TW200529038A - System for developing a game - Google Patents

System for developing a game Download PDF

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Publication number
TW200529038A
TW200529038A TW93103666A TW93103666A TW200529038A TW 200529038 A TW200529038 A TW 200529038A TW 93103666 A TW93103666 A TW 93103666A TW 93103666 A TW93103666 A TW 93103666A TW 200529038 A TW200529038 A TW 200529038A
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TW
Taiwan
Prior art keywords
scene
scope
patent application
game
item
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TW93103666A
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Chinese (zh)
Inventor
Yau-Min Liu
Original Assignee
Systex Corp
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Priority to TW93103666A priority Critical patent/TW200529038A/en
Publication of TW200529038A publication Critical patent/TW200529038A/en

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Abstract

This invention is to use limited images and elements to create varied scenes, characters, actions, and special efficacy to design a system to develop a game. This system can help the people who design a game to use available editing tools to swiftly and systematically to accomplish the development of the system program of a game. This system can make the developed game full of variety and attraction. This system is used to develop a game and comprises a module for editing scenes, a module for editing actions, a module for editing characters, a module for editing special efficacy, a module for compiling programs, and a module for storing programs.

Description

200529038 五、發明說明(1) 一、發明所屬之技術領域 本發明係有關於一種遊戲開發系統 有關於-種用以供遊戲開發者利用有限=,域’尤其 生多樣化的場景、角色、動作、特效以你圖片、70件來 性及吸引力,並迅速有效地開發完 =加遊戲的變化 域。 战遊戲糸統之技術領 係 產 隨 當蓬勃 更是吸 現今社 因而軟 發行列 的重要 特效等 過於簡無法吸 遊戲開 和特效 間製作 動作和+,必 前技術 著電腦 ,尤其 引了眾 會最亮 體業者 〇 般而言 關鍵, 是否精 單、變 引玩家 發者而 以提高 相當多特效, 須耗費 ::路的快速發展,近年來軟體業的發 腦遊戲睹線上遊戲不斷地推陳工 二::戲玩家購買及參與遊戲,儼然已 ^ _項產業,帶來了無限的商機及利 及程式開發者紛紛投入遊戲程式或系統 ,電腦 往往是 緻、新 化不多 ,因而 言,為 遊戲對 且精美 如此〜 相當多 遊戲或線上 遊戲中所設 鮮有趣、並 、或是平面 極難在商業 了設計各式 玩家的吸引 的圖片以產 來,遊戲開 的心力及時 遊戲是否能受到玩家 計的場景、角色、動 具有多樣變化,一般 化顯示的遊戲產品, 市場上競爭。然而, 各樣的場景、角色、 力,則必須花費大量 生多樣化的場景、角 發者在開發遊戲的過 間,不但延後遊戲產 展相 新, 成為 潤, 的開 歡迎 作、 設計 經常 對於 動作 的時 色、 程 品上200529038 V. Description of the invention (1) 1. The technical field to which the invention belongs The present invention relates to a game development system related to-a kind of limited use for game developers =, domain 'especially diverse scenes, characters, actions , Special effects with your pictures, 70 pieces of sex and attractiveness, and quickly and effectively develop = add the game's change domain. The technical leadership of the war game system is prosperous, and it is important to absorb the important special effects of the current company, so it is too simple. It is not easy to attract games and special effects to make actions and +. It must be a computer technology, especially attracting congregations The brightest players in the industry are generally the key, whether it is to refine the order and change the player ’s issuer to improve a lot of special effects, which will cost you: the rapid development of the road. In recent years, the software industry ’s brainstorming games have seen online games continue to be promoted. Job 2 :: The game players purchase and participate in the game, it seems that they have ^ _ items industry, which has brought unlimited business opportunities and benefits, and program developers have invested in game programs or systems. Computers are often not updated and new, because, The game is so beautiful and beautiful ~ Quite a lot of games or online games are set to be very interesting, and it is extremely difficult to design commercially attractive pictures for various players to produce. Will the game ’s efforts be timely and whether the game will be affected? Players' scenarios, characters, and movements have various changes. Generally displayed game products compete in the market. However, all kinds of scenes, characters, and forces must spend a lot of diverse scenes, and the corners of the developer's development of the game, not only postponed the game development and become new, become popular, the development of the welcome, design often For action time, process quality

200529038 五、發明說明 市的時間 源,增加 其次 的圖片並 作,且能 需要易於 具,使得 很難找到 具,遊戲 用,不然 加重了遊 再者 的方能被 平面圖旋 景、角色 然而要遊 花費相當 置,讓場 仔細繪出 計場景則 間。因此 以平面圖 的場景’ 承上 (2) ,且使 遊戲開 ,在開 將其組 有效地 操作使 遊戲開 可以協 開發者 就得另 戲開發 ,目前 玩家接 轉45度 等雖然 戲開發 多的時 景中的 ,以免 會容易 ,若能 來設計 將會大 所述, 用大量 發的成 發一遊 合及應 控管和 用且便 發工作 助遊戲 必須自 行先開 者的工 市場上 受,其 ’然後 仍是平 者直接 間,遊 所有物 失真, 許多, 提供一 ’再轉 大提升 遊戲開 的圖片 本,相 戲系統用,為 利用眾 利控管 更有效 開發者 行想辦 發出一 作負擔 的遊戲 經常採 再加上 面圖形 繪製具 戲開發 件呈現 但若是 可簡化 便利的 換成具 遊戲開 發者往 也會 當不 時, 了能 多的 各項 率〇 完成 法控 套工 佔用 符合 經常 快速 圖片 圖片 然而 遊戲 管所 具來 多必須是 用的設計 3 0度俯角 但可以產 有立體效 者必須先 出立體效 能直接以 設計困難 開發工具 有3 0度俯 發者的工 往缺乏一 相當大的 經濟效益 需要纟會製 便利地完 ,遊戲開 、元件的 在·目前 開發工作 有圖片及 進行控管 呈現立體 方式,例 ’讓遊戲 生出立體 果的場景 想好場景 果的畫面 平面圖的 度,節省 ,讓遊戲 角的立體 作效率。 種有效率 系统 資 各式各樣 成各項工 發者非常 開發i 市面上, 的現成工 進行應 ’因而更 視覺效果 如先將2D 中的場 的效果。 則是需要 中的配 ’再小心 方式來設 開發時 開發者能 視覺效果 且具有控200529038 V. Introduce the time source of the city, add the second picture and make it, and it needs to be easy to make, it is difficult to find the tool, it is used for games, otherwise it can only be aggravated by the floor plan. The cost is quite set, and let the field carefully draw the scene. Therefore, the scene of the floor plan is carried forward (2), and the game is opened, and the group is effectively operated so that the game can be developed with the developer, and the developer has to develop another play. At present, the player transfers 45 degrees, etc. The situation in the scene, so as not to be easy, if you can design it will be a big deal, using a large number of hair to make a game, and should be controlled and used, and the hair help game must be opened on the job market first. It's still the average person, and the property is distorted. Many, provide a picture book that can be used to enhance the game, and it is used for the system of the game. In order to make use of Zhongli control more effective, the developer wants to issue it. A burdened game is often taken and added with the above graphics to draw a game development piece for presentation, but if it can be simplified and changed to a game developer, it will always be from time to time. There are many rates that can be completed. Pictures are often fast. However, most of the game tubes must be designed with a 30-degree depression angle, but those who can produce three-dimensional effects must first output three-dimensional effects. Due to the difficulty in designing the development tool, there is a lack of considerable economic benefits in the work of the 30-degree lifter. It is necessary to complete the system conveniently. The game development and component development currently have pictures and three-dimensional control presentation methods. Example 'Let the game produce a three-dimensional fruit scene. Think about the degree of the screen plan of the scene fruit, save, and make the three-dimensional effect of the game corner efficient. This kind of efficient system has a wide range of developers who are very well developed on the market. The ready-made processes should be applied in the market, so the visual effects are the same as the effects of fields in 2D. It ’s a need to match in the middle ’and then you need to be careful to set the development time, developers can have visual effects and control

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200529038 五、發明說明(3) 管功能的遊戲開發系統,而 輯、應用及管理遊戲系統中 講求時效的軟體業來說,實 過潛心研究提出本發明的遊 項缺失且符合遊戲開發者需 期望之產品。 三、發明内容 本發明之一目的係於在 法,用以供遊戲開發者能利 合’以產生多樣化的場景及 性和吸引力,並能節省開發 本發明之另一目的係在 法,可供遊戲開發者以平面 將其轉換成具有立體視覺效 大量的心力及時間,並可對 本發明之另一目的係在 法,以協助程式開發者來設 型及變化,且進一步與多種 生多樣、趣味化的各種動作 本發明之又一目的係在 供的各項功能,可快速且便 所需各項的圖片、元件及檔 易進行管理,並可應用這些 必須花費較多時間來設計、編 的圖片、元件及檔案等,對於 是〜大困擾。因此,發明人經 戲開發系統,用以改善上述各 要’乃為遊戲開發業者所殷切 提出〜種遊戲開發系統及方 用有限的圖片進行設計及組 無限的空間,提高遊戲的可看 遊戟所需的時間和成本 於提出一種遊戲開發系統及方 圖方式來進行場景的設計,再 果的場景,以節省遊戲開發者 場景的設計和管理更加容易。 於提出一種遊戲開發系統及方 計及組合遊戲中角色的多樣造 的操作指令整合,讓各角色產 〇 於藉由上述遊戲開發系統所提 利地讓遊戲開發者在設計遊戲 案時,可以節省大量時間旅容 圖片、元件及檔案與遊戲主程200529038 V. Description of the invention (3) Game development system that manages functions, and for the time-consuming software industry in editing, application, and management of game systems, we have made intensive studies and proposed that the game item of the present invention is missing and meets the needs of game developers. Products. III. SUMMARY OF THE INVENTION One of the objectives of the present invention is in law, which is used by game developers to create a variety of scenes, sex, and attractiveness, and can save the development of the invention. Another purpose is in law. It can be used by game developers to transform them into a large amount of effort and time with stereoscopic visual effects. It can also be used for another purpose of the present invention to assist program developers in shaping and changing. Various interesting actions Another object of the present invention is to provide various functions, which can quickly and easily manage the pictures, components and files of the required items, and it can take more time to design, Edited pictures, components, and files are very troublesome. Therefore, the inventor's game development system is used to improve the above-mentioned points. It is eagerly proposed by game developers. A game development system and a limited number of pictures are used to design and group unlimited space to improve the game ’s visual gauntlet. The time and cost required is to propose a game development system and a square graph method to design the scene, and then the scenario, in order to save the game developer's scene design and management is easier. In proposing a game development system and a variety of integrated operation instructions for the characters in the combined game, let each character be produced. Using the above game development system to allow game developers to save money when designing a game plan, can save A lot of time travel pictures, components and files and the main game

200529038 五、發明說明(4) 式整二搪Ϊ有效率地開發完成一遊戲系統。 係包含有:一場景編輯5:纟發明所提出之遊戲開發系統 計,儲“二:用::場景元件以完成場景的設 者設計一個以上作Γ動作編輯模組,用以供遊戲開發 條件,儲存成動:並訂定該等動作元件的動作 發者選擇遊戲中角色的夂角色編輯模組’用以供遊戲開 色,儲存成角色的=位以組合產生-個以上的角 者設計-個以上的特效元件1 f,組1以供遊戲開發 件’儲存成特效檔案;一 、’ ^疋該特效元件的顯示條 者應用上述各項檔案及編輯‘:K組1以供遊戲開發 戲;以及-儲存模組,用:二H以完成開發該遊 元件、檔案及程式。 儲存上述各項編輯模組相關的 其中,该遊戲開發者係 ,晝出—封閉區域及線條較大區域面 :该封閉區域内或該線條所對應的場::ί之任-’再指 輯模組以亂數組合及拼貼方了 件,由該場景編 貼原則’將該封閉區域或線條建ΐ成=的單元圖片及拼 場景元件。 成具有立&見覺效果之 依據本發明之另一特 1有:Ϊ計:個以上的場景元件:並法包含的步騾 成場景的設計,館存成場 μ等場景元件 件,並訂定該等動作元件的動作條固以上的動作元 儲存成動作檔案; 200529038 五、發明說明(5) 選擇遊戲中角色的各部位以組合產生一個以上的 存成角色檔案;設計一個以上的特效元件,並訂 疋件的顯不條件’儲存成特效檔案;以及應用上 案並編輯遊^戲程式,以完成開發該遊戲。 為使貴審查委員能進一步瞭解本發明之架才 功此’絲附以圖式及其具體實施方式詳細說明 角色,儲 定該特效 述各項檔 I、特徵 如後。 施方式 發明之目的、 當可更加明白 目的是為方便 優點和特色由以下實施例二 ’该實施例係作為實施方3 詳加說明本發明,而非用i 四、實 本 及圖式 明,其 明。 當 而言, 要各場 夂在互 等,再 場景、 串的圖 中,為 I或是 種特效 色等, 組合, 遊戲開 會先擬 景的配 動、打 予以組 元件、 ιχ 構 了提高 電腦% 來繪製 因此花 便成了 發者欲 定遊戲 置及其 鬥或特 合彙整 角色造 成靜態 遊戲對 圖軟體 多張圖 費大量 遊戲開 開發一 的流程 所需元 定行為 後以完 型、動 或動晝 玩家的 為場景 片,然 的時間 發過裎 遊戲程 架構, 件、各 過程中 成遊戲 作或各 政果, ϋ及引力 、元件 後組合 和心力 中最耗 式或遊 然後設 角色的 所產生 的開發 種特效 而在遊 ,遊戲 χ角色 以產生 來進行 費時間 戲系 計在 造形 的各 。其 等, 戲的 開發 造型 完整 繪製 的部 詳細說明 之舉例說 限定本發 時,一般 戲中所需 動作、以 特效等 ,無論是 可由一連 發過程 通常以手 動作或各 場景、角 片及加以 及最大的 200529038 五、發明說明(6) 成本所在。 為了能協助遊戲開發者能夠迅速有效地完 作,本發明提出一實施例系統,如第一圖所示,^的工 有多項便利工具的遊戲開發系統〇〇),其主要 ^為一具 景編輯模組(1 〇 2 )、一動作編輯模組(丨〇 4 )、—=有—場 組(106)、一特效編輯模組(1〇8)、一程式編輯色編輯模 以及一儲存模組(112),藉由上述的各項編輯模、'、且(11〇) 開發者可分別對場景、角色、動作、特效等應、用’遊戲 作的圖片,予以進行管理、編輯及整合,完成 =先製 色、動作、特效等的設計,再經由程式編輯模組=^二角 組合以產生遊戲程式,完成整個遊戲系統。、、于从菜整 此種方式的優點是,遊戲開發者可藉由上述各 模組,依其開發遊戲的需求來分別選用、管理糙:J 合所需要的圖卩,利用數量有限的圖片進行 ί以ίίίΓ、:角色造型、㈣、特效等多種不二ΐ Λ 遊戲開發者無須為每一個場景、角色造 型、動作、特效等逐一洽盤所古从㈤u ^ 月巴仏 、 寻、、、曰製所有的圖片,將可節省相當多 .^ 7 ,且由於所使用的圖片數量有限,將可節省 相當大的系統資泝,推而西处攸, 灯』即’ Μ^ ^ 進而更此降低遊戲系統的成本。遊戲 :Γ 場景、角色造型、動作、特效等設計之 I措主^編輯模組(11 〇)來編輯及產生遊戲主程式, ρ可正且、速地完成整個遊戲的開發工作。以下將會更 詳細地說明遊戲開發系統(10)中各項模組的内容及功能。 場景編輯模組(102)主要功能是供遊戲開發者設計出 200529038 五、發明說明(7) 各種場景元件,例如草地、道路、泥巴 水池、河流、天空、山形等,且每_種萨旦地板、牆壁、 不同圖案、色澤、花紋、形狀的單元^不兀件具有多種 設計較大區域面積的場景元件時,可以:遊戲開發者於 或是繪製線條,其中該封閉區域及線條J ι出一封閉區域 是不規則形狀,然後指定該封閉區域内Ζ =是規則形狀或 =,該場景編輯模組(丨02)即可在該封、應的场景兀 條上,以亂數組合及「貼竟碑」方式域内或是該線 的多種單元圖…適當的方i產241;定場景元件 复了儲存成% ,Γ、檔案,提供給遊戲主程式 σ * 一中,所謂亂數組合及「貼瓷磚方々 輯模組(1 〇 2 W ffl A Ϊ ^ 式,係由場景編 的多種=圖片Λ $ /式’從該場景元件所具有 域或線條上θ缺而7 ί選取早70圖片逐—拼貼在該封閉區 元圖片:开拼貼過程中’仍需依據進行拼貼之單 、的形狀、色澤以及所畫出的封閉區域、 舉例ΐ m出拼貼痕跡及具有最符合該曲線的場景。 元圖t °,1 ί發者㈣某—場景元件所設計的多種單 過程中〕ΐ不同的圖案、花紋、色澤及形狀,在拼貼的 在選摆τ編輯模組(1〇2)雖說以亂數組合為原則,但 元圖片圖:個圖片日夺,仍須依據已拼貼上且鄰近之單 的曲u以二文選=形狀,以及是否接近封閉區域 所製作出的γ县_ ΐ擇適虽的皁元圖片來進行拼貼,如此 拼貼痕跡且::::,就可達到視覺上的完整,,生,看不出 八有適虽的曲線,不會呈現出場景元件在視覺200529038 V. Description of the invention (4) The whole game of the second type has been efficiently developed to complete a game system. The system contains: a scene editor 5: a game development system proposed by the invention, which stores "two: use :: scene components to complete the scene designer to design more than one action editing module for game development conditions , Save as action: and set the action of these action elements. The character editor in the game selects the "character editing module" for the game to open, and saves the = bit of the character to create more than one angler design. -More than one special effect element 1 f, group 1 for game development pieces to be stored as special effect files; one, ^ 疋 The display bar of this special effect element applies the above files and edits: K group 1 for game development Play; and-storage module, use: two H to complete the development of the game components, files and programs. Among the above-mentioned editing modules are stored, the game developer department, day out-closed area and larger line area Face: The field in the closed area or the line :: 之 Zhiren-'Re-Fingering Module combines and stitches pieces in random numbers, and the closed area or line is constructed by the scene editing principle' Unit diagram of ΐ 成 = And make up scene elements. Another unique feature of the present invention according to the present invention is: design: more than one scene element: the design of the steps included in the union method, the storehouse into a field, etc. Scene component parts, and the action elements of these action elements are fixed and stored as action files; 200529038 V. Description of the invention (5) Select various parts of the character in the game to combine to generate more than one saved character file; Design more than one special effect component, and customize the display conditions of the file to be stored as special effect files; and apply the case and edit the game program to complete the development of the game. In order to allow your review committee to further understand the framework of the present invention The talents are attached with drawings and specific implementations to explain the role in detail, and the specific effects described in the document I, the characteristics are as follows. The purpose of the invention, when the purpose of the invention can be more clearly understood, the purpose is to facilitate the advantages and characteristics. The second embodiment is described below as the third embodiment. The present invention is described in detail instead of i. The actual version and the figure are clear. Reciprocal, then in the scene and string diagrams, I or a special effect color, etc., the combination, the game meeting first to prepare the scene's coordination, playing grouping components, ιχ structure to increase the computer% to draw, so the flower becomes a hair The player wants to determine the game set and its bucket or special integration characters to cause the static game to map software, multiple pictures, a large amount of game development process, and the required behavior. After the completion, moving or day players are used as scenes, In the course of time, I have worked through the game process architecture, the pieces, the various processes into a game or the political results, and the attraction, the combination of components and the most exhaustive of the mind or the role of the development of special effects generated by the role and Swim and play χ characters to create time-consuming dramas. Among other things, the full description of the development and modeling of the play is detailed. For example, when limiting the hair, the required actions in general play, special effects, etc. And the largest 200529038 V. Description of the invention (6) Where is the cost? In order to assist the game developer to complete the work quickly and efficiently, the present invention proposes an embodiment system, as shown in the first figure, a game development system with a number of convenient tools. The main thing is a scene. Editing module (102), an action editing module (丨 〇4), — = 有 — 场 组 (106), a special effect editing module (108), a program editing color editing module, and a storage Module (112), through the above-mentioned editing modes, and (11) developers can separately manage scenes, characters, actions, special effects, and other pictures used in the game to manage, edit, and edit Integration, completion = design of color, action, special effects, etc., and then program editing module = ^ two-corner combination to generate game programs, complete the entire game system. The advantage of this method is that game developers can use the above modules to select and manage the rough according to their needs for game development: the pictures required by J, and a limited number of pictures Perform ίίίίΓ: character modeling, ㈣, special effects, and many other features Λ Game developers do not have to go through each of the scenes, character modeling, actions, special effects, etc. ^ 古 月 巴 月, 、,,,, All the pictures can be saved, saving a lot. ^ 7, and because the number of pictures used is limited, it will save a considerable amount of system resources, which will be at the forefront of the world. The light "is Μ ^ ^ and more Reduce the cost of gaming systems. Game: Γ Design, scene, character modeling, action, special effects, etc. ^ edit module (11 〇) to edit and generate the game's main program, ρ can complete the development of the entire game straightforwardly and quickly. The content and functions of each module in the game development system (10) will be explained in more detail below. The main function of the scene editing module (102) is for game developers to design 200529038 V. Description of the invention (7) Various scene elements, such as grass, road, mud pool, river, sky, mountain, etc. , Walls, units with different patterns, colors, patterns, and shapes. ^ If the component has multiple scene elements with a large area design, you can: the game developer or draw a line, where the closed area and line The closed area is an irregular shape, and then specify that Z = is a regular shape or = in the closed area, and the scene editing module (丨 02) can combine random numbers and "paste" on the scene and corresponding scene strips. Various unit diagrams in the "common monument" mode field or the line ... The appropriate formula i produces 241; the fixed scene components are restored and stored as%, Γ, files, and provided to the game main program σ * One, the so-called random number combination and " Tiled square edit module (1 〇 2 W ffl A Ϊ ^ type, which is composed of various scenes = picture Λ $ / style 'from the field or line of the scene element has θ missing and 7 ί select the early 70 pictures one by one —Collage in the letter District picture: In the process of opening the collage, it still needs to be based on the order, shape, color and closed area of the collage, for example, the traces of the collage and the scene that best matches the curve. °, 1 ㈣ sender ㈣ some-in a variety of single processes designed by scene elements] ΐ different patterns, patterns, colors and shapes, in the collage in the selection τ editing module (102) although the random number The combination is the principle, but the meta-picture picture: each picture must be seized, but it must still be made according to the two songs that have been collaged and are adjacent to each other. The shape of the two counties = shape, and whether it is close to the enclosed area. To make a collage, such as the traces and ::::, you can achieve visual integrity, and you ca n’t see that there are appropriate curves, and it will not show the scene elements in the visual

第10頁 200529038 五、發明說明(8) 上雜亂或具有明顯锯齒狀、無法與其他場景元件密合的情 況。 除此之外,場景編輯模組(1 〇 2 )亦可供遊戲該發者應 用一些獨立的場景元件,例如石頭、樹木、桌椅、涼亭、 燈火等,這些獨立的場景元件可以調整形狀、大小、顏色 等,加入所設計的場景中,以增加場景的多樣變化性。因 此,遊戲開發者只要先設計及應用數量有限的場景元件和 單元圖片,規劃場景内各場景元件的配置及選擇對應的場 景元件,即可快速且便利地完成整個場景設計,且各場景 可以具有相當大的變化。通常一組場景所需要的場景元件 僅、、、勺2 0 0組左右’所占用的§己憶體大小僅約為4 μ b y t e s, 而藉由場景元件不同配置、重複使用與搭配,可以建立相 ^巨大的%景晝面,且可節省95 %以上的記憶體使用。 場景編輯模組(102)的另一功能係能夠提供遊戲開發 ^以平面圖的方式來配置及產生場景中較大區域面積的場 不π件。場景編輯模組002)提供遊戲開發者在平面圖 2,利用向量線條或封閉區域以建立如前所述的牆壁、 置:也等較大面積的場景元件,進行場景的配 覺效二可將平面場景配置圖自動轉換成具有立體視 景,苴轉換7¾ ί面旋轉45度後再加上俯角30度)的遊戲場 式,該主要是依據事先設定的座標對應轉換公 組合產生,、:ί ϊ為習知技術,▼由數學的三角函數予以 以贅述轉換的過程概念猶加說明如後,而不加Page 10 200529038 V. Description of the invention (8) Cluttered or obviously jagged, unable to fit closely with other scene elements. In addition, the scene editing module (102) can also be used by the developer to apply some independent scene elements, such as stones, trees, tables and chairs, gazebos, lights, etc. These independent scene elements can adjust the shape, Size, color, etc. are added to the designed scene to increase the diversity of the scene. Therefore, as long as game developers first design and apply a limited number of scene elements and unit pictures, plan the configuration of each scene element in the scene, and select the corresponding scene element, they can quickly and conveniently complete the entire scene design, and each scene can have Considerable change. Generally, the scene elements required for a set of scenes are only about 2, 0, and about 200 groups. The size of the § self-memory body is only about 4 μ bytes. With different configuration, reuse and matching of scene elements, you can create It has a huge% scene and can save more than 95% of memory usage. Another function of the scene editing module (102) is to provide game development. ^ The layout and production of a large area of the scene in the scene can be configured in a plan view. Scene Editing Module 002) Provides game developers to use vector lines or closed areas to create walls, placements, and other large-scale scene elements as described above in plan view 2. The scene configuration map is automatically converted into a three-dimensional view, 苴 transform 7¾ (the plane is rotated 45 degrees, and the depression angle is 30 degrees), which is mainly generated based on the pre-set coordinates corresponding to the conversion combination ,: ί ϊ For the sake of knowing the technology, ▼ It is described by the mathematical trigonometric function to explain the process of conversion.

第11頁 200529038 五、發明說明(9) 參考第二圖,其係將一正方形在平面2 D空間中轉換成 具有立體視覺效果的過程,如在(a)圖中,平面圖之兩轴 分別為X、Y軸,正方形面積之座標為(0,0 )、( 0,1 )、Page 11 200529038 V. Description of the invention (9) Refer to the second figure, which is the process of transforming a square into a stereoscopic visual effect in a flat 2D space. For example, in the figure (a), the two axes of the plan are X, Y axis, the coordinates of the square area are (0,0), (0,1),

(1,1 )及(1,0 )。在(b )圖中,將正方形先平面旋轉0角 度後再旋轉俯角0度時,即可產生具有虛擬X、y、z三軸 的立體視覺效果,然而經過旋轉後的形狀在真實的X、Y平 面上已不再是正方形而類似菱形,如(c)圖中所示,其座 標經過公式計算轉換,該正方形之座標則變更為(0,〇 )、 (tan0 ,tan<9 )、(1,0)及(tan0 ,-tan0 )。另一轉換 例可參考第三圖,其為將一線條在平面2 D空間中轉換成高 度為0 . 5的牆壁時的過程,在(a )圖中,線條在X、Y軸平面 中的座標為(0,1)、(1,1),在(b)圖中,經過平面旋轉 0角度再旋轉俯角0度後,其在虛擬X、y、z三軸的立體 視覺效果中,成為類似長方形之牆壁,對應到真實的X、Y 平面上,如(c)圖中所示,座標經過公式計算轉換,該類 似長方形之座標則變更為(tan0 ,tan<9 )、(tan<9 ,tan 0+0.5)、(1, 0.5)及(1,0)。其中,該 0、0 角等,可 以是任何適當的角度,依據一般視覺上較佳的效果,通常 係採用3 0、4 5度。(1,1) and (1,0). In (b), when the square is first rotated by 0 degrees and then the depression angle is 0 degrees, a stereo visual effect with virtual X, y, and z axes can be generated. However, the rotated shape is in the real X, The Y plane is no longer a square and is similar to a rhombus. As shown in (c), its coordinates have been transformed by formula calculations, and the coordinates of the square have been changed to (0, 〇), (tan0, tan < 9), ( 1,0) and (tan0, -tan0). Another conversion example can refer to the third figure, which is a process when a line is transformed into a wall with a height of 0.5 in a plane 2 D space. In (a), the line in the X and Y planes The coordinates are (0,1) and (1,1). In the figure (b), after the plane is rotated by 0 degrees and then rotated by the depression angle of 0 degrees, it will become the three-dimensional visual effect of the virtual X, y, and z axes. The rectangular-like wall corresponds to the real X and Y planes. As shown in (c), the coordinates are converted by formulas. The rectangular-like coordinates are changed to (tan0, tan < 9), (tan < 9 , Tan 0 + 0.5), (1, 0.5), and (1, 0). Among them, the 0, 0 angle, etc. may be any appropriate angle, according to the general visually better effect, usually 30, 45 degrees are used.

為了提供更便利的場景設計功能,場景編輯模組 (1 0 2 )更提供有場景分層管理及區域標示等功能。遊戲開 發者所設計的場景可以由多個場景元件組合且重疊覆蓋顯 示而成,例如先設計大區域面積的泥巴地,在泥巴地上某 處設計一顆樹木,而樹木上設計有多個果實等,為了設計In order to provide more convenient scene design functions, the scene editing module (102) further provides functions such as scene hierarchical management and area labeling. The scene designed by the game developer can be displayed by combining multiple scene elements and overlapping overlays. For example, first design a large area of mud ground, design a tree somewhere on the mud ground, and design multiple fruits on the tree. For design

第12頁 200529038 五、發明說明(10) 和管理便利,場景編輯模組(1 0 2 )可以將、尤ρ ϋ 『/匕Cl*地、格^士 i 果實分別設定在不同層上’每層可以設定顯示树木和 設定顯示開啟或關閉,在上層的場景元件可以遮可以 的場景元件。在設計場景時,由於場景中的各^在下層 廣於不同的層且可以設定顯示開啟或關閉:3 31件分 以選擇僅開啟目前所需要的層進行設計、修改1^者可 計時的複雜性,當設計完成後再將所有声打’以簡化設 出完整的場景。而區域標示功能,係為了在二:I顯不 化及趣味,遊戲開發者往往會設定一減中乓添變 景區域時,會啟動特殊的機關或是出現的=:特定場 因此場景編輯模組(i 02)亦可供 /不效果, 中,設計指定該特定區域並進行發者在所設計場景 關或進行顯示。 下 以達到上述啟動機 動作編輯模組(i 0 4 )主要是一 以組合串聯成為連續動作字張張獨立的圖片,予 某-個角色的走路、跑纟:動作7"件予以儲存,例如 作。其中,該獨立的圖片可 游=立、蹲下、交談等動 軟體或以手工予以繪製 由迤戲開發者利用專業繪圖 式,此外,影像檔案亦可供翻f存成BMP或其他檔案格 產生動作元件。動作編輯掇f作編輯模組(104)使用,以 動作的多張獨立圖片進杆(104)可以將遊戲中各角色 來設定動作條件,例如$ ΐ二,再以加入控制指令等方式 獨立圖片的播放速度等叹〇動作的方向、位移量及該多張 定的動作致果,予以儲存^成整個動作的設計,產生特 動作檔案,該檔案名稱可以Page 12 200529038 V. Description of the invention (10) and convenient management. The scene editing module (1 0 2) can set the fruits of 尤 / ρCl * 地, 格格士 i fruits on different layers, each Layers can be set to display trees and set the display on or off. Scene elements on the upper layer can block the scene elements that can be used. When designing the scene, because each scene in the scene is wider than the different layers and the display can be set on or off: 3 31 points to choose to only open the currently required layer for design, modify 1 ^ can be timed complicated After the design is completed, all sounds will be played to simplify setting up a complete scene. The area labeling function is for the purpose of displaying the two: I and making it interesting. Game developers often set a minus pong to add a scene change area, which will start a special mechanism or appear =: specific scenes. Therefore, the scene editing mode Group (i 02) is also available / ineffective. In the design, the specific area is designated and the sender turns off or displays it in the designed scene. In order to achieve the above-mentioned starter action editing module (i 0 4), it is mainly a series of independent pictures that are connected in series to form a continuous action character, for a character to walk and run: Action 7 " pieces are stored, such as Make. Among them, the independent picture can be drawn by moving software such as standing, squatting, talking, or drawn by hand. The developers of the show use professional drawing styles. In addition, the image files can also be saved as BMP or other file formats. Action element. Action editor 掇 f is used as an editing module (104). Using multiple independent pictures of the action (104), you can set the action conditions for each character in the game, such as $$ 二, and then add independent instructions by adding control instructions. The playback speed, such as the direction of the movement, the amount of displacement, and the results of the multiple fixed actions, are stored ^ into the design of the entire action, generating a special action file, the file name can be

iMi 200529038 五、發明說明(11) 使用各組動作所代表的意義,如上 以供遊戲開發者方便辨識及應用。 動作編輯模組(1 0 4 )更可以重新組合動作的順序 、 修改其移量及播放速度,進而產生不同的動作效果,’或並胃 將二個以上的動作檔案予以組合串接’產生一整組的^ = 動作,然後以不同的動作檔案名稱予以儲存。所產生的: 式動作檔案,可提供給遊戲主程式使用。 角色編輯模組(106)主要是將遊戲中的角色分解成多 個不同的部位,例如頭部,上半身、左手臂、右手臂、下 半身、左腳、右腳等,然後將各部位進行組合成一個完整 的角色。每個部位可以分別設計、進行更換,因此可設計 出多種造形、表情、服裝、武器或其他配件,組合後可產 生相當多樣化的角色造型,因此藉由角色編輯模組(1 〇 6 ) 可以大幅增加各角色的變化性。由於各角色在遊戲中都是 居動性的,且在立體場景中活動時會向不同的方向來做移 動或旋轉,一般在遊戲中通常會分成八個方向,因此遊戲 開發者在設計每個角色及其各部位時,也必具有其在八個 方向上的畫面。 此外,因為各角色在遊戲場景中都是活動性的,因此 角色編輯模組(1 0 6 )在組合角色的各部位時,各部位以動 作檔案來呈現為較佳,所組合產生的角色即可呈現出具有 動作的樣態。角色的各部位可以經由動作編輯模組(1 〇 4 ) 來分別編輯各部位的動作並產生動作檔案後,再於角色編 輯模組(1 0 6 )中進行各部位的組合,完成整個角色的動iMi 200529038 V. Description of the invention (11) The meaning of using each set of actions is as above for easy identification and application by game developers. The action editing module (104) can recombine the order of actions, modify their displacements and playback speed, and then produce different action effects. 'Or combine two or more action files to combine and concatenate' to generate a The entire set of ^ = actions, then saved under a different action file name. The generated: -style action file can be provided to the main game program. The character editing module (106) mainly divides the characters in the game into multiple different parts, such as the head, upper body, left arm, right arm, lower body, left foot, right foot, etc., and then combines the parts into A complete role. Each part can be designed and replaced separately, so a variety of shapes, expressions, clothing, weapons or other accessories can be designed, and the combination can produce quite diverse character shapes. Therefore, through the character editing module (106), Significantly increase the variability of each role. Because each character is active in the game, and moves or rotates in different directions when moving in a three-dimensional scene, it is usually divided into eight directions in the game, so game developers design each The character and its parts must also have their pictures in eight directions. In addition, because each character is active in the game scene, when the character editing module (106) combines parts of the character, each part is better represented by an action file. The combined characters are Can present a posture with action. Each part of the character can be edited by the action editing module (104) to generate the action file, and then combined in the role editing module (106) to complete the entire character. move

第14頁 200529038 五、發明說明(12) 作,而遊戲開發者在纟人 〜 所選擇的動作為〜致、、且合角色各部位時,必須考慮各部伋 夠協調流暢。由於動14 ’ ^得該角色整體呈現出的動作能 的同一個部位提供夕1乍編輯模組(1〇4)可以針對每一角色 具有各式各樣的動$組動作槽案以進行組合,可讓各角色 趣,產生各個角色於讓角色的呈現更加多變化及新鮮有 另一方面,在^案,提供給遊戲主程式使用。 (106)中均提供有動作編輯模組(1〇4)和角色編輯模組 預覽所設計的動作、先瀏覽的功能,遊戲開發者可以隨時 所呈現出的效果等,所組合出的角色、更換其中一部位時 設計出的動作幹宏1讓遊戲開發者可以立即了解及評估所 以快速有效地二^ ί角色檔案,判斷是否需要另行修正, ,双地凡成開發工作。 特效編輯模纟且「1 n Q、-τ* 特效元件,再將令2 一連串的獨立圖片組合成 的運私古4 Μ特效70件設定各種顯示條件,例如不同 在遊齊由1 4·里、移動速度、顏色變化、透明度等,以 伴、二 生各式各樣絢麗的特效效果,例如發光、閃 、煙火、,煙霧、下雨、下雪、或是各種魔法特效 者先^ &和上述的獨立圖片可以事先製作,例如遊戲開發 ί in且十張獨立圖I將其組合起來可以產生-$特%二=特效兀件,藉由特效編輯模組(1 〇8)設定使用 =寺=件的數量、運動方式及速度等,卩亂數組合的方 二獨立圃:大型且變化多端的煙火閃爍效果。*於所使用 的面積小’所產生的特效元件佔用記憶體很 - 、效編輯模組(1 0 8 )可以利用極少的記憶體消耗Page 14 200529038 V. Description of the invention (12) When the game developer selects the action of ~~, and fits each part of the character, he must consider the coordination and smoothness of each part. Since the action 14 ′ ^ provides the same part of the action performance of the character as a whole, the editing module (104) can be provided for each character with a variety of action $ group action slots for combination It can make each character interesting, and generate each character to make the character's presentation more varied and fresh. On the other hand, it is provided to the main game program for use. In (106), both the action editing module (104) and the character editing module are provided to preview the actions designed and preview the function, the effects that the game developer can present at any time, etc., the combined characters, The action action macro 1 designed when replacing one part allows game developers to immediately understand and evaluate the character file quickly and effectively, and determine whether it needs to be modified separately. Special effects editing mode and "1 n Q, -τ * special effects components, and then a series of 2 independent pictures combined with 70 private Yun 4 mega special effects to set various display conditions, such as Movement speed, color change, transparency, etc., with a variety of gorgeous special effects such as glow, flash, fireworks, smoke, rain, snow, or various magic special effects first ^ & and The above independent pictures can be made in advance, for example, game development and 10 independent pictures I can be combined to produce-$ 特 % 二 = special effects pieces, set to use = temple by special effects editing module (108). = Number of pieces, movement mode, speed, etc., a square two independent garden with a random number combination: a large and varied firework flashing effect. * The special effect components produced by the small area used occupy a lot of memory- Editing module (1 0 8) can use very little memory consumption

200529038 五、發明說明(13) 將可大大節省系統的資 而達成大面積的特效視覺效果 源。 其中,該特效編輯模組(丨08)可以為多個特效元件分 別設定不同的運動方式,例如直線、旋轉與自由落體等, 2用向量線條來設定其移動路徑。此外,#由隨意組合各 特效兀件的移動速度、透明度與顏色變化等,都可產生不 〕的視覺效果,提高該遊戲對玩家的吸引力,最後產生各 式各樣的特效檔案’提供給遊戲主程式使用 由於上述的特效效果一般係使用在遊戲的場景中,且200529038 V. Description of the invention (13) will greatly save the system's capital and achieve a large area of special visual effects sources. Among them, the special effects editing module (丨 08) can set different motion modes for multiple special effects components, such as straight line, rotation, and free fall, etc. 2 Use vector lines to set its moving path. In addition, #combining the movement speed, transparency, and color changes of various special effects components can produce visual effects that do not enhance the game ’s appeal to players, and finally generate a variety of special effects files' to provide The main game program is used because the above special effects are generally used in the game scene, and

效果在場景中碰到的場景元件不同,有時也會產生 不同的效果,例如,當煙火特效中 到牆壁或石頭等場景元件時,列兮特%閃爍肖效元件碰 模組(1〇2)所產生的場景稽案(來〇^^用上述場景編輯 其所產生特效播案在納入遊戲二為中特广編/的背景,且 中的場景元件進行碰撞運算,也可與遊戲場景 程式編輯模組(110),主要3 同的視覺效果。 以組合編輯,以完成整個遊戲系統。 ' 項檔案予The effect encounters different scene elements in the scene, and sometimes produces different effects. For example, when a firework effect reaches a scene element such as a wall or a stone, the column ’s% flicker effect element touches the module (1〇2 ) The generated scene audit report (coming from the above scenario edited by the above special effects broadcast plan is included in the game II as the background of the special editing / editing, and the scene elements in the collision calculation, can also be used with the game scene program Editing module (110), mainly with the same visual effects. Editing in combination to complete the entire game system.

,存模組(112)係用以儲存上述各項編 :產f的圖片、元件、檔案等,其可為-般市、售田所需及 =水久儲存資料之裝置或設備,例如記憶 1用以暫時 櫃、^、資料庫或是作為資料庫之 ”、罐帶 第四圖係應用上述實施例之系統以進行=伺服器等 啜戟開發The storage module (112) is used to store the above-mentioned series of pictures, components, files, etc., which can be a device or equipment such as general market, field sales, and water storage data, such as memory 1 is used for temporary cabinet, database, or database ", the fourth figure of the tank belt is the application of the system of the above embodiment for = server development

200529038 五、發明說明(14) 法的流程圖,其主要流程步驟說明如下 立體各種場景元件:以建置出具有 使景檔案,提供給遊戲主程式 ^2 ” 較大區域面積之場h件時,遊戲開發 圖來繪製封閉區域或線•,並應用多樣化的單元 =件二亂數組合和拼貼方式,冑置出較大區域面積的場 步驟404,建立各種動作; 式來1定# wn Μ 禋動作兀件並以加入控制指令等方 設定動作的方向、位移量及播放速 牛案,提供給遊戲主程式使用; 位,::二?.中的角色係事先分解成多個不同的部 儲存成角f各部4立進行組合成一㈣$整的角色, 出具有動’可使得所組合產生的角色呈現 步驟4 0 8,將一^查虫μ他上门 該特效元件設定各箱Μ的欠獨圖片組合成特效元件,將 移動速度、顏色變ί : 包括其運動方式、數量、 效效果的特:文俨’;祖透明度等’以產生具有各式各樣特 步Ζΐ 提供給遊戲主程式使用;以及 編輯模組所產生用:各撰項寫二戲的主程式,並應用上述各項 戲系統。 、檔案予以組合編輯,以完成整個遊 上述步驟40 2中,於諌wρ旦^ 以建置出且有立# 馨、建置玄%厅、時,在將平面圖轉換 /、有體視覺效果的過程,主要是依據事先設定200529038 V. Description of the invention (14) The flow chart of the method, the main process steps of which are as follows: three-dimensional scene elements: to create a scene file with a scene file, which is provided to the game main program ^ 2 ”large area area h pieces , Game development map to draw closed areas or lines •, and apply a variety of unit = two random numbers combination and collage method, set a large area of the field step 404, establish various actions; 式 来 1 定 # wn Μ 禋 Action pieces and add control instructions to set the direction, displacement, and speed of the action, which are provided to the game's main program; The roles in ::: ?? are decomposed into multiple different ones in advance The parts are stored into corners, and each part is combined to form a whole character. If you have a move, you can make the combined characters appear in step 408. You can check the insects and set the special effect components in each box. The unique pictures are combined into special effects components, which change the speed and color of movement: special features including its movement mode, quantity, and effects: Wen '; ancestral transparency, etc.' to produce a variety of special steps. The use of the main game program; and the use of the editing module: each program writes the main program of the second play, and applies the above-mentioned various play systems. The files are combined and edited to complete the entire game in step 40 2 above. Once you have built it, you have to build it. # 馨 、 建 玄 玄 Hall, When the floor plan is transformed, there is a physical visual effect, mainly based on the preset

第17頁 200529038 五、發明說明(15) 的座標對應轉換公式。其 = ^ ~~ 一般係以先平面旋轉角_請轉換公式係為習知技術, 三角函數酉己合該00 ^ = 轉俯角θ度,可由數學的 上述步驟4 0 4中,:了予:生產一生。 以重新組合動作的順 般動作檔案之外,更可 而產生不同的動作 二改其移量及播放速度,進 組合串接,產生-整;的ί;;:個::上的動作檀案予以 案名稱予以儲存。 乍後以不同的動作檔 上述步驟4 0 6中,角辛的夂加 位的動作並產生動作角、,°卩位可以先分別編輯各部 成整個角色的動柞 ^ 進行各部位的組合,以完 呈現出的動作:;:::::作為…,使得該角色整體 運動2=?,經由設定使用該特效元件的數量、 化多端的烽ϊΐί ’以亂數組合的方式產生-個大型且變 線、;^ Μ煙火閃爍效果,且其中,運動方式可包含有直 护。疋轉與自由落體等,其利用向量線條來設定移動路 旦舍此外,上述步驟40 8中更可使用步驟4 0 2中所建置的場 :“案來作為特效的背景,且讓其所產生的特效與遊戲場 厅、中的場景元件進行碰撞運算,產生不同的視覺效果。 綜上所陳,本發明無論就目的、手段及功效,在為的 ^不,、優於習知之技術,具有可節省遊戲開發所需的時間 及成本的各項功能,亦可能節省遊戲系統的資源,並能輔Page 17 200529038 V. Coordinate conversion formula of invention description (15). Its = ^ ~~ is generally based on the first plane rotation angle _ please convert the formula to a conventional technique, the trigonometric function 酉 has the 00 ^ = pitch angle θ degree, which can be calculated from the above step 4 0 4 of mathematics: Production for a lifetime. In addition to the normal action files for recombining actions, different actions can be generated. Second, change the amount of movement and playback speed, and then combine and concatenate to generate-whole ;; Save the case name. In different steps at first, in the above step 4 06, the action of Jiao Xin's 夂 to increase the position and generate the action angle, ° 卩 position can first edit each part into the entire character's action ^ Assemble the parts to After the action is presented:; ::::: As ..., make the character move 2 =? As a whole, by setting the number of using the special effect element, and changing the multi-terminal 烽 ϊΐ 'to generate a large number and a combination of random numbers Change line, ^ Μ fireworks flashing effect, and among them, the movement mode can include direct protection. Turning and free falling, etc., use vector lines to set the moving road den. In addition, in the above step 40 8 the field established in step 4 2 can be used: "The case is used as the background of the special effect and let it be The generated special effects collide with the scene elements in the game hall and the scene to produce different visual effects. In summary, the present invention is better than the conventional technology regardless of the purpose, means and effect. It has various functions that can save the time and cost required for game development, it may also save the resources of the game system, and can assist

第18頁 200529038 五、發明說明(16) 助遊戲開發者快速有效地完成遊戲開發工作,為於遊戲開 發系統上的一大突破,懇請 貴審查委員明察,早曰賜准 專利,俾嘉惠社會,實感德便。惟應注意的是,上述實施 例僅為了便於說明之舉例而已,本發明所主張之權利範圍 自應以申請專利範圍所述為準,而非僅限於上述實施例, 大凡依據本發明所為之各種修飾與變化,或將各項本發明 系統之各項模組進行整合或分割,均仍應包含於本案之申 請專利範圍内。Page 18, 200529038 V. Description of the invention (16) Help game developers to complete the game development work quickly and efficiently. For a breakthrough in the game development system, I urge your reviewers to make a clear observation and grant a quasi-patent as soon as possible. , Real sense Deben. It should be noted that the above-mentioned embodiments are merely examples for convenience of explanation. The scope of the rights claimed in the present invention shall be based on the scope of the patent application, rather than being limited to the above-mentioned embodiments. Modifications and changes, or integration or division of various modules of the system of the present invention, should still be included in the scope of patent application in this case.

第19頁 200529038 圖式簡單說明 第一圖:本發明實施例之遊戲開發系統的架構圖。 第二圖:將方形面積之平面圖轉換成具有立體視覺效 果的不意圖。 第三圖:將線條之平面圖轉換成具有俯角6»度視覺效 果的示意圖。 第四圖:本發明實施例之遊戲開發方法的流程圖。 【圖號說明】Page 19 200529038 Schematic description of the first diagram: The architecture diagram of a game development system according to an embodiment of the present invention. The second picture: It is not intended to transform the plan view of the square area into a stereoscopic effect. The third picture: the plan view of the line is converted into a schematic diagram with a visual angle of 6 °. FIG. 4 is a flowchart of a game development method according to an embodiment of the present invention. [Illustration of drawing number]

1 0〜遊戲開發系統;1 0 2〜場景編輯模組;1 0 4〜動作編 輯模組;106〜角色編輯模組;10 8〜特效編輯模組;1 10〜程 式編輯模組;1 1 2〜儲存模組。10 ~ Game development system; 102 ~ Scene editing module; 104 ~ Action editing module; 106 ~ Character editing module; 108 ~ Special effects editing module; 1 10 ~ Program editing module; 1 1 2 ~ storage module.

第20頁Page 20

Claims (1)

200529038 六、申請專利範圍 1 · 一種遊 一場景編 場景元件,並 成場景檔案; 一動作編 動作元件,並 檔案; 一角色編 的各部位以組 一特效編 特效元件,並 案; 一程式編 案及編輯遊戲 一儲存模 件、檔案及程 2. 如申請 者係以平面圖 封閉區域及線 的場景元件, 選擇適當的單 換成具有立體 3. 如申請 包含有:看不 戲開發系 輯模組, 應用該等 輯模組, 訂定該等 輯模組, 合產生一 輯模組, 訂定該特 輯模組, 程式,以 組,用以 式。 專利範圍 方式設計 條二者夕 由該場景 元圖片及 視覺效果 專利範圍 出拇B P 士 統,該系統包含有: 用以供遊戲開發者設計一個以上 場景元件以完成場景的設計,儲^ 用以供遊戲開發者設計一個以 動作元件的動作條件,儲在 的 1请仔成動作 用以供遊戲開發者選擇遊戲中 個以上的角色’儲存成角色 用以供遊戲開發者設計〜 、田禾, 效元件的顯示條件,健固以上的 省存成特效檔 用以供遊戲開發者應用 完成開發該遊戲;^上述各項棺 儲存上述各項編輯模組相關的元 第1項之系統,其中,嗲 較大區域面積的場景元m開/一 任—,再指定該封閉區域直 編輯模Μ以亂數組合及:内所對應 拼貼原則’將該封閉區m棘 之場景元件。 硃或線條轉 第2項之系統’其中,讀拼 200529038200529038 VI. Scope of patent application1. One type of scene editing scene elements and a scene file; one action editing action elements and files; each part of a character editing group with one special effect editing special effect element and filing; one program editing Projects and editing games-storage modules, files, and programs 2. If the applicant is a scene element with closed areas and lines in the plan view, select the appropriate order to have a three-dimensional 3. If the application contains: Can't develop a series editing model Group, applying the series modules, defining the series modules, and combining to generate a series module, defining the special series modules, programs, and groups to use. The design scope of the patent scope method is based on the scene meta picture and visual effects patent scope. The system includes: It is used by game developers to design more than one scene element to complete the design of the scene. For game developers to design an action condition with action elements, the stored 1 is required to be used by the game developer to select more than one character in the game. 'Stored as a character for game developers to design ~, Tian He, The display conditions of the effect components are saved in the special effects files above the solid for the game developer to complete the development of the game; ^ The above-mentioned coffin stores the first item of the system related to the above editing modules, of which,嗲 The scene area of a larger area is m / one—and then specify the closed area straight edit module M to combine in random numbers and: the corresponding internal collage principle 'the scene element of the closed area m. Zhu or Lines Transfer System of Item 2 ’Among them, read spelling 200529038 六、申請專利範圍 4·如申請專利範圍第1項之系統,其中,該場景元件 更包含有獨立的場景元件,以供遊戲開發者隨意調整形 狀、大小、顏色等,並加入所設計的場景中。 5·如申請專利範圍第2項之系統,其中,該轉換成具 有立= 據事先設定的座標對應轉換公 式6.如申請專利範圍第H於該健存模組中。 上只t系絲,甘丄 模組更包含有一場景分層管理A &amp; 一中’該場景編輯 該等場景元件設定分屬不同層,並σ用以供遊戲開發者將 啟或關閉。 、’可針對各層設定顯示開6. Scope of patent application 4. The system of item 1 of the scope of patent application, wherein the scene element further includes an independent scene element for game developers to freely adjust the shape, size, color, etc., and add the designed scene in. 5. If the system of item 2 of the scope of patent application, where the conversion is to have a conversion formula corresponding to the coordinates set in advance 6. If the scope of application for the patent area H is in the health storage module. In the previous t series, the Ganji module also includes a layered management of scene A &amp; the scene edit. These scene element settings belong to different layers, and σ is used for game developers to turn it on or off. , ’Can be set to display on each layer 7_如申請專利範圍第1項夕金 糸統,|1, 模組更包含有一區域標示功能,以 其中,該場景編輯 景時,設計該場景中的一特定區域Τ遊戲開發者在設計場 當〆角色進入該特定區域時可顯二f進行標示,以供設定 田 8 ·如申請專利範圍第1項夕\不出f子應的效果。 係包含有該動作元件的運動方向、 其中,該動作條件 ’ 9·如申請專利範圍第8項之* 動距離及播放速度。 係由該遊戲開發者將一張以上之圖 其中,該動作元件 作。 級合而成為連續動 10·如申請專利範圍第9項之系7_If the scope of the patent application is the first item in the system, | 1, the module also includes an area labeling function, in which, when the scene is edited, a specific area in the scene is designed. The game developer acts at the design site. When the character enters this specific area, two f's can be displayed for the purpose of setting Tian 8 · If the first scope of the patent application is applied, the effect of f should not be shown. It includes the direction of movement of the action element, among which, the action conditions are ‘9 · such as the moving distance and playback speed of item 8 of the scope of patent application. The game developer will make more than one picture, and the action element will be used. Consolidation becomes continuous action10. If the scope of patent application item 9 模組更包含用以供該遊戲開發者重新《其中,該動作編輯 改其移量及播放速度,以產生不同的^合動作的順序,修 同的動作檔案。 、動作效果,儲存成不 11·如申請專利範圍第9項之备, 只〈糸統,甘山 _ ^ 其中,该動作編輯The module also contains the action file for the game developer to re-edit the action edit and change its displacement and playback speed to generate different sequences of actions. 、 Motion effect, stored as 11. 11. As prepared for the 9th scope of the patent application, only <Tong Tong, Ganshan _ ^ Among them, the action edit 200529038 六、申請專利範圍 模組更包含用以供該遊戲開發者將二個以上的動作檔案予 以組合串接,產生一整組的連續動作,以不同的動作檔案 名稱予以儲存。 1 2 .如申請專利範圍第1項之系統,其中,該角色之各 部位係由該遊戲開發者先將角色分解成多個不同的部位, 並針對各部位分別設計多種不同之造型以供選擇。200529038 VI. Scope of patent application The module also includes a file for the game developer to combine and concatenate more than two action files to generate a whole set of continuous actions, which are stored under different action file names. 1 2. According to the system of item 1 of the scope of patent application, in which each part of the character is first decomposed by the game developer into a plurality of different parts, and a variety of different shapes are designed for each part for selection . 1 3 .如申請專利範圍第1 2項之系統,其中,該遊戲開 發者於設計該角色之各部位時,係依據該角色在立體場景 中活動時所具有之一個以上的方向,分別設計對應於每個 方向的造型。 1 4 .如申請專利範圍第1項之系統,其中,該動作編輯 模組更包含用以供遊戲開發者編輯該角色之各部位的動作 並產生動作檔案;以及 其中,該角色編輯模組更包含用以供遊戲開發者進行 各部位之動作檔案的組合,以完成該角色的角色檔案。 1 5 .如申請專利範圍第1項之系統,其中,該特效編輯 模組係用以供遊戲開發者將一張以上之獨立圖片組合成特 效元件。1 3. According to the system of item 12 in the scope of patent application, wherein the game developer designs each part of the character according to more than one direction that the character has when moving in a three-dimensional scene. For each direction. 14. The system according to item 1 of the scope of patent application, wherein the action editing module further comprises a game developer for editing actions of various parts of the character and generating an action file; and wherein the character editing module further Contains a combination of action files for game developers to complete the role files of the role. 15. The system of item 1 in the scope of patent application, wherein the special effect editing module is used for game developers to combine more than one independent picture into special effect components. 1 6 .如申請專利範圍第1 5項之系統,其中,該特效元 件的顯示條件係包含有使用該特效元件的數量、運動方 式、距離及速度。 1 7.如申請專利範圍第1 6項之系統,其中,該特效元 件的顯示條件更包含有設定該特效元件的透明度及顏色變 化016. The system according to item 15 of the scope of patent application, wherein the display conditions of the special effect element include the quantity, movement method, distance and speed of using the special effect element. 1 7. The system according to item 16 of the scope of patent application, wherein the display conditions of the special effect element further include setting the transparency and color changes of the special effect element. 第23頁 200529038 六、申請專利範圍 1 8.如申請專利範圍第1 6項之系統,其中,該特效元 件的運動方式包含有直線、旋轉與自由落體,且其中,該 特效元件係以向量線條來設定移動路徑。 1 9 .如申請專利範圍第1項之系統,其中,該特效編輯 模組更包含用以使用該場景編輯模組所產生的場景檔案來 作為特效編輯的背景,與遊戲場景中的場景元件進行碰撞 運算,以產生不同的視覺效果。 2 0 .如申請專利範圍第2、9或1 5項之系統,其中,該 單元圖片、圖片、獨立圖片係可由該遊戲開發者利用繪圖 軟體或手工予以繪製產生。 2 1. —種遊戲開發方法,該方法包含的步驟有: 設計一個以上的場景元件,並應用該等場景元件以完 成場景的設計,儲存成場景檔案; 設計一個以上的動作元件,並訂定該等動作元件的動 作條件,儲存成動作檔案; 選擇遊戲中角色的各部位以組合產生一個以上的角 色,儲存成角色檔案; 設計一個以上的特效元件,並訂定該特效元件的顯示 條件,儲存成特效檔案;以及 應用上述各項檔案並編輯遊戲程式,以完成開發該遊 2 2 .如申請專利範圍第2 1項之方法,其中,於設計較 大區域面積的場景元件時,係以平面圖方式畫出一封閉區 域及線條二者之任一,再指定該封閉區域内所對應的場景Page 23 200529038 VI. Application scope 1 8. The system of item 16 of the scope of application for patent, wherein the special effect element's movement mode includes straight line, rotation and free fall, and among them, the special effect element is a vector line To set the movement path. 19. The system according to item 1 of the scope of patent application, wherein the special effect editing module further includes a scene file generated by the scene editing module as a background for special effect editing, and is performed with scene elements in a game scene. Collision calculations to produce different visual effects. 20. If the system of claim 2, 9, or 15 is applied for, the unit picture, picture, and independent picture can be created by the game developer using drawing software or by hand. 2 1. A game development method, the method includes the steps of: designing more than one scene element, and applying these scene elements to complete the design of the scene, and storing it as a scene file; designing more than one action element, and setting The action conditions of these action elements are stored as action files; selecting parts of the character in the game to combine to generate more than one character and storing them as a character file; designing more than one special effect element, and setting the display conditions of the special effect element, Save it as a special effects file; and apply the above files and edit the game program to complete the development of the game 2 2. For example, the method of item 21 of the scope of patent application, in which when designing scene elements with a large area, use the Either draw a closed area or a line in plan view mode, and then specify the corresponding scene in the closed area 第24頁 200529038 六、申請專利範圍 元件,藉由亂數組合及拼貼方式,選擇適當的單元圖片及 拼貼原則,將該封閉區域或線條轉換成具有立體視覺效果 之場景元件。 2 3 .如申請專利範圍第2 2項之方法,其中,該拼貼原 則包含有:看不出拼貼痕跡及具有最符合曲線的場景元 件。 24.如申請專利範圍第21項之方法,其中,該場景元 件更包含有獨立的場景元件,其可隨意調整形狀、大小、 顏色等,並加入所設計的場景中。 2 5 .如申請專利範圍第2 2項之方法,其中,該場景元 件轉換成具有立體視覺效果的過程,係依據事先設定的座 標對應轉換公式。 2 6 .如申請專利範圍第2 1項之方法,其中,該方法更 包含的步驟有: 提供一場景分層管理功能,用以供將該場景元件設定 分屬不同層,並可針對各層設定顯示開啟或關閉。 2 7.如申請專利範圍第2 1項之方法,其中,該方法更 包含的步驟有: 提供一區域標示功能,用以供設計場景時,設計該場 景中的一特定區域並進行標示,以供當一角色進入該特定 區域時可顯示對應的效果。 2 8 .如申請專利範圍第2 1項之方法,其中,該動作條 件包含有該動作元件的運動方向、移動距離及播放速度。 2 9 .如申請專利範圍第2 8項之方法,其中,該動作元Page 24 200529038 6. Scope of patent application Element, by random combination and collage, select appropriate unit picture and collage principle to convert the closed area or line into scene element with stereoscopic visual effect. 2 3. The method according to item 22 of the scope of patent application, wherein the collage principle includes: no traces of collage and scene elements with the best curve fit are included. 24. The method of claim 21, wherein the scene element further includes an independent scene element, which can be freely adjusted in shape, size, color, etc., and added to the designed scene. 25. The method according to item 22 of the scope of patent application, wherein the process of converting the scene element into a stereoscopic effect is based on a conversion formula corresponding to a coordinate set in advance. 26. The method according to item 21 of the scope of patent application, wherein the method further includes the steps of: providing a scene hierarchical management function for assigning the scene element settings to different layers, and setting for each layer The display is on or off. 2 7. The method according to item 21 of the scope of patent application, wherein the method further includes the steps of: providing an area labeling function for designing a specific area in the scene and designating it when designing a scene, For a character to display the corresponding effect when entering the specific area. 28. The method according to item 21 of the scope of patent application, wherein the action condition includes a movement direction, a movement distance, and a playback speed of the action element. 29. The method according to item 28 of the scope of patent application, wherein the action element 第25頁 200529038 六、申請專利範圍 件係由一張以上之圖片組合而成為連續動作。 3 0 .如申請專利範圍第2 9項之方法,其中,該方法更 包含的步驟有: 重新組合動作的順序’修改其移量及播放速度,以產 生不同的動作效果,予以儲存不同的動作檔案。 3 1.如申請專利範圍第2 9項之方法,其中,該方法更 包含的步驟有: 將二個以上的動作檔案予以組合串接,產生一整組的 連續動作,以不同的動作檔案名稱予以儲存。Page 25 200529038 VI. Scope of Patent Application The component is composed of more than one picture and becomes a continuous action. 30. The method according to item 29 of the scope of patent application, wherein the method further includes the steps of: Recombining the sequence of actions' modify the amount of movement and playback speed to produce different action effects, and store different actions file. 3 1. The method according to item 29 of the scope of patent application, wherein the method further includes the steps of: combining and concatenating more than two action files to generate a whole set of continuous actions, with different action file names Store it. 3 2 .如申請專利範圍第2 1項之方法,其中,該角色之 各部位係先將角色分解成多個不同的部位,並針對各部位 分別設計多種不同之造型以供選擇。 3 3 .如申請專利範圍第2 2項之方法,其中,於設計該 角色之各部位時,係依據該角色在立體場景中活動時所具 有之一個以上的方向,分別設計應於每個方向的造型。 3 4 .如申請專利範圍第2 1項之方法,其中,該方法更 包含的步驟有: 編輯該角色之各部位的動作並產生動作檔案;以及 進行各部位之動作檔案的組合,以完成該角色的角色32. The method according to item 21 of the scope of patent application, wherein each part of the character is first divided into a plurality of different parts, and a variety of different shapes are designed for each part for selection. 3 3. The method according to item 22 of the scope of patent application, wherein, when designing each part of the character, according to more than one direction that the character has when moving in a three-dimensional scene, the design should be in each direction separately. Shape. 34. The method according to item 21 of the scope of patent application, wherein the method further includes the steps of: editing the actions of each part of the character and generating an action file; and combining the action files of each part to complete the action Role 檔案。 3 5 .如申請專利範圍第2 1項之方法,其中,該特效元 件係由一張以上之獨立圖片組合而成。 3 6 .如申請專利範圍第3 5項之方法,其中,該特效元 件的顯示條件係包含有使用該特效元件的數量、運動方file. 35. The method according to item 21 of the scope of patent application, wherein the special effect element is a combination of more than one independent picture. 36. The method according to item 35 of the scope of patent application, wherein the display conditions of the special effect element include the number of the special effect element and the method of motion. 第26頁 200529038 六、申請專利範圍 式、距離及速度。 3 7 .如申請專利範圍第3 6項之方法,其中,該特效元 件的顯示條件更包含有設定該特效元件的透明度及顏色變 化。 3 8 .如申請專利範圍第3 6項之方法,其中,該特效元 件的運動方式包含有直線、旋轉與自由落體,且其中,該 特效元件係以向量線條來設定移動路徑。 3 9 .如申請專利範圍第2 1項之方法,其中,該方法更 包含的步驟有: 使用該場景編輯模組所產生的場景檔案來作為特效編 輯的背景,與遊戲場景中的場景元件進行碰撞運算,以產 生不同的視覺效果。 4 0 .如申請專利範圍第2 2、2 9或3 5項之方法,其中, 該單元圖片、圖片、獨立圖片係利用繪圖軟體或手工予以 繪製產生。Page 26 200529038 6. Scope of patent application Formula, distance and speed. 37. The method according to item 36 of the scope of patent application, wherein the display conditions of the special effect element further include setting the transparency and color changes of the special effect element. 38. The method according to item 36 of the scope of patent application, wherein the motion mode of the special effect element includes a straight line, a rotation and a free fall, and wherein the special effect element uses a vector line to set a moving path. 39. The method according to item 21 of the scope of patent application, wherein the method further includes the steps of: using a scene file generated by the scene editing module as a background for special effects editing, and performing with a scene element in a game scene Collision calculations to produce different visual effects. 40. The method according to item 2, 2, 9 or 35 of the scope of patent application, wherein the unit picture, picture, and independent picture are generated by drawing software or manually. 第27頁Page 27
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Cited By (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
TWI470576B (en) * 2010-02-01 2015-01-21 Ibm Method and apparatus of animation planning for a dynamic graph
CN109598776A (en) * 2017-09-30 2019-04-09 腾讯科技(深圳)有限公司 A kind of cartoon implementing method, device, terminal and storage medium

Cited By (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
TWI470576B (en) * 2010-02-01 2015-01-21 Ibm Method and apparatus of animation planning for a dynamic graph
CN109598776A (en) * 2017-09-30 2019-04-09 腾讯科技(深圳)有限公司 A kind of cartoon implementing method, device, terminal and storage medium

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