the game scene to be edited according to the game scene to be edited, so that the game scenes to be edited on the first client and the second client are kept consistent, and the requirement of synchronous editing is met.
In one embodiment, the common editing may include asynchronous editing, which means that multiple game accounts may edit the same game scene, but only one game account is allowed to edit at the same time. Accordingly, the common edit mode may include an asynchronous edit mode. The common edit invitation may include an asynchronous edit invitation and the common edit invitation instruction may include an asynchronous edit invitation instruction. The common edit game account may include an asynchronous edit game account, i.e., a game account that accepts asynchronous edit invitations among the candidate game accounts. The asynchronous editing mode is one of single editing modes, and it can be understood that if the game scene to be edited has an asynchronous editing game account, the single editing mode of the game scene to be edited is the asynchronous editing mode. Only one game account is allowed to edit the game scene to be edited in the asynchronous editing mode in the main editing game account and the asynchronous editing game account. The first client and the second client may edit the game scene to be edited in the asynchronous edit mode separately at different times.
For the case of synchronous editing, the above-mentioned second client controlling the first client and/or at least one common editing game account may edit the game scene to be edited according to the received editing instruction in the common editing mode, and may include the following steps:
responding to editing operation aiming at a game scene to be edited in an asynchronous editing mode through a second client of the asynchronous editing game account, editing the game scene to be edited, and generating asynchronous updating information;
and triggering asynchronous update of the game scene to be edited through response of the first client, and updating a local map file corresponding to the game scene to be edited according to the received asynchronous update information.
It should be appreciated that when any asynchronous editing game account number edits a game scene to be edited in an asynchronous editing mode, the main editing game account number and other asynchronous editing game account numbers cannot enter an asynchronous editing mode of the game scene to be edited.
When the main editing game account numbers edit the game scene to be edited in the asynchronous editing mode, all the asynchronous editing game account numbers cannot enter the asynchronous editing mode of the game scene to be edited to edit.
An asynchronous update of the game scene to be edited may be triggered when at least one of the following conditions is met: (1) when the game scene to be edited is loaded, such as the main editing game account selects the game scene to be edited for asynchronous editing, the game scene to be edited needs to be loaded, and at the moment, asynchronous update of the game scene to be edited is triggered to update to the latest state (namely, the state after asynchronous editing of the second client). (2) And after any asynchronous editing game account finishes editing the game scene to be edited in the asynchronous editing mode, receiving asynchronous updating information. The asynchronous update information is sent to the server by the second client, and then sent to the first client and other second clients by the server, and the first client can trigger asynchronous update of the game scene to be edited in response to receiving the asynchronous update information. (3) When reaching the preset updating time, if the preset updating time is set at certain intervals (such as every hour) or reaches fixed time of each day (such as 22 points per day), checking whether the game scene to be edited is asynchronously edited, and if so, triggering asynchronous updating of the game scene to be edited.
In one embodiment, the asynchronously updated information includes: the latest map file corresponding to the game scene to be edited, or the second client responds to an asynchronous editing instruction generated for editing operation of the game scene to be edited in an asynchronous editing mode. Accordingly, the updating the local map file corresponding to the game scene to be edited according to the received asynchronous update information may include the following steps:
covering the received latest map file with a local map file; or editing the game scene to be edited according to the received asynchronous editing instruction, and updating the local map file.
In either way, it is ensured that the updated local map file on the first client corresponds to the latest game scene to be edited.
In one embodiment, for the second client of the other game account number of asynchronous editing that does not perform asynchronous editing, the triggering of asynchronous update of the game scene to be edited may also be responded, and the local map file corresponding to the game scene to be edited may be updated according to the received asynchronous update information. The local map file is a map file locally stored by the second client, and is updated to correspond to the latest game scene to be edited.
The asynchronous editing and the synchronous editing are two different editing modes, and the main editing game account can select the editing mode according to the own requirements through the combination of the two modes, so that the editing flexibility of a game scene is improved.
In one embodiment, the first client and the second client can be set to use only the existing scene components in the editing process. Or, the first client and the second client can be set to share the use scene component in the editing process. For example, the main editing game account is preconfigured with a custom scene component (e.g., may be a scene component combination), and during editing, the main editing game account may use a corresponding scene component selection control to generate the scene component in the game scene to be edited. If the scene component is not preconfigured in the synchronous editing game account and the asynchronous editing game account, the corresponding scene component selection control cannot be used for generating the scene component in the game scene to be edited.
In one embodiment, the game editing method may further include the steps of:
and responding to an issuing instruction aiming at the game scene to be edited through the first client, and uploading a local map file corresponding to the game scene to be edited to a game map pool of the server so that other game accounts can play games by using the local map file.
The game map pool of the server may be a game map pool opened and downloaded for the player. If the main editing game account issues a game scene to be edited, uploading the corresponding local map file to a game map pool, and other game accounts can download the local map file from the local map file to play the game. Thereby enabling fast UGC (User Generated Content ) functionality. It may be set that only the master editing game account is allowed to issue the game scene to be edited, and the common editing game account does not have authority to issue the game scene to be edited.
In one embodiment, the game editing method may further include the steps of:
and responding to a de-issue instruction for the game scene to be edited through the first client, and requesting the server to remove the local map file from the game map pool.
Wherein, the cancel issue instruction is an inverse instruction of the issue instruction. It should be appreciated that in the event that the game scene to be edited has been published, it may be unpublished. If the master editing game account numbers cancel release of the game scene to be edited, the first client requests the server to remove the local map file from the game map pool, so that other game account numbers cannot download the local map file from the game map pool. The method can only allow the main editing game account to reissue the game scene to be edited, and can also set that the main editing game account and the common editing game account can reissue the game scene to be edited.
In one embodiment, when the first client side responds to the issuing instruction for the game scene to be edited and uploads the local map file corresponding to the game scene to be edited to the game map pool of the server, the game editing method may further include the following steps:
responding to an instruction for determining the co-authored game account in the co-authored game account through the first client side to generate an creator list; the creator list includes a master editing game account and a coauthoring game account.
The main editing game account may select a co-creation game account from the co-editing game accounts, for example, a co-editing game account that has a larger contribution to editing a game scene to be edited may be selected as the co-creation game account, or the game program may automatically determine the co-creation game account according to the contribution degree of each co-editing game account (the contribution degree may be calculated by indexes such as the participation editing duration, the effective duration, the editing operation behavior, and the like). After determining the coauthoring game account number, an creator list including the master editing game account number and the coauthoring game account number is generated. The list of authors may be displayed in information (e.g., preview information) of the game scene to be edited as a reputation. Also, the coauthoring game account number may have various other rights to coauthoring the game account number, as will be described in more detail below.
With continued reference to fig. 2, in step S240, preview information of a game scene to be edited is displayed in an edit overview interface of the main edit game account through the first client; the preview information is configured to trigger an editing interface for entering the game scene to be edited in response to a preset operation when the game scene to be edited is in a preset state.
The editing overview interface of a certain game account is an interface for overview of game scenes created by the game account or participating in common editing. In the editing overview interface, the game scenes can be arranged and displayed in the form of identifiers, icons, thumbnails, cover images and the like, wherein some information of the game scenes, such as numbers, names, main editing game accounts, common editing game accounts (which can comprise synchronous editing game accounts and asynchronous editing game accounts), editing time and the like, can also be displayed.
The game scene to be edited is in a preset state, and can be an unpublished state, an editing state and the like.
In this exemplary embodiment, the preview information of the game scene to be edited is displayed in the editing overview interface of the main editing game account through the first client, and the preview information may include any one or more of an identifier, an icon, a thumbnail, a cover map, a number, a name, information of the main editing game account, a common editing game account, an editing time, and the like of the game scene to be edited. The preview information is in an operable form, for example, the preview information includes an operable control, if the game scene to be edited is in a preset state, when the main editing game account number performs a preset operation on the preview information, an editing interface for entering the game scene to be edited is triggered, such as an interface shown in fig. 3, and editing can be performed in a single editing mode or a common editing mode. The preset operation may include, but is not limited to, a click, a double click, a long press, etc. In addition, whether to enter the single person editing mode or the common editing mode can be determined according to the operation mode or the operation content of the preset operation. For example, the preview information includes a control for entering editing, and when the control is operated by the main editing game account, a single person editing mode or a common editing mode can be selected, and after confirmation, the corresponding editing mode for entering the game scene to be edited is triggered. Therefore, the main editing game account can intuitively see the information of the game scene to be edited from the editing overview interface, and quickly enter an editing state.
In one embodiment, the step of initiating, by the first client, a synchronous editing invitation to one or more candidate game accounts in response to a common editing invitation instruction for a game scene to be edited may include the following steps:
and responding to a common editing invitation instruction aiming at the game scene to be edited in an editing overview interface of the main editing game account by the first client, and initiating synchronous editing invitation to one or more candidate game accounts.
The main editing game account number can trigger generation of the common editing invitation instruction by performing a specific operation (different from the preset operation) on preview information of the game scene to be edited. The main editing game account number can be subjected to common editing invitation operation in the editing overview interface without entering into an editing state (such as a single editing mode) of a game scene to be edited, so that convenience of user operation is improved, and the cost of a first client or a server is reduced.
In one embodiment, the game editing method may further include the steps of:
and if the number of the current common editing game accounts of the game scene to be edited is smaller than the number threshold, providing an invitation control in an editing overview interface of the main editing game account through the first client.
The common edit invitation instruction for the game scene to be edited in the edit overview interface of the main edit game account may be an instruction generated by the main edit game account through operating the invitation control.
The number threshold refers to the maximum number of commonly edited game accounts, which can be determined according to game requirements, server performance, and the like, and can be 3. If the number of the current common editing game accounts of the game scene to be edited is smaller than the number threshold, the main editing game account can invite more common editing game accounts. The invitation control may be provided in an edit overview interface of the main editing game account, where the common edit invitation instruction for the game scene to be edited may be an instruction generated by the main editing game account by operating the invitation control. The specific form and manner of operation of the invitation control is not limited by this disclosure. Fig. 7A shows a schematic diagram of an edit overview interface of a main edit game account, in which preview information of a game scene "map P1" to be edited is shown, including information such as a name, an edit time, an identification of a co-constructor, and the like, which commonly edit the game account. If the number of the current common editing game accounts is smaller than the number threshold value 3, an invitation control in a "+" form can be correspondingly displayed, the main editing game account can click the invitation control to trigger a popup friend list, select candidate game accounts from the popup friend list, trigger generation of a common editing invitation instruction after confirmation, and initiate common editing invitation to the candidate game accounts.
In one embodiment, the edit overview interface may include a personal scene overview interface and a co-creation scene overview interface. The personal scene overview interface is an overview interface of a game scene created by itself. The co-creation scene overview interface is an overview interface of game scenes which are not self-created and participate in co-editing. For example, referring to fig. 7A, the editing overview interface of the main editing game account includes two options of "my map" and "co-building map", and when "my map" is selected, a personal scene overview interface is displayed, where the game scenes are all game scenes created by the main editing game account. When the 'co-building map' is selected, a co-building scene overview interface is displayed, wherein the game scene is a game scene which is not self-created and takes part in editing by a main editing game account as a co-editing game account. In step S240, since the game scene to be edited is a game scene created by the main editing game account itself, preview information of the game scene to be edited may be displayed in the personal scene overview interface of the main editing game account.
In one embodiment, for any game account, it may have different permissions at the personal scene overview interface and the co-creation scene overview interface. For example, in the personal scene overview interface, a preset operation may be performed on preview information of a game scene, and if the game scene to be edited is in a preset state, a single person editing mode or a common editing mode for entering the game scene is triggered. In the co-building scene overview interface, if the preview information of the game scene is subjected to preset operation, if the game scene to be edited is in a preset state, triggering a main editing game account of the game scene to initiate an editing request, and if the main editing game account agrees, entering a co-editing mode of the game scene.
In one embodiment, the edit overview interface may include a published scene overview interface and a draft scene overview interface (or a draft box interface). The released scene overview interface is an overview interface of released game scenes, and the draft scene overview interface is an overview interface of unreleased game scenes (in a draft state if not released). The edit overview interface may also include a deleted scene overview interface (or recycle bin interface), which is an overview interface of the game scene deleted by the user. Correspondingly, displaying the preview information of the game scene to be edited in the editing overview interface of the main editing game account through the first client may include the following steps:
displaying preview information of the game scene to be edited in a released scene overview interface of the main editing game account through the first client under the condition that the game scene to be edited is released; and displaying preview information of the game scene to be edited in a draft scene overview interface of the main editing game account through the first client under the condition that the game scene to be edited is not released.
The release state of the game scene to be edited can be intuitively seen by the main editing game account through the differentiated display of the two interfaces.
In one embodiment, the personal scene overview interface and the co-creation scene overview interface may each comprise a next level interface. Specifically, the personal scene overview interface includes a published personal scene overview interface, which is an overview interface of published self-created game scenes, and a draft personal scene overview interface, which is an overview interface of unpublished self-created game scenes. The co-creation scene overview interface comprises a released co-creation scene overview interface and a draft co-creation scene overview interface, wherein the released co-creation scene overview interface is an overview interface of released game scenes participating in co-creation (not self-creation), and the draft co-creation scene overview interface is an overview interface of unpublished game scenes participating in co-creation (not self-creation).
As shown with reference to fig. 7A, under the "my map" option, 3 sub-options of "draft box", "published", "recycle bin" may be further selected, and if "draft box" is selected, a draft personal scene overview interface is displayed. For example, the game scene to be edited "map P1" is not released, at this time, the "map P1" and preview information thereof can be seen in the draft personal scene overview interface, and an "edit map" control is provided in the preview information thereof, and by operating the control, the editing interface entering "map P1" in the single person editing mode or the common editing mode can be triggered. If the map P1 is released, the release option needs to be selected to switch to the release personal scene overview interface so that the map P1 and the preview information thereof can be seen, and the play control is provided in the preview information instead of the edit map control, and the play control is operated to play a game using the map P1, but the released map P1 cannot be edited (can be edited after releasing). In addition, the 'recycle bin' option corresponds to the deleted scene overview interface, and if the main editing game account deletes a certain created game scene, the game scene and preview information thereof can be seen on the deleted scene overview interface.
With continued reference to fig. 2, in step S250, if the common editing game account meets the preset permission condition, preview information of the game scene to be edited is displayed in the editing overview interface of the common editing game account through the second client of the common editing game account.
The preview information displayed in the editing overview interface of the common editing game account may include any one or more of an identifier, an icon, a thumbnail, a cover map, a number, a name, information of the main editing game account, information of the common editing game account, editing time, and the like of the game scene to be edited, which may be the same type as or different from the preview information displayed in the editing overview interface of the main editing game account. For example, considering that the preview information in step S240 is for presentation to the master edit game account, the preview information may not include information of the master edit game account. Considering that the preview information in step S250 is for presentation to the common edit game account, the preview information may not include information of the common edit game account, or include information of both the main edit game account and the synchronous edit game account.
In the editing overview interface of the common editing game account, when the common editing game account performs a preset operation on the preview information, if the game scene to be edited is in a preset state, the editing interface of the game scene to be edited is triggered to enter, so that editing can be performed in a common editing mode (generally, editing in a single person editing mode is not allowed). For example, the preview information includes a control for entering editing, and the common editing game account number may click on the control, and trigger to enter a common editing mode of the game scene to be edited if the game scene to be edited is in a preset state. Therefore, the common editing game account can intuitively see the information of the game scene to be edited from the editing overview interface, and quickly enter a common editing state.
In the present exemplary embodiment, not all common editing game account numbers are allowed to display preview information of a game scene to be edited in the editing overview interface thereof. But allows the preview information of the game scene to be edited to be displayed in the editing overview interface thereof in the case that the common editing game account satisfies the preset authority condition. The preset permission conditions can be determined according to specific requirements. For example, the master editing game account may set different levels of authority for each common editing game account, and the preset authority condition may be that the authority level of the common editing game account reaches a predetermined level.
In one embodiment, the preview information may include a list of authors of the game scene to be edited. When a first client responds to an issuing instruction for a game scene to be edited and uploads a local map file corresponding to the game scene to be edited to a game map pool of a server, an creator list can be generated by the first client responding to an instruction for determining a co-creation game account in the co-editing game account.
The coauthoring game account number and the other coauthoring game account numbers other than the coauthoring game account number may have different privileges. In an embodiment, if the common editing game account meets the preset permission condition, displaying, by the second client of the common editing game account, preview information of the game scene to be edited in an editing overview interface of the common editing game account may include the following steps:
And if the game account to be edited is the coauthoring game account under the condition that the game scene to be edited is published, displaying preview information of the game scene to be edited in an editing overview interface of the game account to be edited through a second client of the game account to be edited together.
That is, if the game scene to be edited is published, the second client of the coauthoring game account may display preview information of the game scene to be edited in the editing overview interface of the coauthoring game account. Further, preview information of the game scene to be edited may be displayed in a published scene overview interface or a published co-created scene overview interface of the co-creation game account. FIG. 7B is a schematic diagram of an edit overview interface for a coauthoring game account that includes two sub-interfaces of "My map" (i.e., personal scene overview interface), "Co-build map" (i.e., co-build scene overview interface), and further includes two subordinate sub-interfaces of "published" (i.e., published co-build scene overview interface), "draft box" (i.e., draft co-build scene overview interface) under the sub-interface of "Co-build map". Since the game scene to be edited "map P1" is released, the "released" option is selected to enter the released co-constructed scene overview interface, the "map P1" and its preview information can be seen. The preview information includes an identification of the co-authored game account number (i.e., co-created).
Correspondingly, if other commonly edited game accounts which are not commonly authored game accounts do not meet the preset permission conditions, preview information of the game scene to be edited is not displayed in the editing overview interface.
Therefore, by determining the coauthoring game account in the coauthoring game account, the authority of the coauthoring game account is graded, so that the coauthoring game account has better authority. Thus, the rationality and the efficiency of the authority management are improved.
In one embodiment, the common edit mode includes an asynchronous edit mode, and the common edit game account includes an asynchronous edit game account; only one game account is allowed to edit the game scene to be edited in the asynchronous editing mode in the main editing game account and the asynchronous editing game account. If the common editing game account meets the preset permission condition, displaying preview information of the game scene to be edited in the editing overview interface of the common editing game account through the second client of the common editing game account, wherein the method comprises the following steps:
and if the game account to be edited is an asynchronous editing game account under the condition that the game scene to be edited is not released, displaying preview information of the game scene to be edited in an editing overview interface of the game account to be edited through a second client of the game account to be edited together.
That is, if the game scene to be edited is not released, the second client of the asynchronous editing game account may display preview information of the game scene to be edited in the editing overview interface of the asynchronous editing game account. Further, preview information of the game scene to be edited can be displayed in a draft scene overview interface or a draft co-creation scene overview interface of the asynchronously edited game account. Fig. 7C shows a schematic diagram of an edit overview interface for an asynchronous edit game account, where the edit overview interface includes two sub-interfaces of "my map" (i.e., personal scene overview interface), "co-constructed map" (i.e., co-constructed scene overview interface), and further includes two subordinate sub-interfaces of "published" (i.e., published co-constructed scene overview interface), "draft box" (i.e., draft co-constructed scene overview interface) under the sub-interface of "co-constructed map". Since the game scene to be edited "map P1" is not released, and belongs to the draft state, the option of "draft box" is selected to enter the draft co-creation scene overview interface, and "map P1" and preview information thereof can be seen. The preview information includes an identification of an asynchronously edited game account number (i.e., co-builder).
Comparing fig. 7B and 7C, it can be seen that not all of the co-editing game accounts (or asynchronous editing game accounts) are co-creation game accounts, and the master editing game account may select a portion of the co-editing game accounts as the co-creation game account.
In one embodiment, the common edit mode further includes a synchronous edit mode, and the common edit game account further includes a synchronous edit game account; the main editing game account and the synchronous editing game account edit the game scene to be edited in the synchronous editing mode at the same time. The editing overview interface of the synchronous editing game account displayed by the second client side of the synchronous editing game account does not comprise preview information of the game scene to be edited. That is, the synchronously edited game account cannot see the preview information of the game scene to be edited in the editing overview interface, and cannot trigger to enter the common editing mode of the game scene to be edited by operating the preview information. Therefore, the authority of the synchronous editing game account is limited, the situation that the synchronous editing game account independently edits the game scene to be edited when the main editing game account does not edit the game scene to be edited can be avoided, and the data safety of the game scene to be edited can be improved.
Fig. 8 shows a schematic diagram of an edit overview interface for synchronously editing a game account, which also includes two sub-interfaces of "my map" (i.e., personal scene overview interface), "co-build map" (i.e., co-build scene overview interface). Since the game scene to be edited "map P1" is not created by the synchronous editing game account, there is no "map P1" and its preview information in the my map sub-interface. The sub-interfaces of the 'co-building map' further comprise two subordinate sub-interfaces of 'published' (namely, published co-building scene overview interface) and 'draft box' (namely, draft co-building scene overview interface). If the map P1 is not released, since the synchronous editing game account is not an asynchronous editing game account, the preset permission condition is not satisfied, the map P1 and the preview information thereof are not displayed in the draft co-creation scene overview interface, and only the synchronous editing game account is displayed as the game scene map P3 and the map P4 in which the asynchronous editing game account participates in the co-editing. If the map P1 is released and the synchronously edited game account is not a coauthoring game account, the preset permission condition is not satisfied, and the map P1 and preview information thereof are not displayed in the released coauthoring scene overview interface.
In the scheme, different authorities are set for the asynchronous editing game account and the synchronous editing game account, so that authority flexible management of a common editing mode is realized, and the authority management efficiency is improved.
In one embodiment, the edit overview interface includes a published scene overview interface and a draft scene overview interface. The displaying, by the second client for jointly editing the game account, preview information of the game scene to be edited in an editing overview interface for jointly editing the game account may include the following steps:
displaying preview information of the game scene to be edited in a published scene overview interface of the common editing game account through the second client under the condition that the game scene to be edited is published; and displaying preview information of the game scene to be edited in a draft scene overview interface of the main editing game account through the second client under the condition that the game scene to be edited is not released.
Through the differentiated display of the two interfaces, the common editing game account can intuitively see the release state of the game scene to be edited.
In one embodiment, the game editing method may further include the steps of:
and responding to an instruction of deleting preview information of the game scene to be edited from the editing overview interface of the common editing game account through the second client, and discarding the common editing authority of the game scene to be edited.
If the common editing game account (such as an asynchronous editing game account) deletes preview information of the to-be-edited game scene from the editing overview interface (which is equivalent to deleting the to-be-edited game scene), and regards the to-be-edited game scene as the common editing permission of the to-be-edited game scene, the game account is not the common editing game account of the to-be-edited game scene any more, and the to-be-edited game scene cannot be edited in the common editing mode. Accordingly, the game account can no longer see any information of the game scene to be edited from the editing overview interface. This gives more freedom of operation to edit the game account together.
The exemplary embodiments of the present disclosure also provide a game editing device. Referring to fig. 9, the game editing device 900 may include the following program modules:
a game scene creation module 910 configured to create a game scene to be edited by a first client of a master editing game account; the game scene to be edited comprises a scene component, wherein the scene component is a component set in the game scene to be edited in response to a scene component setting instruction, and is configured to generate a corresponding virtual scene model in a game running scene;
an invitation processing module 920 configured to initiate, by the first client, a common edit invitation to one or more candidate game account numbers in response to a common edit invitation instruction for the game scene to be edited;
The game scene editing processing module 930 is configured to control the first client and/or the second client of the at least one common editing game account to edit the game scene to be edited according to the received editing instruction in the common editing mode; the common editing game account is a game account which accepts common editing invitation in one or more candidate game accounts;
the first preview processing module 940 is configured to display preview information of the game scene to be edited in an editing overview interface of the main editing game account through the first client; the preview information is configured to trigger an editing interface for entering the game scene to be edited in response to a preset operation when the game scene to be edited is in a preset state;
the second preview processing module 950 is configured to display preview information of the game scene to be edited in the editing overview interface of the common editing game account through the second client of the common editing game account if the common editing game account meets the preset permission condition.
In one embodiment, the game scene editing processing module 930 is further configured to:
and responding to an issuing instruction aiming at the game scene to be edited through the first client, and uploading a local map file corresponding to the game scene to be edited to a game map pool of the server so that other game accounts can play games by using the local map file.
In one embodiment, the game scene editing processing module 930 is further configured to:
and responding to a de-issue instruction for the game scene to be edited through the first client, and requesting the server to remove the local map file from the game map pool.
In one embodiment, the preview information includes a list of authors of the game scene to be edited; the game scene editing processing module 930 is further configured to:
when a first client responds to an issuing instruction for a game scene to be edited, uploading a local map file corresponding to the game scene to be edited to a game map pool of a server, and responding to an instruction for selecting a co-creation game account in a co-editing game account by the first client to generate an creator list; the creator list includes a master editing game account and a coauthoring game account.
In one embodiment, if the common editing game account meets the preset permission condition, displaying preview information of the game scene to be edited in an editing overview interface of the common editing game account through a second client of the common editing game account includes:
and if the game account to be edited is the coauthoring game account under the condition that the game scene to be edited is published, displaying preview information of the game scene to be edited in an editing overview interface of the game account to be edited through a second client of the game account to be edited together.
In one embodiment, the common edit mode includes an asynchronous edit mode, and the common edit game account includes an asynchronous edit game account; only one game account is allowed to edit the game scene to be edited in the asynchronous editing mode in the main editing game account and the asynchronous editing game account; if the common editing game account meets the preset permission condition, displaying preview information of the game scene to be edited in an editing overview interface of the common editing game account through a second client of the common editing game account, including:
and if the game account to be edited is an asynchronous editing game account under the condition that the game scene to be edited is not released, displaying preview information of the game scene to be edited in an editing overview interface of the game account to be edited through a second client of the game account to be edited together.
In one embodiment, the common edit mode further includes a synchronous edit mode, and the common edit game account further includes a synchronous edit game account; the main editing game account and the synchronous editing game account edit the game scene to be edited in a synchronous editing mode at the same time;
the editing overview interface of the synchronous editing game account displayed by the second client side of the synchronous editing game account does not comprise preview information of the game scene to be edited.
In one embodiment, the edit overview interface includes a published scene overview interface and a draft scene overview interface;
displaying preview information of a game scene to be edited in an editing overview interface of a main editing game account through a first client, wherein the method comprises the following steps:
displaying preview information of the game scene to be edited in a released scene overview interface of the main editing game account through the first client under the condition that the game scene to be edited is released; displaying preview information of the game scene to be edited in a draft scene overview interface of the main editing game account through the first client under the condition that the game scene to be edited is not released;
displaying preview information of a game scene to be edited in an editing overview interface of the common editing game account through a second client side of the common editing game account comprises:
displaying preview information of the game scene to be edited in a published scene overview interface of the common editing game account through the second client under the condition that the game scene to be edited is published; and displaying preview information of the game scene to be edited in a draft scene overview interface of the main editing game account through the second client under the condition that the game scene to be edited is not released.
In one embodiment, the game scene editing processing module 930 is further configured to:
and responding to an instruction of deleting preview information of the game scene to be edited from the editing overview interface of the common editing game account through the second client, and discarding the common editing authority of the game scene to be edited.
In one embodiment, initiating, by a first client, a synchronized edit invitation to one or more candidate game account numbers in response to a common edit invitation instruction for a game scene to be edited, including:
and responding to a common editing invitation instruction aiming at the game scene to be edited in an editing overview interface of the main editing game account by the first client, and initiating synchronous editing invitation to one or more candidate game accounts.
In one embodiment, the invitation processing module 920 is further configured to:
if the number of the current common editing game accounts of the game scene to be edited is smaller than the number threshold, providing an invitation control in an editing overview interface of the main editing game account through the first client;
the common edit invitation instruction for the game scene to be edited in the edit overview interface of the main edit game account is an instruction generated by the main edit game account through operating the invitation control.
The specific details of each part in the above apparatus are already described in the method part embodiments, and the details not disclosed can refer to the embodiment content of the method part, so that the details are not repeated.
Exemplary embodiments of the present disclosure also provide a computer readable storage medium, which may be implemented in the form of a program product comprising program code for causing an electronic device to carry out the steps according to the various exemplary embodiments of the disclosure as described in the above section of the "exemplary method" when the program product is run on the electronic device. In an alternative embodiment, the program product may be implemented as a portable compact disc read only memory (CD-ROM) and comprises program code and may run on an electronic device, such as a personal computer. However, the program product of the present disclosure is not limited thereto, and in this document, a readable storage medium may be any tangible medium that can contain, or store a program for use by or in connection with an instruction execution system, apparatus, or device.
The program product may employ any combination of one or more readable media. The readable medium may be a readable signal medium or a readable storage medium. The readable storage medium can be, for example, but is not limited to, an electronic, magnetic, optical, electromagnetic, infrared, or semiconductor system, apparatus, or device, or a combination of any of the foregoing. More specific examples (a non-exhaustive list) of the readable storage medium would include the following: an electrical connection having one or more wires, a portable disk, a hard disk, random Access Memory (RAM), read-only memory (ROM), erasable programmable read-only memory (EPROM or flash memory), optical fiber, portable compact disk read-only memory (CD-ROM), an optical storage device, a magnetic storage device, or any suitable combination of the foregoing.
The computer readable signal medium may include a data signal propagated in baseband or as part of a carrier wave with readable program code embodied therein. Such a propagated data signal may take any of a variety of forms, including, but not limited to, electro-magnetic, optical, or any suitable combination of the foregoing. A readable signal medium may also be any readable medium that is not a readable storage medium and that can communicate, propagate, or transport a program for use by or in connection with an instruction execution system, apparatus, or device.
Program code embodied on a readable medium may be transmitted using any appropriate medium, including but not limited to wireless, wireline, optical fiber cable, RF, etc., or any suitable combination of the foregoing.
Program code for carrying out operations of the present disclosure may be written in any combination of one or more programming languages, including an object oriented programming language such as Java, C++ or the like and conventional procedural programming languages, such as the "C" programming language or similar programming languages. The program code may execute entirely on the user's computing device, partly on the user's device, as a stand-alone software package, partly on the user's computing device, partly on a remote computing device, or entirely on the remote computing device or server. In the case of remote computing devices, the remote computing device may be connected to the user computing device through any kind of network, including a Local Area Network (LAN) or a Wide Area Network (WAN), or may be connected to an external computing device (e.g., connected via the Internet using an Internet service provider).
Exemplary embodiments of the present disclosure also provide an electronic device, such as may be the first client 110 or the second client 120 described above. The electronic device may include a processor and a memory. The memory stores executable instructions of the processor, such as program code. The processor performs the method of the present exemplary embodiment by executing the executable instructions. The electronic device may further comprise a display for displaying the graphical user interface.
An electronic device is illustrated in the form of a general purpose computing device with reference to fig. 10. It should be understood that the electronic device 1000 shown in fig. 10 is merely an example and should not be construed as limiting the functionality and scope of use of embodiments of the present disclosure.
As shown in fig. 10, the electronic device 1000 may include: processor 1010, memory 1020, bus 1030, I/O (input/output) interface 1040, network adapter 1050, and display 1060.
Memory 1020 may include volatile memory such as RAM 1021, cache unit 1022, and may also include nonvolatile memory such as ROM 1023. Memory 1020 may also include one or more program modules 1024, such program modules 1024 including, but not limited to: an operating system, one or more application programs, other program modules, and program data, each or some combination of which may include an implementation of a network environment. For example, program modules 1024 may include modules in the apparatus described above.
The processor 1010 may include one or more processing units, such as: the processor 1010 may include an AP (Application Processor ), modem processor, GPU (Graphics Processing Unit, graphics processor), ISP (Image Signal Processor ), controller, encoder, decoder, DSP (Digital Signal Processor ), baseband processor, and/or NPU (Neural-Network Processing Unit, neural network processor), and the like.
The processor 1010 may be used to execute executable instructions stored in the memory 1020, such as may perform any one or more of the method steps in the present exemplary embodiment.
The bus 1030 is used to enable connections between the various components of the electronic device 1000 and may include a data bus, an address bus, and a control bus.
The electronic device 1000 can communicate with one or more external devices 1100 (e.g., keyboard, mouse, external controller, etc.) through the I/O interface 1040.
Electronic device 1000 can communicate with one or more networks through network adapter 1050, e.g., network adapter 1050 can provide a mobile communication solution such as 3G/4G/5G, or a wireless communication solution such as wireless local area network, bluetooth, near field communication, etc. Network adapter 1050 can communicate with other modules of electronic device 1000 via bus 1030.
The electronic device 1000 may display a graphical user interface, such as displaying a game scene to be edited, an associated editing interface or settings interface, etc., via the display 1060.
Although not shown in fig. 10, other hardware and/or software modules may also be provided in the electronic device 1000, including, but not limited to: microcode, device drivers, redundant processors, external disk drive arrays, RAID systems, tape drives, data backup storage systems, and the like.
It should be noted that although in the above detailed description several modules or units of a device for action execution are mentioned, such a division is not mandatory. Indeed, the features and functionality of two or more modules or units described above may be embodied in one module or unit in accordance with exemplary embodiments of the present disclosure. Conversely, the features and functions of one module or unit described above may be further divided into a plurality of modules or units to be embodied.
Those skilled in the art will appreciate that the various aspects of the present disclosure may be implemented as a system, method, or program product. Accordingly, various aspects of the disclosure may be embodied in the following forms, namely: an entirely hardware embodiment, an entirely software embodiment (including firmware, micro-code, etc.) or an embodiment combining hardware and software aspects may be referred to herein as a "circuit," module "or" system. Other embodiments of the disclosure will be apparent to those skilled in the art from consideration of the specification and practice of the disclosure disclosed herein. This application is intended to cover any adaptations, uses, or adaptations of the disclosure following, in general, the principles of the disclosure and including such departures from the present disclosure as come within known or customary practice within the art to which the disclosure pertains. It is intended that the specification and examples be considered as exemplary only, with a true scope and spirit of the disclosure being indicated by the following claims.
It is to be understood that the present disclosure is not limited to the precise arrangements and instrumentalities shown in the drawings, and that various modifications and changes may be effected without departing from the scope thereof. The scope of the present disclosure is limited only by the appended claims.

Claims (14)

1. A game editing method, the method comprising:
creating a game scene to be edited through a first client of the main editing game account; the game scene to be edited comprises a scene component, wherein the scene component is a component which is set in the game scene to be edited in response to a scene component setting instruction, and the scene component is configured to generate a corresponding virtual scene model in a game running scene;
initiating a common editing invitation to one or more candidate game account numbers through the first client in response to a common editing invitation instruction for the game scene to be edited;
controlling the first client and/or a second client of at least one common editing game account to edit the game scene to be edited according to the received editing instruction in a common editing mode; the common editing game account number is a game account number which accepts the common editing invitation in the one or more candidate game account numbers;
Displaying preview information of the game scene to be edited in an editing overview interface of the main editing game account through the first client; the preview information is configured to trigger an editing interface for entering the game scene to be edited in response to a preset operation when the game scene to be edited is in a preset state;
and if the common editing game account meets the preset permission condition, displaying preview information of the game scene to be edited in an editing overview interface of the common editing game account through a second client of the common editing game account.
2. The method according to claim 1, wherein the method further comprises:
and responding to an issuing instruction aiming at the game scene to be edited through the first client, and uploading a local map file corresponding to the game scene to be edited to a game map pool of a server so that other game accounts can play a game by using the local map file.
3. The method according to claim 2, wherein the method further comprises:
and responding to a repudiation instruction aiming at the game scene to be edited through the first client, and requesting the server to remove the local map file from the game map pool.
4. The method of claim 2, wherein the preview information includes a list of creators of the game scene to be edited; when the first client responds to an issuing instruction for the game scene to be edited and uploads a local map file corresponding to the game scene to be edited to a game map pool of a server, the method further comprises:
generating the creator list by the first client in response to an instruction for selecting a coauthoring game account from the coauthoring game accounts; the list of authors includes the master authored game account number and the co-authored game account number.
5. The method according to claim 4, wherein displaying preview information of the game scene to be edited in the editing overview interface of the common editing game account through the second client of the common editing game account if the common editing game account meets a preset permission condition comprises:
and if the game account number to be edited is a co-creation game account number under the condition that the game scene to be edited is published, displaying preview information of the game scene to be edited in an editing overview interface of the game account number to be edited through a second client side of the game account number to be edited together.
6. The method of claim 4, wherein the common edit mode comprises an asynchronous edit mode, and wherein the common edit game account comprises an asynchronous edit game account; only one game account is allowed to edit the game scene to be edited in the asynchronous editing mode in the main editing game account and the asynchronous editing game account at the same time; if the common editing game account meets the preset permission condition, displaying preview information of the game scene to be edited in an editing overview interface of the common editing game account through a second client of the common editing game account, including:
and if the game scene to be edited is not released, displaying preview information of the game scene to be edited in an editing overview interface of the game account to be edited through a second client of the game account to be edited together if the game account to be edited is an asynchronous game account.
7. The method of claim 6, wherein the common editing mode further comprises a synchronous editing mode, the common editing game account further comprising a synchronous editing game account; the main editing game account and the synchronous editing game account edit the game scene to be edited in the synchronous editing mode at the same time;
And the editing overview interface of the synchronous editing game account displayed by the second client of the synchronous editing game account does not comprise preview information of the game scene to be edited.
8. The method of claim 2, wherein the edit overview interface comprises a published scene overview interface and a draft scene overview interface;
the displaying, by the first client, preview information of the game scene to be edited in an editing overview interface of the main editing game account includes:
displaying preview information of the game scene to be edited in a released scene overview interface of the main editing game account through the first client under the condition that the game scene to be edited is released; displaying preview information of the game scene to be edited in a draft scene overview interface of the main editing game account through the first client under the condition that the game scene to be edited is not released;
the displaying, by the second client of the common editing game account, preview information of the game scene to be edited in an editing overview interface of the common editing game account includes:
Displaying preview information of the game scene to be edited in a published scene overview interface of the common editing game account through the second client under the condition that the game scene to be edited is published; and displaying preview information of the game scene to be edited in a draft scene overview interface of the main editing game account through the second client under the condition that the game scene to be edited is not released.
9. The method according to claim 1, wherein the method further comprises:
and responding to an instruction for deleting the preview information of the game scene to be edited from the editing overview interface of the common editing game account by the second client, and discarding the common editing permission of the game scene to be edited.
10. The method of claim 1, wherein the initiating, by the first client, a synchronized edit invitation to one or more candidate game account numbers in response to a common edit invitation instruction for the game scene to be edited, comprises:
and responding to a common editing invitation instruction aiming at the game scene to be edited in an editing overview interface of the main editing game account by the first client, and initiating synchronous editing invitation to one or more candidate game accounts.
11. The method according to claim 10, wherein the method further comprises:
if the current number of the common editing game accounts of the game scene to be edited is smaller than a number threshold, providing an invitation control in an editing overview interface of the main editing game account through the first client;
and the common editing invitation instruction aiming at the game scene to be edited in the editing overview interface of the main editing game account is an instruction generated by the main editing game account through operating the invitation control.
12. A game editing device, the device comprising:
the game scene creation module is configured to create a game scene to be edited through a first client of the main editing game account; the game scene to be edited comprises a scene component, wherein the scene component is a component which is set in the game scene to be edited in response to a scene component setting instruction, and the scene component is configured to generate a corresponding virtual scene model in a game running scene;
an invitation processing module configured to initiate a common editing invitation to one or more candidate game account numbers in response to a common editing invitation instruction for the game scene to be edited by the first client;
The game scene editing processing module is configured to control the first client and/or the second client of at least one common editing game account to edit the game scene to be edited according to the received editing instruction in a common editing mode; the common editing game account number is a game account number which accepts the common editing invitation in the one or more candidate game account numbers;
the first preview processing module is configured to display preview information of the game scene to be edited in an editing overview interface of the main editing game account through the first client; the preview information is configured to trigger an editing interface for entering the game scene to be edited in response to a preset operation when the game scene to be edited is in a preset state;
and the second preview processing module is configured to display preview information of the game scene to be edited in an editing overview interface of the common editing game account through a second client of the common editing game account if the common editing game account meets a preset permission condition.
13. A computer readable storage medium, on which a computer program is stored, characterized in that the computer program, when being executed by a processor, implements the method of any one of claims 1 to 11.
14. An electronic device, comprising:
a processor;
a memory for storing executable instructions of the processor;
wherein the processor is configured to perform the method of any one of claims 1 to 11 via execution of the executable instructions.
CN202311221485.2A 2023-09-20 2023-09-20 Game editing method, game editing device, storage medium and electronic apparatus Pending CN117258302A (en)

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