WO2020000675A1 - Method and device for publishing game resource package, terminal device and medium - Google Patents

Method and device for publishing game resource package, terminal device and medium Download PDF

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Publication number
WO2020000675A1
WO2020000675A1 PCT/CN2018/105542 CN2018105542W WO2020000675A1 WO 2020000675 A1 WO2020000675 A1 WO 2020000675A1 CN 2018105542 W CN2018105542 W CN 2018105542W WO 2020000675 A1 WO2020000675 A1 WO 2020000675A1
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WIPO (PCT)
Prior art keywords
user
game
resource
level
information
Prior art date
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PCT/CN2018/105542
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French (fr)
Chinese (zh)
Inventor
陈颖聪
Original Assignee
平安科技(深圳)有限公司
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Publication of WO2020000675A1 publication Critical patent/WO2020000675A1/en

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Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • 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
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/6009Methods for processing data by generating or executing the game program for importing or creating game content, e.g. authoring tools during game development, adapting content to different platforms, use of a scripting language to create content

Definitions

  • the present application belongs to the field of information processing technology, and particularly relates to a method, an apparatus, a terminal device, and a computer-readable storage medium for issuing a game resource package.
  • the embodiments of the present application provide a method, a device, a terminal device, and a medium for releasing a game resource package, in order to solve the technical problems that the currently released games are difficult to meet the habitual needs of players and the game has low viscosity.
  • a first aspect of the embodiments of the present application provides a method for publishing a game resource package, including:
  • a plurality of object editors are loaded into the game publishing platform.
  • the object editors include a map editor, a character editor, a storyline editor, and an item editor.
  • Each of the object editors includes multiple editable objects. ;
  • Detecting the level plot information determining the named object existing in the level plot information, and rendering the determined object in an effect preview interface
  • a rendering effect confirmation instruction is received, a game resource package associated with the first user is created and published based on the level scenario information, the level switching conditions, and a game development framework corresponding to the game publishing platform.
  • a second aspect of the embodiments of the present application provides a device for distributing game resource packages, and the monitoring device includes a unit for executing the method for distributing a game resource package according to the first aspect.
  • a third aspect of the embodiments of the present application provides a terminal device including a memory and a processor.
  • the memory stores computer-readable instructions executable on the processor, and the processor executes the computer-readable instructions.
  • the steps of the method for publishing a game resource package according to the first aspect are implemented.
  • a fourth aspect of the embodiments of the present application provides a computer-readable storage medium, where the computer-readable storage medium stores computer-readable instructions, and the computer-readable instructions are implemented as described in the first aspect when executed by a processor Steps of publishing method of game resource pack.
  • a plurality of preset object editors are loaded into a game publishing platform, so that game players can directly select objects that they need to create in the object editor, and create personalized personalized in the storyline editor.
  • the development of the story ensures that after the game resource pack is released and the game is updated, the player can get a game that meets his habitual needs; since the entire development process of the game is carried out from the perspective of the game player, the degree of transparency is high , which also increases the user's viscosity on the game.
  • background developers can deeply dig into the customary needs of game players based on the collected development data. Therefore, it guarantees that Subsequent developers can also improve the development quality of game resource packs when developing independently.
  • FIG. 1 is an implementation flowchart of a method for publishing a game resource package according to an embodiment of the present application
  • FIG. 2 is a detailed implementation flowchart of a method S103 for issuing a game resource package according to an embodiment of the present application
  • FIG. 3 is an implementation flowchart of a method for publishing a game resource package according to another embodiment of the present application.
  • FIG. 4 is an implementation flowchart of a method for publishing a game resource package according to another embodiment of the present application.
  • FIG. 5 is an implementation flowchart of a method for publishing a game resource package according to another embodiment of the present application.
  • FIG. 6 is a structural block diagram of a device for distributing game resource packages according to an embodiment of the present application.
  • FIG. 7 is a schematic diagram of a terminal device according to an embodiment of the present application.
  • FIG. 1 illustrates an implementation flow of a method for publishing a game resource package according to an embodiment of the present application.
  • the method flow includes steps S101 to S105.
  • the specific implementation principle of each step is as follows:
  • S101 Load a plurality of object editors into a game publishing platform, the object editors include a map editor, a character editor, a storyline editor, and a prop editor, and each of the object editors includes a plurality of editable objects.
  • the object editors include a map editor, a character editor, a storyline editor, and a prop editor, and each of the object editors includes a plurality of editable objects.
  • Object
  • a plurality of editor loading controls are set in a pre-built game publishing platform.
  • a selection instruction issued to the editor loading controls is detected, a program code matching the editor loading controls is called to load Corresponding multiple object editors.
  • the object editors that can be loaded by the game publishing platform include character editors, map editors, prop editors, and storyline editors.
  • Each object editor contains multiple editable objects.
  • the role editor includes a plurality of role objects that are set in advance.
  • Character objects are the active objects that users need to manipulate during the game, including characters, animals, plants, zombies, and elves.
  • the map editor contains various types of scene objects.
  • the scene objects exist as a background during the game, and will not change their shape due to the manipulation instructions issued by the game player.
  • the scene object can be a static background or a dynamic background.
  • the character object will be displayed in the upper layer of the scene object.
  • the storyline editor is used to set the storyline and the conditions of the game during the game.
  • the prop editor contains multiple controllable prop objects.
  • the prop objects are item objects that can provide players with convenience in the game scene. Each prop object has its corresponding special effect.
  • multiple pictures are displayed in each of the loaded object editors, thereby realizing a specific form of an object belonging to the object editor by using a pattern identifier displayed in the picture.
  • S102 Acquire the object in the selected state in each of the object editors, and name each of the objects based on the received editing instruction.
  • the user may issue a selection instruction for one or more of the objects according to his or her individualized needs.
  • a selection instruction issued by the user on any object is detected, a text input box pops up to prompt the user to enter a custom name of the object in the above text input box. Therefore, according to the editing instruction received in the text input box, name the object selected by the current user.
  • the objects included in the storyline editor are game level objects. After detecting a selection instruction issued by the user on any game level object, a text editing window corresponding to the game level object is created, so that the user enters level story information based on the text format in the text editing window.
  • Pre-load relevant card transition controls between multiple game level objects included in the storyline editor Pre-load relevant card transition controls between multiple game level objects included in the storyline editor. Similarly, when the level transition control is triggered, the level switching conditions input by the user are obtained in the tab page that pops up in real time. For a level switching condition set by a user between two adjacent game level objects, it is used to indicate the mode rules that each object in the game interface should satisfy when the previous game level object ends.
  • the level plot information entered by it can be a textual description of the content. If "Character Object A arrives at a designated place to collect treasure” is the level switching condition of the current game level, when it is detected that Character Object A arrives at that location and collects the treasure, a level switching event is triggered to switch the game level at the current moment. Level 2 for the game.
  • the level switching condition input by the user may also be description information based on a text format.
  • FIG. 2 shows a specific implementation process of the method S103 for publishing a game resource package provided by an embodiment of the present application, which is detailed as follows:
  • each named object included in the character editor, map editor, and prop editor is identified, and each named object is imported into the storyline editor.
  • each named object is imported into the storyline editor.
  • For the currently selected game level only the objects named and associated with the game level are rendered in the active window of the storyline editor.
  • S1022 Detect a manipulation event associated with the object according to the object selected by the first user in the storyline editor in real time.
  • S1023 Generate corresponding level plot information based on the name of the object and the manipulation event.
  • Each object is preset with multiple types of manipulation events.
  • the above manipulation events include jumping events, movement events in various directions, prop launch events, and the like.
  • an object clicked by a user in an active window of a storyline editor is determined, and a manipulation event triggered by the user on the object is detected in real time.
  • Each manipulation event has a corresponding text description template.
  • the control parameters of the control event and the name of the control object are obtained.
  • the control parameters and names are input into the text description template to output the level plot information.
  • Control parameters include, but are not limited to, control duration, number of controls, and control frequency.
  • the level information obtained by the output may be “little mushroom jumping for 10 consecutive seconds" ".
  • the level switching setting instruction is used to set a level switching condition of a game level to which the current object belongs.
  • the level switch setting instruction is received, the real-time detection of the manipulation event is stopped, and the level plot information generated last time is obtained, and the level plot information generated last time is determined as the level switching condition input by the user, thereby enabling the user Ability to dynamically set level switching conditions by manipulating active objects, realizing automatic setting of level switching conditions, avoiding the need for users to organize language to perform textual descriptions and input of level switching conditions, thereby also improving level switching conditions Setting efficiency.
  • S104 Detect the level plot information, determine the named object existing in the level plot information, and render the determined object in an effect preview interface.
  • a login account of a user is obtained.
  • the objects associated with the login account are filtered out.
  • the objects associated with the login account are the objects created by the user at various historical moments. Further, it is determined whether each of the filtered objects has a name set by the user. If the determination result is yes, the object is stored in a temporary table created at the current time.
  • detection processing is performed on the received level scenario information to determine whether the level scenario information includes a name of any object in the temporary table. If the judgment result is yes, then obtain the attribute parameters corresponding to the object, so as to complete the real-time rendering of the object in the effect preview interface according to the above attribute parameters.
  • S105 If a rendering effect confirmation instruction is received, create and publish a game resource package associated with the first user based on the level plot information, the level switching conditions, and a game development framework corresponding to the game publishing platform.
  • the user can intuitively view the preview effect of the game interface associated with their customized level plot information. If the user confirms that the preview effect of the game interface meets his actual needs, he can issue a rendering effect confirmation instruction in the effect preview interface; if the user confirms that the preview effect of the game interface does not meet his actual needs, he can return to the above S103 to execute Re-enter the level plot information.
  • the corresponding development program code is automatically executed based on the level plot information, the level switching conditions, and the game development framework preset by the game publishing platform, so as to output an association with the current login account
  • the game resource pack is uploaded and published on the game publishing platform.
  • a plurality of preset object editors are loaded into a game publishing platform, so that game players can directly select objects that they need to create in the object editor, and create personalized personalized in the storyline editor.
  • the development of the story ensures that after the game resource pack is released and the game is updated, the player can get a game that meets his habitual needs; since the entire development process of the game is carried out from the perspective of the game player, the degree of transparency is high , which also increases the user's viscosity on the game.
  • background developers can deeply dig into the customary needs of game players based on the collected development data. Therefore, it guarantees that Subsequent developers can also improve the development quality of game resource packs when developing independently.
  • the method further includes:
  • S301 upload the game resource package to the resource sharing area of the game publishing platform, and output the level plot information corresponding to the game resource package as characteristic description information of the game resource package; wherein, the The permission attributes of the resource sharing area are public access attributes.
  • the game publishing platform is provided with multiple functional areas, including but not limited to resource sharing areas, resource development areas, game feedback areas, and player communication areas.
  • Each functional area corresponds to a storage directory in the background.
  • the storage directory corresponding to the resource sharing area is read, and the game resource package is stored in the storage directory, thereby enabling the user to click to enter the game.
  • the permission attribute of the resource sharing area is a public access attribute, that is, as long as it is detected that any user logs in to the game publishing platform, various types of resource information contained in the resource sharing area will be displayed to the user.
  • each game resource pack is set with corresponding feature description information, and the feature description information is output to a display page of the game resource pack.
  • the level scenario information corresponding to the game resource pack is output as characteristic description information of the game resource pack.
  • a resource download request for the game resource pack is triggered.
  • a pre-docking payment platform interface is called to enable a user to complete a payment operation through the payment platform interface.
  • the first user is a publishing user of the game resource package
  • the second user is a requesting user of the game resource package.
  • the payment platform will return payment completion information about the second user.
  • a data transmission channel is established with the source client of the resource download request to send the game resource package to the second user.
  • feedback information is returned to the payment platform, so that the payment platform deposits the amount of revenue corresponding to the game resource pack into the preset account of the game resource pack issuing user, that is, Deposited into the preset account of the first user.
  • FIG. 4 illustrates an implementation process of a method for publishing a game resource package provided by another embodiment of the present application. As shown in FIG. 4, after the above S105, it further includes:
  • the storage directory corresponding to the resource development area is read, and the game resource package is stored in the storage directory.
  • the permission attribute of the resource development zone is a partially public access attribute, that is, the current user is allowed to view and download the game resource package in the resource development zone only when the login account exists in the access permission list of the resource development zone.
  • the game publishing platform allocates different system storage spaces for different login accounts.
  • the above-mentioned system storage space is used to provide users with a running environment of game resource packages.
  • a resource pack copy of the game resource pack is created in a system storage space corresponding to the user.
  • reading the permission attribute of the game resource pack includes: reading Obtain the authorized access account information or authorized access key of the game resource package.
  • the authorized access key of the game resource package is read, the user is prompted to enter the key. Only when the received key matches the pre-stored authorized access key described above, it is in the system storage space corresponding to the user. Create a resource bundle copy of the game resource bundle. If the authorized access account information of the game resource package is read, it is determined whether the login account of the current user matches the authorized access account information. If the two match, a resource pack copy of the game resource pack is created in the system storage space corresponding to the user.
  • each object editor of the game publishing platform is loaded into the user's system storage space. For the user, they can also view each object included in the object editor, and use S102 as described above. The methods from S105 to S105 are performed on each object to determine whether operations such as adding new objects and renaming objects need to be performed in the system storage space.
  • each object associated with the game resource pack is acquired, and the objects are imported into the system storage. space. For example, if the named object input by the first user in the level plot information includes the character object 1 before the game resource pack is released, the character object 1 is imported into the system storage space to which the current resource pack copy belongs.
  • level story information and level switching conditions input by the second user in the storyline editor are acquired.
  • the entered level plot information includes the plot information of the newly added level, and also the edited information about the original card plot.
  • Detect the updated level plot information determine the named objects existing in the level plot information, and render the determined objects in the effect preview interface. If a rendering effect confirmation instruction is received from a second user, an updated copy of the resource pack is edited and published based on the level plot information, level switching conditions, and a preset game development framework.
  • the open source task completion prompt message is sent to the first user, so that the first user can complete the prompt message based on the open source task completion prompt, view the updated resource pack copy, and perform further second Editing process.
  • the user after publishing a game resource package created by the user, the user can upload it to the resource development area for download by other game players in the game development platform. Because each game player has a unique login account in the game publishing platform, by storing a copy of the resource pack of the game resource pack in the storage resource space under his or her login account, users can perform secondary editing processing. In addition, in order to meet the needs of plot modification, users can also re-edit each object in their object editor and change the level switching conditions, so as to update to get a new game resource pack that is more suitable for personal needs, so it also improves the user's gameplay. Of viscosity.
  • the method further includes:
  • a user After a user releases a game resource pack, he may also want to repair or change the game resource pack, so he can edit based on the historical development records in the object editor to generate new resource pack update data; or, based on custom Program development code to generate resource pack update data.
  • the resource pack update data is uploaded to a designated storage space of the game publishing platform. If update data of the resource pack uploaded by the first user is detected, a list of users who have downloaded the game resource pack is obtained.
  • the user list records user information of each historical user. User information includes login account, download time of game resource pack, download times and update times.
  • S502 Find out the historical user carrying the resource update tag according to the user information, and the resource update tag is determined according to the historical update number of historical user updates to the game resource package.
  • the historical update times of each historical user with respect to the foregoing game resource package are read.
  • the first M historical users are determined, and resource update tags are added to the identified historical users.
  • M is an integer greater than zero, and M is a preset value.
  • S503 Send update prompt information about the game resource pack to the found historical user, and when the update is completed, obtain a rating value fed back by the historical user.
  • the login accounts of the M historical users are entered into the authorized access list of the designated storage space. For each of the M historical users, it is the test user determined at the current moment. Therefore, according to the login account of the test user, an update prompt message is sent to the test user to remind the test user of the game resource pack at the current moment. There is a version update, do you need to perform an update operation? If the update prompt information from the test user is received, the game resource package is sent to the test user, and after the test user completes the update operation of the game resource package, the test user is further prompted to feedback the score value of the update operation. The score value is used to indicate the degree of satisfaction of the test user with the update data of the resource pack.
  • multiple score values received within a preset duration are obtained, and the multiple score values are averaged. If the calculated average value of the score value is greater than a preset threshold, it is determined that the running status of the current resource pack update data is stable. Therefore, the resource pack update data is published in the resource sharing area of the game publishing platform.
  • step S501 If the calculated average value is less than or equal to a preset threshold, the user who issues the game resource pack is prompted to perform the exclusion process again, and the process returns to step S501.
  • the resource pack update data since a game resource pack originally released by a user has been downloaded by many game players, if the resource pack update data is directly released, usually a large number of users perform instant resource pack version based on the resource pack update data. Update. If there is a problem with the resource pack update data at this time, the game will not run and the stability of the game will be reduced. Therefore, by sending the resource pack update data to the historical user carrying the resource update label in advance, the resource pack update data is officially released only when the average value of the feedback value of the historical user is greater than a preset threshold, which can improve the stability of the entire game. Sex.
  • FIG. 6 shows a structural block diagram of the device for distributing game resource packages provided in the embodiment of the present application. For convenience of explanation, only the parts related to this embodiment are shown.
  • the device includes:
  • a loading unit 61 configured to load a plurality of object editors in the game publishing platform, the object editors including a map editor, a character editor, a storyline editor, and an item editor, each of the object editors Contains multiple editable objects.
  • the first obtaining unit 62 is configured to obtain the selected object in each of the object editors, and name each of the objects based on the received editing instruction.
  • the second acquiring unit 63 is configured to acquire level scenario information and a level switching condition input by the first user in the story scenario editor.
  • a determining unit 64 is configured to detect the level scenario information, determine the named object existing in the level scenario information, and render the determined object in an effect preview interface.
  • a publishing unit 65 is configured to, if a rendering effect confirmation instruction is received, create and publish a game associated with the first user based on the level plot information, the level switching conditions, and a game development framework corresponding to the game publishing platform. Resource pack.
  • the device for issuing game resource packages further includes:
  • An output unit configured to upload the game resource package to a resource sharing area of the game publishing platform, and output the level plot information corresponding to the game resource package as characteristic description information of the game resource package; wherein
  • the permission attribute of the resource sharing area is a public access attribute.
  • a detecting unit is configured to detect, if a resource download request for downloading the game resource package is received, through a pre-docking payment platform interface whether to receive payment completion information about a second user; wherein the second user A user is identified for the source of the resource download request.
  • a sending unit is configured to, if receiving payment completion information about the second user, grant a resource download right to the game resource package.
  • the device for issuing game resource packages further includes:
  • An uploading unit is configured to upload the game resource package to a resource development area of the game publishing platform.
  • a creating unit configured to create a game resource in the resource development area if a resource editing request from a second user for the game resource package is received in a system storage space corresponding to the second user A resource bundle copy of the package.
  • An import unit is configured to import each of the objects associated with the level plot information into each of the object editors loaded in the system storage space.
  • An editing unit configured to edit the resource pack copy when an editing instruction issued by the second user in the object editor is detected, and issue an open source to the first user when editing is completed Task completion message.
  • the device for issuing game resource packages further includes:
  • the third obtaining unit is configured to obtain a list of users who have downloaded the game resource package if the update data of the resource package uploaded by the first user is detected, and the user list records user information of each historical user.
  • a searching unit is configured to find the historical user carrying a resource update tag according to the user information, and the resource update tag is determined according to a history user's historical update times of the game resource package.
  • a prompting unit configured to send update prompting information about the game resource pack to the found historical user, and obtain a rating value of the historical user feedback when the update is completed;
  • the resource pack update data is published in the game publishing platform.
  • the second obtaining unit 63 includes:
  • An import subunit for importing each of the named objects into the storyline editor.
  • a detection subunit is configured to detect a manipulation event associated with the object according to the object selected by the first user in the storyline editor in real time.
  • a generating subunit is configured to generate corresponding level plot information based on the name of the object and the manipulation event.
  • a determining subunit is configured to determine, when a level switching setting instruction sent by the first user, the level scenario information generated last time is a level switching condition of a current level.
  • FIG. 7 is a schematic diagram of a terminal device according to an embodiment of the present application.
  • the terminal device 7 of this embodiment includes a processor 70 and a memory 71.
  • the memory 71 stores computer-readable instructions 72 that can be run on the processor 70, such as a game resource package. Publish the program.
  • the processor 70 executes the computer-readable instructions 72
  • the steps in the embodiment of the method for publishing game resource packages are implemented, for example, steps 101 to 105 shown in FIG.
  • the processor 70 executes the computer-readable instructions 72
  • the functions of the modules / units in the foregoing device embodiments are implemented, for example, the functions of the units 61 to 65 shown in FIG. 6.
  • the computer-readable instructions 72 may be divided into one or more modules / units, the one or more modules / units are stored in the memory 71 and executed by the processor 70, To complete this application.
  • the one or more modules / units may be a series of computer-readable instruction segments capable of performing specific functions, and the instruction segments are used to describe the execution process of the computer-readable instructions 72 in the terminal device 7.
  • the terminal device 7 may be a computing device such as a desktop computer, a notebook, a palmtop computer, and a cloud server.
  • the terminal device may include, but is not limited to, a processor 70 and a memory 71.
  • FIG. 7 is only an example of the terminal device 7 and does not constitute a limitation on the terminal device 7. It may include more or fewer components than shown in the figure, or combine some components or different components.
  • the terminal device may further include an input / output device, a network access device, a bus, and the like.
  • the processor 70 may be a central processing unit (Central Processing Unit (CPU), or other general-purpose processors, Digital Signal Processors (DSPs), Application Specific Integrated Circuits (Application Specific Integrated Circuits) Specific Integrated Circuit (ASIC), off-the-shelf Programmable Gate Array (FPGA), or other programmable logic devices, discrete gate or transistor logic devices, discrete hardware components, etc.
  • CPU Central Processing Unit
  • DSP Digital Signal Processor
  • ASIC Application Specific Integrated Circuits
  • FPGA off-the-shelf Programmable Gate Array
  • a general-purpose processor may be a microprocessor or the processor may be any conventional processor or the like.
  • the memory 71 may be an internal storage unit of the terminal device 7, such as a hard disk or a memory of the terminal device 7.
  • the memory 71 may also be an external storage device of the terminal device 7, such as a plug-in hard disk, a smart media card (SMC), and a secure digital (Secure Digital, SD) card, flash card, etc. Further, the memory 71 may further include both an internal storage unit of the terminal device 7 and an external storage device.
  • the memory 71 is configured to store the computer-readable instructions and other programs and data required by the terminal device.
  • the memory 71 may also be used to temporarily store data that has been output or is to be output.
  • each functional unit in each embodiment of the present application may be integrated into one processing unit, or each of the units may exist separately physically, or two or more units may be integrated into one unit.
  • the above integrated unit may be implemented in the form of hardware or in the form of software functional unit.
  • the integrated unit is implemented in the form of a software functional unit and sold or used as an independent product, it may be stored in a computer-readable storage medium.
  • the technical solution of the present application is essentially a part that contributes to the existing technology or all or part of the technical solution can be embodied in the form of a software product, which is stored in a storage medium , Including a number of instructions to enable a computer device (which may be a personal computer, a server, or a network device, etc.) to perform all or part of the steps of the method described in the embodiments of the present application.
  • the foregoing storage media include: U disks, mobile hard disks, read-only memory (ROM), random access memory (RAM), magnetic disks, or compact discs, and other media that can store program codes .

Abstract

A method and a device for publishing a game resource package, a terminal device and a medium, which are applicable to the field of information processing technology. The method comprises: loading object editors in a game publishing platform (S101); acquiring, from each object editor, objects which are in a selected state, and naming said objects on the basis of received edit instructions (S102); acquiring level plot information and a level switching condition inputted by a user (S103); detecting the level plot information, determining a named object existing in the level plot information, and rendering the determined object in an effect preview interface (S104); if a rendering effect confirmation instruction has been received, on the basis of a game development framework, creating and publishing a game resource package associated with the user (S105). In said method, after a game resource package is published and the game is updated, a game player can obtain a game satisfying their needs, and as the entire development process is performed from the perspective of a game player, the degree of transparency is high and user engagement to the game is improved.

Description

游戏资源包的发布方法、装置、终端设备及介质Method, device, terminal device and medium for issuing game resource package
本申请要求于2018年06月29日提交中国专利局、申请号为201810693564.6、发明名称为“游戏资源包的发布方法、终端设备及介质”的中国专利申请的优先权,其全部内容通过引用结合在本申请中。This application claims the priority of a Chinese patent application filed on June 29, 2018 with the Chinese Patent Office, application number 201810693564.6, and the invention name "Publication Method, Terminal Equipment and Media for Game Resource Packs", the entire contents of which are incorporated by reference In this application.
技术领域Technical field
本申请属于信息处理技术领域,尤其涉及一种游戏资源包的发布方法、装置、终端设备及计算机可读存储介质。The present application belongs to the field of information processing technology, and particularly relates to a method, an apparatus, a terminal device, and a computer-readable storage medium for issuing a game resource package.
背景技术Background technique
在闯关类游戏的制作过程中,开发人员通常都会在编写故事情节以及闯关条件后,才开发相应的游戏代码。在游戏开发完成后,若需要对其进更新,则只能额外发布对应的游戏资源包。然而,现有游戏资源包的发布方法存在透明化程度较低的问题,无法保证发布后的游戏能够满足游戏玩家的习惯需求,由此降低了用户对游戏的粘度。In the process of making a level-breaking game, developers usually develop the corresponding game code after writing the storyline and the conditions of the level. After the game development is completed, if it needs to be updated, only the corresponding game resource pack can be released. However, the existing method of publishing game resource packs has the problem of low transparency, and it cannot be guaranteed that the released games can meet the customary needs of game players, thereby reducing the user's viscosity on the game.
技术问题technical problem
有鉴于此,本申请实施例提供了一种游戏资源包的发布方法、装置、终端设备及介质,以解决现有发布的游戏难以满足玩家的习惯需求以及游戏粘度较低的技术问题。In view of this, the embodiments of the present application provide a method, a device, a terminal device, and a medium for releasing a game resource package, in order to solve the technical problems that the currently released games are difficult to meet the habitual needs of players and the game has low viscosity.
技术解决方案Technical solutions
本申请实施例的第一方面提供了一种游戏资源包的发布方法,包括:A first aspect of the embodiments of the present application provides a method for publishing a game resource package, including:
在游戏发布平台中载入多个对象编辑器,所述对象编辑器包括地图编辑器、角色编辑器、故事情节编辑器以及道具编辑器,每个所述对象编辑器包含多个可编辑的对象;A plurality of object editors are loaded into the game publishing platform. The object editors include a map editor, a character editor, a storyline editor, and an item editor. Each of the object editors includes multiple editable objects. ;
获取每个所述对象编辑器中处于选取状态的所述对象,并基于接收到的编辑指令命名各个所述对象;Obtaining the selected object in each of the object editors, and naming each of the objects based on the received editing instruction;
获取所述第一用户在所述故事情节编辑器中输入的关卡情节信息以及关卡切换条件;Acquiring level story information and level switching conditions input by the first user in the storyline editor;
对所述关卡情节信息进行检测,确定出存在于所述关卡情节信息中的已命名的所述对象,并在效果预览界面中对确定出的所述对象进行渲染;Detecting the level plot information, determining the named object existing in the level plot information, and rendering the determined object in an effect preview interface;
若接收到渲染效果确认指令,则基于所述关卡情节信息、所述关卡切换条件以及所述游戏发布平台对应的游戏开发框架,创建并发布关联所述第一用户的游戏资源包。If a rendering effect confirmation instruction is received, a game resource package associated with the first user is created and published based on the level scenario information, the level switching conditions, and a game development framework corresponding to the game publishing platform.
本申请实施例的第二方面提供了一种游戏资源包的发布装置,所述监控装置包括用于执行上述第一方面所述的游戏资源包的发布方法的单元。A second aspect of the embodiments of the present application provides a device for distributing game resource packages, and the monitoring device includes a unit for executing the method for distributing a game resource package according to the first aspect.
本申请实施例的第三方面提供了一种终端设备,包括存储器以及处理器,所述存储器中存储有可在所述处理器上运行的计算机可读指令,所述处理器执行所述计算机可读指令时实现如第一方面所述的游戏资源包的发布方法的步骤。A third aspect of the embodiments of the present application provides a terminal device including a memory and a processor. The memory stores computer-readable instructions executable on the processor, and the processor executes the computer-readable instructions. When the instruction is read, the steps of the method for publishing a game resource package according to the first aspect are implemented.
本申请实施例的第四方面提供了一种计算机可读存储介质,所述计算机可读存储介质存储有计算机可读指令,所述计算机可读指令被处理器执行时实现如第一方面所述的游戏资源包的发布方法的步骤。A fourth aspect of the embodiments of the present application provides a computer-readable storage medium, where the computer-readable storage medium stores computer-readable instructions, and the computer-readable instructions are implemented as described in the first aspect when executed by a processor Steps of publishing method of game resource pack.
有益效果Beneficial effect
本申请实施例通过在游戏发布平台中载入预设的多个对象编辑器,使得游戏玩家能够直接在对象编辑器中选取自己所需创建的对象,并在故事情节编辑器中创作个性化的故事发展情节,保证了最终在发布了游戏资源包并更新游戏后,游戏玩家能够得到满足自身习惯需求的游戏;由于游戏的整个开发过程均以游戏玩家的角度来进行,故透明化程度较高,从而也提升了用户对游戏的粘度。另外,本申请实施例中,由于用户是在预设的游戏发布平台中进行游戏对象编辑的,故后台的开发人员能够基于收集得到的开发数据,深度挖掘游戏玩家的习惯需求,因此,保证了后续开发人员在独立开发时,也能够提高游戏资源包的开发质量。In the embodiment of the present application, a plurality of preset object editors are loaded into a game publishing platform, so that game players can directly select objects that they need to create in the object editor, and create personalized personalized in the storyline editor. The development of the story ensures that after the game resource pack is released and the game is updated, the player can get a game that meets his habitual needs; since the entire development process of the game is carried out from the perspective of the game player, the degree of transparency is high , Which also increases the user's viscosity on the game. In addition, in the embodiment of the present application, since the user edits game objects in a preset game publishing platform, background developers can deeply dig into the customary needs of game players based on the collected development data. Therefore, it guarantees that Subsequent developers can also improve the development quality of game resource packs when developing independently.
附图说明BRIEF DESCRIPTION OF THE DRAWINGS
图1是本申请实施例提供的游戏资源包的发布方法的实现流程图;FIG. 1 is an implementation flowchart of a method for publishing a game resource package according to an embodiment of the present application; FIG.
图2是本申请实施例提供的游戏资源包的发布方法S103的具体实现流程图;FIG. 2 is a detailed implementation flowchart of a method S103 for issuing a game resource package according to an embodiment of the present application; FIG.
图3是本申请另一实施例提供的游戏资源包的发布方法的实现流程图;FIG. 3 is an implementation flowchart of a method for publishing a game resource package according to another embodiment of the present application; FIG.
图4是本申请又一实施例提供的游戏资源包的发布方法的实现流程图;FIG. 4 is an implementation flowchart of a method for publishing a game resource package according to another embodiment of the present application; FIG.
图5是本申请再一实施例提供的游戏资源包的发布方法的实现流程图;FIG. 5 is an implementation flowchart of a method for publishing a game resource package according to another embodiment of the present application; FIG.
图6是本申请实施例提供的游戏资源包的发布装置的结构框图;FIG. 6 is a structural block diagram of a device for distributing game resource packages according to an embodiment of the present application; FIG.
图7是本申请实施例提供的终端设备的示意图。FIG. 7 is a schematic diagram of a terminal device according to an embodiment of the present application.
本发明的实施方式Embodiments of the invention
为了说明本申请所述的技术方案,下面通过具体实施例来进行说明。In order to explain the technical solution described in this application, the following description is made through specific embodiments.
图1示出了本申请实施例提供的游戏资源包的发布方法的实现流程,该方法流程包括步骤S101至S105。各步骤的具体实现原理如下:FIG. 1 illustrates an implementation flow of a method for publishing a game resource package according to an embodiment of the present application. The method flow includes steps S101 to S105. The specific implementation principle of each step is as follows:
S101:在游戏发布平台中载入多个对象编辑器,所述对象编辑器包括地图编辑器、角色编辑器、故事情节编辑器以及道具编辑器,每个所述对象编辑器包含多个可编辑的对象。S101: Load a plurality of object editors into a game publishing platform, the object editors include a map editor, a character editor, a storyline editor, and a prop editor, and each of the object editors includes a plurality of editable objects. Object.
本申请实施例在预先搭建的游戏发布平台中设置有多个编辑器加载控件,当检测到对编辑器加载控件发出的选取指令时,调用与该编辑器加载控件匹配的程序代码,从而载入对应的多个对象编辑器。其中,游戏发布平台所能够载入的对象编辑器包括角色编辑器、地图编辑器、道具编辑器以及故事情节编辑器等,每一个对象编辑器中包含有多个可编辑的对象。In the embodiment of the present application, a plurality of editor loading controls are set in a pre-built game publishing platform. When a selection instruction issued to the editor loading controls is detected, a program code matching the editor loading controls is called to load Corresponding multiple object editors. Among them, the object editors that can be loaded by the game publishing platform include character editors, map editors, prop editors, and storyline editors. Each object editor contains multiple editable objects.
具体地,角色编辑器中包含有预先设置的多个角色对象。角色对象为用户在游戏过程中所需操控的活动对象,包括人物、动物、植物、僵尸以及精灵等。Specifically, the role editor includes a plurality of role objects that are set in advance. Character objects are the active objects that users need to manipulate during the game, including characters, animals, plants, zombies, and elves.
地图编辑器中包含有各类场景对象,场景对象在游戏过程中以背景形式存在,不会因游戏玩家所发出的操控指令而发生形态更改。场景对象可以是静态背景,也可以是动态背景。在游戏闯关过程中,角色对象将展示于场景对象的上一级图层当中。The map editor contains various types of scene objects. The scene objects exist as a background during the game, and will not change their shape due to the manipulation instructions issued by the game player. The scene object can be a static background or a dynamic background. During the game, the character object will be displayed in the upper layer of the scene object.
故事情节编辑器用于设定游戏闯关过程中的故事情节以及闯关条件。道具编辑器包含多个可操控的道具对象,道具对象为游戏场景中可提供玩家方便的物品对象,每一道具对象具有其对应的特效作用。The storyline editor is used to set the storyline and the conditions of the game during the game. The prop editor contains multiple controllable prop objects. The prop objects are item objects that can provide players with convenience in the game scene. Each prop object has its corresponding special effect.
本申请实施例在载入的每一个对象编辑器中,展示多张图片,从而实现了以图片中所展示的图案标识来表示属于该对象编辑器中的一个对象的具体形态。In the embodiment of the present application, multiple pictures are displayed in each of the loaded object editors, thereby realizing a specific form of an object belonging to the object editor by using a pattern identifier displayed in the picture.
S102:获取每个所述对象编辑器中处于选取状态的所述对象,并基于接收到的编辑指令命名各个所述对象。S102: Acquire the object in the selected state in each of the object editors, and name each of the objects based on the received editing instruction.
本申请实施例中,根据上述在对象编辑器中以图片形式所展示的各个对象,用户可根据自己的个性化需求,对其中的一个或多个对象发出选取指令。在检测到用户对任一对象发出的选取指令时,弹窗文本输入框,以提示用户在上述文本输入框中输入该对象的自定义名称。因此,根据文本输入框中所接收到的编辑指令,为当前用户所选取的对象命名。In the embodiment of the present application, according to each object displayed in the form of a picture in the object editor described above, the user may issue a selection instruction for one or more of the objects according to his or her individualized needs. When a selection instruction issued by the user on any object is detected, a text input box pops up to prompt the user to enter a custom name of the object in the above text input box. Therefore, according to the editing instruction received in the text input box, name the object selected by the current user.
S103:获取所述第一用户在所述故事情节编辑器中输入的关卡情节信息以及关卡切换条件。S103: Obtain level story information and level switching conditions input by the first user in the storyline editor.
本申请实施例中,故事情节编辑器中所包含的对象为游戏关卡对象。在检测到用户对任一游戏关卡对象发出的选取指令后,创建对应该游戏关卡对象的文本编辑窗口,以使用户在文本编辑窗口中输入基于文本格式的关卡情节信息。In the embodiment of the present application, the objects included in the storyline editor are game level objects. After detecting a selection instruction issued by the user on any game level object, a text editing window corresponding to the game level object is created, so that the user enters level story information based on the text format in the text editing window.
在故事情节编辑器所包含的多个游戏关卡对象之间,预先加载有关卡转换控件。同理,在关卡转换控件被触发时,在实时弹出的标签页中,获取用户输入的关卡切换条件。对于用户在相邻的两个游戏关卡对象之间所设置的关卡切换条件,其用于表示当排序在前的游戏关卡对象结束时,游戏界面中的各个对象所应当满足的模式规则。Pre-load relevant card transition controls between multiple game level objects included in the storyline editor. Similarly, when the level transition control is triggered, the level switching conditions input by the user are obtained in the tab page that pops up in real time. For a level switching condition set by a user between two adjacent game level objects, it is used to indicate the mode rules that each object in the game interface should satisfy when the previous game level object ends.
例如,若当前游戏关卡1需要角色对象A到达某指定地点领取宝藏,则其输入的关卡情节信息可以是关于该内容的文字性描述。若“角色对象A到达某指定地点领取宝藏”为当前游戏关卡的关卡切换条件,则在检测到角色对象A到达该地点且领取到宝藏时,触发关卡切换事件,以将当前时刻的游戏关卡切换为游戏关卡2。For example, if the current game level 1 requires the character object A to arrive at a designated place to collect the treasure, the level plot information entered by it can be a textual description of the content. If "Character Object A arrives at a designated place to collect treasure" is the level switching condition of the current game level, when it is detected that Character Object A arrives at that location and collects the treasure, a level switching event is triggered to switch the game level at the current moment. Level 2 for the game.
优选地,用户输入的关卡切换条件也可以是基于文本格式的描述信息。Preferably, the level switching condition input by the user may also be description information based on a text format.
作为本申请的一个实施例,图2示出了本申请实施例提供的游戏资源包的发布方法S103的具体实现流程,详述如下:As an embodiment of the present application, FIG. 2 shows a specific implementation process of the method S103 for publishing a game resource package provided by an embodiment of the present application, which is detailed as follows:
S1031:将已命名的各个所述对象导入故事情节编辑器。S1031: Import each named object into the storyline editor.
本申请实施例中,识别出角色编辑器、地图编辑器以及道具编辑器中所包含的各个已命名的对象,并将已命名的各个对象导入故事情节编辑器。针对当前选取的一个游戏关卡,仅将该游戏关卡所关联且已命名的各个对象渲染于故事情节编辑器的活动窗口中。In the embodiment of the present application, each named object included in the character editor, map editor, and prop editor is identified, and each named object is imported into the storyline editor. For the currently selected game level, only the objects named and associated with the game level are rendered in the active window of the storyline editor.
S1022:根据所述第一用户在所述故事情节编辑器中实时选取的所述对象,检测关联该对象的操控事件。S1022: Detect a manipulation event associated with the object according to the object selected by the first user in the storyline editor in real time.
S1023:基于该对象的命名以及所述操控事件,生成对应的关卡情节信息。S1023: Generate corresponding level plot information based on the name of the object and the manipulation event.
每一个对象预设有多类操控事件。上述操控事件包括跳跃事件以及各个方向上的移动事件、道具发射事件等。Each object is preset with multiple types of manipulation events. The above manipulation events include jumping events, movement events in various directions, prop launch events, and the like.
本申请实施例中,确定出用户在故事情节编辑器的活动窗口中所点击的对象,并实时检测用户在该对象上所触发的操控事件。其中,每一操控事件具有对应的文本描述模板。本申请实施例中,获取操控事件的操控参数以及该操控对象的命名。将上述操控参数以及命名输入文本描述模板,以输出得到关卡情节信息。操控参数包括但不限于操控时长、操控次数以及操控频率等。In the embodiment of the present application, an object clicked by a user in an active window of a storyline editor is determined, and a manipulation event triggered by the user on the object is detected in real time. Each manipulation event has a corresponding text description template. In the embodiment of the present application, the control parameters of the control event and the name of the control object are obtained. The control parameters and names are input into the text description template to output the level plot information. Control parameters include, but are not limited to, control duration, number of controls, and control frequency.
示例性地,若用户所点击的对象的命名为“小蘑菇”,且在10秒内持续对“小蘑菇”触发跳跃事件,则输出得到的关卡情节信息可以是“小蘑菇连续10秒进行跳跃”。Exemplarily, if the object clicked by the user is named "little mushroom" and the jumping event is continuously triggered on the "little mushroom" within 10 seconds, the level information obtained by the output may be "little mushroom jumping for 10 consecutive seconds" ".
S1024:当接收到所述第一用户发出的关卡切换设置指令时,将最近一次生成的所述关卡情节信息确定为当前关卡的关卡切换条件。S1024: When the level switching setting instruction issued by the first user is received, the level scenario information generated last time is determined as the level switching condition of the current level.
本申请实施例中,在实时检测用户对故事情节编辑器中的对象所触发的操控事件的同时,判断用户是否发出关卡切换设置指令。其中,关卡切换设置指令用于设置当前对象所属游戏关卡的关卡切换条件。In the embodiment of the present application, while detecting a manipulation event triggered by a user on an object in the storyline editor in real time, it is determined whether the user issues a level switch setting instruction. The level switching setting instruction is used to set a level switching condition of a game level to which the current object belongs.
若接收到关卡切换设置指令,则停止对操控事件进行实时检测,并获取最近一次所生成的关卡情节信息,将最近一次生成的关卡情节信息确定为用户所输入的关卡切换条件,由此使得用户能够以操控活动对象的方式来动态设置关卡切换条件,实现了关卡切换条件的自动化设置,避免了用户需要组织语言来对关卡切换条件执行文字性的描述及输入,由此也提高了关卡切换条件的设置效率。If the level switch setting instruction is received, the real-time detection of the manipulation event is stopped, and the level plot information generated last time is obtained, and the level plot information generated last time is determined as the level switching condition input by the user, thereby enabling the user Ability to dynamically set level switching conditions by manipulating active objects, realizing automatic setting of level switching conditions, avoiding the need for users to organize language to perform textual descriptions and input of level switching conditions, thereby also improving level switching conditions Setting efficiency.
S104:对所述关卡情节信息进行检测,确定出存在于所述关卡情节信息中的已命名的所述对象,并在效果预览界面中对确定出的所述对象进行渲染。S104: Detect the level plot information, determine the named object existing in the level plot information, and render the determined object in an effect preview interface.
本申请实施例中,获取用户的登录账号。在各个对象编辑器中所包含的对象中,筛选出与该登录账号关联的对象。与登录账号关联的对象为该用户在各个历史时刻所创建的对象。进一步地,判断筛选出的每一对象是否具有该用户设置的命名。若判断结果为是,则将该对象存储至当前时刻所创建的临时表中。In the embodiment of the present application, a login account of a user is obtained. Among the objects contained in each object editor, the objects associated with the login account are filtered out. The objects associated with the login account are the objects created by the user at various historical moments. Further, it is determined whether each of the filtered objects has a name set by the user. If the determination result is yes, the object is stored in a temporary table created at the current time.
本申请实施例中,对接收到的上述关卡情节信息进行检测处理,以判断该关卡情节信息是否包含上述临时表中的任一对象的命名。若判断结果为是则获取与该对象对应的属性参数,以根据上述属性参数,在效果预览界面中完成对该对象的实时渲染。In the embodiment of the present application, detection processing is performed on the received level scenario information to determine whether the level scenario information includes a name of any object in the temporary table. If the judgment result is yes, then obtain the attribute parameters corresponding to the object, so as to complete the real-time rendering of the object in the effect preview interface according to the above attribute parameters.
S105:若接收到渲染效果确认指令,则基于所述关卡情节信息、所述关卡切换条件以及所述游戏发布平台对应的游戏开发框架,创建并发布关联所述第一用户的游戏资源包。S105: If a rendering effect confirmation instruction is received, create and publish a game resource package associated with the first user based on the level plot information, the level switching conditions, and a game development framework corresponding to the game publishing platform.
当效果预览界面中的各个对象均渲染完成时,用户可直观地查看到其自定义的关卡情节信息所关联的游戏界面预览效果。若用户确认该游戏界面预览效果符合自己的实际需求,则可在效果预览界面中发出渲染效果确认指令;若用户确认该游戏界面预览效果不符合自己的实际需求,则可返回执行上述S103,以重新输入关卡情节信息。When all objects in the effect preview interface have been rendered, the user can intuitively view the preview effect of the game interface associated with their customized level plot information. If the user confirms that the preview effect of the game interface meets his actual needs, he can issue a rendering effect confirmation instruction in the effect preview interface; if the user confirms that the preview effect of the game interface does not meet his actual needs, he can return to the above S103 to execute Re-enter the level plot information.
本申请实施例中,在检测到渲染效果确认指令时,基于关卡情节信息、关卡切换条件以及游戏发布平台所预设的游戏开发框架,自动执行对应的开发程序代码,以输出关联当前登录账号的游戏资源包后,将该游戏资源包上传发布于游戏发布平台。In the embodiment of the present application, when a rendering effect confirmation instruction is detected, the corresponding development program code is automatically executed based on the level plot information, the level switching conditions, and the game development framework preset by the game publishing platform, so as to output an association with the current login account After the game resource pack is uploaded, the game resource pack is uploaded and published on the game publishing platform.
本申请实施例通过在游戏发布平台中载入预设的多个对象编辑器,使得游戏玩家能够直接在对象编辑器中选取自己所需创建的对象,并在故事情节编辑器中创作个性化的故事发展情节,保证了最终在发布了游戏资源包并更新游戏后,游戏玩家能够得到满足自身习惯需求的游戏;由于游戏的整个开发过程均以游戏玩家的角度来进行,故透明化程度较高,从而也提升了用户对游戏的粘度。另外,本申请实施例中,由于用户是在预设的游戏发布平台中进行游戏对象编辑的,故后台的开发人员能够基于收集得到的开发数据,深度挖掘游戏玩家的习惯需求,因此,保证了后续开发人员在独立开发时,也能够提高游戏资源包的开发质量。In the embodiment of the present application, a plurality of preset object editors are loaded into a game publishing platform, so that game players can directly select objects that they need to create in the object editor, and create personalized personalized in the storyline editor. The development of the story ensures that after the game resource pack is released and the game is updated, the player can get a game that meets his habitual needs; since the entire development process of the game is carried out from the perspective of the game player, the degree of transparency is high , Which also increases the user's viscosity on the game. In addition, in the embodiment of the present application, since the user edits game objects in a preset game publishing platform, background developers can deeply dig into the customary needs of game players based on the collected development data. Therefore, it guarantees that Subsequent developers can also improve the development quality of game resource packs when developing independently.
作为本申请的另一个实施例,如图3所示,在上述S105之后,还包括:As another embodiment of the present application, as shown in FIG. 3, after the above S105, the method further includes:
S301:将所述游戏资源包上传至所述游戏发布平台的资源共享区,并将所述游戏资源包对应的所述关卡情节信息输出为所述游戏资源包的特征描述信息;其中,所述资源共享区的权限属性为对外公开访问属性。S301: upload the game resource package to the resource sharing area of the game publishing platform, and output the level plot information corresponding to the game resource package as characteristic description information of the game resource package; wherein, the The permission attributes of the resource sharing area are public access attributes.
游戏发布平台设置有多个功能区域,包括但不限于资源共享区、资源开发区、游戏意见反馈区以及玩家交流区等。每一个功能区域与后台的一个存储目录相对应。The game publishing platform is provided with multiple functional areas, including but not limited to resource sharing areas, resource development areas, game feedback areas, and player communication areas. Each functional area corresponds to a storage directory in the background.
本申请实施例中,在创建完成与用户关联的游戏资源包后,读取资源共享区所对应的存储目录,并将游戏资源包存储至该存储目录之中,由此使得用户在点击进入游戏发布平台的资源共享区时,能够查看并下载对应存储目录中的游戏资源包。其中,资源共享区的权限属性为对外公开访问属性,即,只要检测到任一用户登录游戏发布平台,则会将资源共享区所包含的各类资源信息展示至该用户。In the embodiment of the present application, after the game resource package associated with the user is created, the storage directory corresponding to the resource sharing area is read, and the game resource package is stored in the storage directory, thereby enabling the user to click to enter the game. When publishing the platform's resource sharing area, you can view and download game resource packages in the corresponding storage directory. Among them, the permission attribute of the resource sharing area is a public access attribute, that is, as long as it is detected that any user logs in to the game publishing platform, various types of resource information contained in the resource sharing area will be displayed to the user.
由于资源共享区中包含有较多的游戏资源包,故为了便于用户区分,对每一个游戏资源包设置其对应的特征描述信息,并将该特征描述信息输出至该游戏资源包的展示页面。本申请实施例中,将游戏资源包对应的关卡情节信息输出为游戏资源包的特征描述信息。Since there are many game resource packs contained in the resource sharing area, in order to facilitate user differentiation, each game resource pack is set with corresponding feature description information, and the feature description information is output to a display page of the game resource pack. In the embodiment of the present application, the level scenario information corresponding to the game resource pack is output as characteristic description information of the game resource pack.
S202:若接收到用于下载所述游戏资源包的资源下载请求,则通过预先对接的支付平台接口,检测是否接收到关于第二用户的支付完成信息;其中,所述第二用户为所述资源下载请求的来源标识用户。S202: If a resource download request for downloading the game resource package is received, it is detected whether payment completion information about a second user is received through a pre-docking payment platform interface; wherein the second user is the second user The source of the resource download request identifies the user.
当用户在资源共享区中对任一游戏资源包的标识控件发出选取指令时,触发对该游戏资源包的资源下载请求。本申请实施例中,若检测到对任一游戏资源包发出的资源下载请求,则调用预先对接的支付平台接口,以使用户通过该支付平台接口完成付费操作。When the user issues a selection instruction to an identification control of any game resource pack in the resource sharing area, a resource download request for the game resource pack is triggered. In the embodiment of the present application, if a resource download request for any game resource package is detected, a pre-docking payment platform interface is called to enable a user to complete a payment operation through the payment platform interface.
S203:若接收到关于所述第二用户的支付完成信息,则授予对所述游戏资源包的资源下载权限。S203: If payment completion information about the second user is received, grant a resource download right to the game resource package.
本申请实施例中,第一用户为游戏资源包的发布用户,第二用户为游戏资源包的请求用户。当付费操作完成时,支付平台将返回关于第二用户的支付完成信息。根据接收到的支付完成信息,与资源下载请求的来源客户端建立数据传输通道,以将游戏资源包发送至第二用户。其中,在将游戏资源包发送至第二用户后,向支付平台返回反馈信息,以使支付平台将该游戏资源包所对应的收益金额存入游戏资源包发布用户的预设账户中,即,存入上述第一用户的预设账户中。In the embodiment of the present application, the first user is a publishing user of the game resource package, and the second user is a requesting user of the game resource package. When the payment operation is completed, the payment platform will return payment completion information about the second user. According to the received payment completion information, a data transmission channel is established with the source client of the resource download request to send the game resource package to the second user. Wherein, after the game resource pack is sent to the second user, feedback information is returned to the payment platform, so that the payment platform deposits the amount of revenue corresponding to the game resource pack into the preset account of the game resource pack issuing user, that is, Deposited into the preset account of the first user.
本申请实施例中,通过将游戏资源包发布于资源共享区,保证了用户执行创作的游戏资源包能够更加方便地实现共享;由于资源下载用户在下载游戏资源包时需要支付一定金额的费用,因而通过将得到的收益金额分配给游戏发布者,能够保障游戏发布者的合法权益,故在一定程度上也提高了用户对游戏资源的创作主动性。In the embodiment of the present application, by publishing the game resource package in the resource sharing area, it is ensured that the game resource package created by the user can be shared more conveniently; since the resource downloading user needs to pay a certain amount of fee when downloading the game resource package, Therefore, by distributing the obtained revenue amount to the game publisher, the legitimate rights and interests of the game publisher can be protected, so the user's creative initiative for game resources is also improved to a certain extent.
作为本申请的又一个实施例,图4示出了本申请又一实施例提供的游戏资源包的发布方法的实现流程。如图4所示,在上述S105之后,还包括:As another embodiment of the present application, FIG. 4 illustrates an implementation process of a method for publishing a game resource package provided by another embodiment of the present application. As shown in FIG. 4, after the above S105, it further includes:
S401:将所述游戏资源包上传至所述游戏发布平台的资源开发区。S401: Upload the game resource package to a resource development area of the game publishing platform.
本申请实施例中,在创建完成与用户关联的游戏资源包后,读取资源开发区所对应的存储目录,并将游戏资源包存储至该存储目录之中。其中,资源开发区的权限属性为部分公开访问属性,即,仅在登录账号存在于该资源开发区的访问权限列表时,才允许当前用户查看并下载资源开发区中的游戏资源包。In the embodiment of the present application, after the game resource package associated with the user is created, the storage directory corresponding to the resource development area is read, and the game resource package is stored in the storage directory. The permission attribute of the resource development zone is a partially public access attribute, that is, the current user is allowed to view and download the game resource package in the resource development zone only when the login account exists in the access permission list of the resource development zone.
S402:在所述资源开发区中,若接收到第二用户对所述游戏资源包发出的资源编辑请求,则在所述第二用户对应的系统存储空间中,创建所述游戏资源包的资源包副本。S402: In the resource development area, if a resource editing request from a second user for the game resource package is received, a resource of the game resource package is created in a system storage space corresponding to the second user. Package copy.
本申请实施例中,游戏发布平台为不同的登录账号分配有不同的系统存储空间。上述系统存储空间用于为用户提供游戏资源包的运行环境。当检测到用户发出的关于资源开发区中的游戏资源包的编辑请求时,在该用户对应的系统存储空间中,创建该游戏资源包的资源包副本。In the embodiment of the present application, the game publishing platform allocates different system storage spaces for different login accounts. The above-mentioned system storage space is used to provide users with a running environment of game resource packages. When an edit request for a game resource pack in a resource development area sent by a user is detected, a resource pack copy of the game resource pack is created in a system storage space corresponding to the user.
优选地,对发布于资源开发区中的每一游戏资源包,当检测到用户发出的关于资源开发区中的游戏资源包的编辑请求时,读取该游戏资源包的权限属性,包括:读取游戏资源包的授权访问账号信息或者授权访问密钥等。Preferably, for each game resource pack published in the resource development zone, when an edit request for a game resource pack in the resource development zone sent by a user is detected, reading the permission attribute of the game resource pack includes: reading Obtain the authorized access account information or authorized access key of the game resource package.
若读取到游戏资源包的授权访问密钥,则提示用户输入密钥,仅在接收到的密钥与预存储的上述授权访问密钥匹配时,才在该用户对应的系统存储空间中,创建游戏资源包的资源包副本。若读取到游戏资源包的授权访问账号信息,则判断当前用户的登录账号与授权访问账号信息是否匹配。若二者匹配,则在该用户对应的系统存储空间中,创建游戏资源包的资源包副本。If the authorized access key of the game resource package is read, the user is prompted to enter the key. Only when the received key matches the pre-stored authorized access key described above, it is in the system storage space corresponding to the user. Create a resource bundle copy of the game resource bundle. If the authorized access account information of the game resource package is read, it is determined whether the login account of the current user matches the authorized access account information. If the two match, a resource pack copy of the game resource pack is created in the system storage space corresponding to the user.
S403:在所述系统存储空间所加载的各个所述对象编辑器中,分别导入所述关卡情节信息关联的各个所述对象。S403: In each of the object editors loaded in the system storage space, import each of the objects associated with the level plot information.
本申请实施例中,在用户的系统存储空间中,载入游戏发布平台的各个对象编辑器,则对于该用户而言,其同样可以查看对象编辑器中所包含的各个对象,并以上述S102至S105的方式对各个对象进行编辑处理,从而确定是否需要在系统存储空间中进行新增对象以及重命名对象等操作。In the embodiment of the present application, each object editor of the game publishing platform is loaded into the user's system storage space. For the user, they can also view each object included in the object editor, and use S102 as described above. The methods from S105 to S105 are performed on each object to determine whether operations such as adding new objects and renaming objects need to be performed in the system storage space.
本申请实施例中,对系统存储空间中所存在的资源包副本,根据其对应的游戏资源包的历史开发记录,获取与该游戏资源包关联的各个对象,并将所述各个对象导入系统存储空间。例如,若在发布游戏资源包之前,第一用户在关卡情节信息中所输入的命名对象包括角色对象1,则在当前资源包副本所属的系统存储空间中,导入角色对象1。In the embodiment of the present application, for the copy of the resource pack existing in the system storage space, according to the historical development record of the corresponding game resource pack, each object associated with the game resource pack is acquired, and the objects are imported into the system storage. space. For example, if the named object input by the first user in the level plot information includes the character object 1 before the game resource pack is released, the character object 1 is imported into the system storage space to which the current resource pack copy belongs.
S404:当检测到所述第二用户在所述对象编辑器中发出的编辑指令时,对所述资源包副本进行编辑处理,并在编辑完成时,向所述第一用户发出开源任务完成提示信息。S404: When an editing instruction issued by the second user in the object editor is detected, the resource pack copy is edited, and when the editing is completed, an open source task completion prompt is sent to the first user. information.
本申请实施例中,获取第二用户在故事情节编辑器中输入的关卡情节信息以及关卡切换条件。其中,输入的关卡情节信息包括新增关卡的情节信息,也包括对原有关卡情节的编辑信息。In the embodiment of the present application, level story information and level switching conditions input by the second user in the storyline editor are acquired. Among them, the entered level plot information includes the plot information of the newly added level, and also the edited information about the original card plot.
对更新后的关卡情节信息进行检测,确定出存在于该关卡情节信息中的已命名的对象,并在效果预览界面中对确定出的对象进行渲染。若接收到第二用户发出的渲染效果确认指令,则基于该关卡情节信息、关卡切换条件以及预设的游戏开发框架,编辑并发布更新后的资源包副本。在资源包副本编辑完成时,向第一用户发出开源任务完成提示信息,以使第一用户基于该开源任务完成提示信息,查看更新后的资源包副本,并对该资源包副本进行进一步的二次编辑处理。Detect the updated level plot information, determine the named objects existing in the level plot information, and render the determined objects in the effect preview interface. If a rendering effect confirmation instruction is received from a second user, an updated copy of the resource pack is edited and published based on the level plot information, level switching conditions, and a preset game development framework. When the resource pack copy is edited, the open source task completion prompt message is sent to the first user, so that the first user can complete the prompt message based on the open source task completion prompt, view the updated resource pack copy, and perform further second Editing process.
本申请实施例中,用户在发布了自己创作的游戏资源包后,可上传至资源开发区,以供游戏开发平台内的其他游戏玩家进行下载。由于每个游戏玩家在该游戏发布平台中都具有唯一的登陆账号,故通过将游戏资源包的资源包副本存储至自己登录账号下的存储资源空间,可供用户进行二次编辑处理。并且,为了配合情节修改的需求,用户还可以在其各个对象编辑器中重新编辑各个对象以及更改关卡切换条件,从而更新得到更适合个人需求的新的游戏资源包,故也提升了用户对游戏的粘度。另一方面,本申请实施例中,由于用户可以在游戏资源包发布者的开发基础之上,加入自己所需添加或修改的其他关卡情节信息,无需重新设置各项细节参数,因此,实现了多用户之间的合作开发,提高了游戏资源包的开发效率。In the embodiment of the present application, after publishing a game resource package created by the user, the user can upload it to the resource development area for download by other game players in the game development platform. Because each game player has a unique login account in the game publishing platform, by storing a copy of the resource pack of the game resource pack in the storage resource space under his or her login account, users can perform secondary editing processing. In addition, in order to meet the needs of plot modification, users can also re-edit each object in their object editor and change the level switching conditions, so as to update to get a new game resource pack that is more suitable for personal needs, so it also improves the user's gameplay. Of viscosity. On the other hand, in the embodiment of the present application, since the user can add other level plot information that he or she needs to add or modify based on the development of the publisher of the game resource pack, there is no need to reset various detailed parameters. The cooperative development between multiple users improves the development efficiency of game resource packs.
作为本申请的再一实施例,如图5所示,在上述S105之后,还包括:As another embodiment of the present application, as shown in FIG. 5, after the above S105, the method further includes:
S501:若检测到所述第一用户上传的资源包更新数据,则获取下载过所述游戏资源包的用户名单,所述用户名单记录有各个历史用户的用户信息。S501: If the resource pack update data uploaded by the first user is detected, a list of users who have downloaded the game resource pack is obtained, and the user list records user information of each historical user.
用户发布游戏资源包后,还可能想要对该游戏资源包进行修复或者更改,故可以基于对象编辑器中的历史开发记录来进行编辑操作,生成新的资源包更新数据;或者,基于自定义的程序开发代码,生成资源包更新数据。After a user releases a game resource pack, he may also want to repair or change the game resource pack, so he can edit based on the historical development records in the object editor to generate new resource pack update data; or, based on custom Program development code to generate resource pack update data.
本申请实施例中,将资源包更新数据上传于游戏发布平台的指定存储空间。若检测到第一用户上传的资源包更新数据,则获取下载过该游戏资源包的用户名单。其中,用户名单记录有各个历史用户的用户信息。用户信息包括登录账号、游戏资源包下载时间、下载次数以及更新次数等。In the embodiment of the present application, the resource pack update data is uploaded to a designated storage space of the game publishing platform. If update data of the resource pack uploaded by the first user is detected, a list of users who have downloaded the game resource pack is obtained. The user list records user information of each historical user. User information includes login account, download time of game resource pack, download times and update times.
S502:根据所述用户信息,查找出携带有资源更新标签的所述历史用户,所述资源更新标签根据历史用户对所述游戏资源包的历史更新次数来确定。S502: Find out the historical user carrying the resource update tag according to the user information, and the resource update tag is determined according to the historical update number of historical user updates to the game resource package.
根据用户名单记录所记录的用户信息,本申请实施例中,读取每一个历史用户关于上述游戏资源包的历史更新次数。根据历史更新次数的高低顺序,确定出排序在前的M个历史用户,并对确定出的各个历史用户添加资源更新标签。其中,M为大于零的整数,且M为预设值。According to the user information recorded in the user list record, in the embodiment of the present application, the historical update times of each historical user with respect to the foregoing game resource package are read. According to the order of the number of historical updates, the first M historical users are determined, and resource update tags are added to the identified historical users. Among them, M is an integer greater than zero, and M is a preset value.
S503:向查找出的所述历史用户发出关于所述游戏资源包的更新提示信息,并在更新完成时,获取所述历史用户反馈的评分值。S503: Send update prompt information about the game resource pack to the found historical user, and when the update is completed, obtain a rating value fed back by the historical user.
本申请实施例中,在将资源包更新数据发布至游戏开发平台的指定存储空间后,将上述M个历史用户的登录账号录入该指定存储空间的授权访问列表。对于M个历史用户中的每一个用户,其为当前时刻所确定出的测试用户,因此,根据该测试用户的登录账号,向测试用户发出更新提示信息,以提示测试用户当前时刻该游戏资源包存在版本更新,是否需要执行更新操作。若接收到测试用户反馈的更新提示信息,则将游戏资源包发送至该测试用户,并在测试用户完成游戏资源包的更新操作后,进一步提示测试用户反馈此次更新操作的评分值。其中,评分值用于表示测试用户对资源包更新数据的满意程度。In the embodiment of the present application, after the resource pack update data is published to the designated storage space of the game development platform, the login accounts of the M historical users are entered into the authorized access list of the designated storage space. For each of the M historical users, it is the test user determined at the current moment. Therefore, according to the login account of the test user, an update prompt message is sent to the test user to remind the test user of the game resource pack at the current moment. There is a version update, do you need to perform an update operation? If the update prompt information from the test user is received, the game resource package is sent to the test user, and after the test user completes the update operation of the game resource package, the test user is further prompted to feedback the score value of the update operation. The score value is used to indicate the degree of satisfaction of the test user with the update data of the resource pack.
S404:若接收到的各个所述评分值的均值大于预设阈值,则在所述游戏发布平台中发布所述资源包更新数据。S404: If the average value of each of the received score values is greater than a preset threshold, the resource pack update data is published in the game publishing platform.
本申请实施例中,获取预设时长内所接收到的多个评分值,并对上述多个评分值取平均。若计算得到的评分值的均值大于预设阈值,则确定当前资源包更新数据运行状态稳定,因此,在游戏发布平台的资源共享区中发布该资源包更新数据。In the embodiment of the present application, multiple score values received within a preset duration are obtained, and the multiple score values are averaged. If the calculated average value of the score value is greater than a preset threshold, it is determined that the running status of the current resource pack update data is stable. Therefore, the resource pack update data is published in the resource sharing area of the game publishing platform.
若计算得到的评分值的均值小于或等于预设阈值,则提示游戏资源包的发布用户重新执行排除处理,并返回执行上述步骤S501。If the calculated average value is less than or equal to a preset threshold, the user who issues the game resource pack is prompted to perform the exclusion process again, and the process returns to step S501.
本申请实施例中,由于用户原先发布的游戏资源包已经被许多游戏玩家下载,若直接发布资源包更新数据,则通常情况下会有大量用户基于该资源包更新数据来进行资源包版本的即时更新。若此时资源包更新数据出现问题,则会导致游戏不可运行,降低游戏的稳定性。因此,通过预先将资源包更新数据发送至携带有资源更新标签的历史用户,仅在历史用户所反馈的评分值的均值大于预设阈值时才正式发布资源包更新数据,能够提高整个游戏的稳定性。In the embodiment of the present application, since a game resource pack originally released by a user has been downloaded by many game players, if the resource pack update data is directly released, usually a large number of users perform instant resource pack version based on the resource pack update data. Update. If there is a problem with the resource pack update data at this time, the game will not run and the stability of the game will be reduced. Therefore, by sending the resource pack update data to the historical user carrying the resource update label in advance, the resource pack update data is officially released only when the average value of the feedback value of the historical user is greater than a preset threshold, which can improve the stability of the entire game. Sex.
对应于本申请实施例所提供的游戏资源包的发布方法,图6示出了本申请实施例提供的游戏资源包的发布装置的结构框图。为了便于说明,仅示出了与本实施例相关的部分。Corresponding to the method for distributing game resource packages provided in the embodiment of the present application, FIG. 6 shows a structural block diagram of the device for distributing game resource packages provided in the embodiment of the present application. For convenience of explanation, only the parts related to this embodiment are shown.
参照图6,该装置包括:Referring to FIG. 6, the device includes:
载入单元61,用于在游戏发布平台中载入多个对象编辑器,所述对象编辑器包括地图编辑器、角色编辑器、故事情节编辑器以及道具编辑器,每个所述对象编辑器包含多个可编辑的对象。A loading unit 61, configured to load a plurality of object editors in the game publishing platform, the object editors including a map editor, a character editor, a storyline editor, and an item editor, each of the object editors Contains multiple editable objects.
第一获取单元62,用于获取每个所述对象编辑器中处于选取状态的所述对象,并基于接收到的编辑指令命名各个所述对象。The first obtaining unit 62 is configured to obtain the selected object in each of the object editors, and name each of the objects based on the received editing instruction.
第二获取单元63,用于获取所述第一用户在所述故事情节编辑器中输入的关卡情节信息以及关卡切换条件。The second acquiring unit 63 is configured to acquire level scenario information and a level switching condition input by the first user in the story scenario editor.
确定单元64,用于对所述关卡情节信息进行检测,确定出存在于所述关卡情节信息中的已命名的所述对象,并在效果预览界面中对确定出的所述对象进行渲染。A determining unit 64 is configured to detect the level scenario information, determine the named object existing in the level scenario information, and render the determined object in an effect preview interface.
发布单元65,用于若接收到渲染效果确认指令,则基于所述关卡情节信息、所述关卡切换条件以及所述游戏发布平台对应的游戏开发框架,创建并发布关联所述第一用户的游戏资源包。A publishing unit 65 is configured to, if a rendering effect confirmation instruction is received, create and publish a game associated with the first user based on the level plot information, the level switching conditions, and a game development framework corresponding to the game publishing platform. Resource pack.
可选地,所述游戏资源包的发布装置还包括:Optionally, the device for issuing game resource packages further includes:
输出单元,用于将所述游戏资源包上传至所述游戏发布平台的资源共享区,并将所述游戏资源包对应的所述关卡情节信息输出为所述游戏资源包的特征描述信息;其中,所述资源共享区的权限属性为对外公开访问属性。An output unit, configured to upload the game resource package to a resource sharing area of the game publishing platform, and output the level plot information corresponding to the game resource package as characteristic description information of the game resource package; wherein The permission attribute of the resource sharing area is a public access attribute.
检测单元,用于若接收到用于下载所述游戏资源包的资源下载请求,则通过预先对接的支付平台接口,检测是否接收到关于第二用户的支付完成信息;其中,所述第二用户为所述资源下载请求的来源标识用户。A detecting unit is configured to detect, if a resource download request for downloading the game resource package is received, through a pre-docking payment platform interface whether to receive payment completion information about a second user; wherein the second user A user is identified for the source of the resource download request.
发送单元,用于若接收到关于所述第二用户的支付完成信息,则授予对所述游戏资源包的资源下载权限。A sending unit is configured to, if receiving payment completion information about the second user, grant a resource download right to the game resource package.
可选地,所述游戏资源包的发布装置还包括:Optionally, the device for issuing game resource packages further includes:
上传单元,用于将所述游戏资源包上传至所述游戏发布平台的资源开发区。An uploading unit is configured to upload the game resource package to a resource development area of the game publishing platform.
创建单元,用于在所述资源开发区中,若接收到第二用户对所述游戏资源包发出的资源编辑请求,则在所述第二用户对应的系统存储空间中,创建所述游戏资源包的资源包副本。A creating unit, configured to create a game resource in the resource development area if a resource editing request from a second user for the game resource package is received in a system storage space corresponding to the second user A resource bundle copy of the package.
导入单元,用于在所述系统存储空间所加载的各个所述对象编辑器中,分别导入所述关卡情节信息关联的各个所述对象。An import unit is configured to import each of the objects associated with the level plot information into each of the object editors loaded in the system storage space.
编辑单元,用于当检测到所述第二用户在所述对象编辑器中发出的编辑指令时,对所述资源包副本进行编辑处理,并在编辑完成时,向所述第一用户发出开源任务完成提示信息。An editing unit, configured to edit the resource pack copy when an editing instruction issued by the second user in the object editor is detected, and issue an open source to the first user when editing is completed Task completion message.
可选地,所述游戏资源包的发布装置还包括:Optionally, the device for issuing game resource packages further includes:
第三获取单元,用于若检测到所述第一用户上传的资源包更新数据,则获取下载过所述游戏资源包的用户名单,所述用户名单记录有各个历史用户的用户信息。The third obtaining unit is configured to obtain a list of users who have downloaded the game resource package if the update data of the resource package uploaded by the first user is detected, and the user list records user information of each historical user.
查找单元,用于根据所述用户信息,查找出携带有资源更新标签的所述历史用户,所述资源更新标签根据历史用户对所述游戏资源包的历史更新次数来确定。A searching unit is configured to find the historical user carrying a resource update tag according to the user information, and the resource update tag is determined according to a history user's historical update times of the game resource package.
提示单元,用于向查找出的所述历史用户发出关于所述游戏资源包的更新提示信息,并在更新完成时,获取所述历史用户反馈的评分值;A prompting unit, configured to send update prompting information about the game resource pack to the found historical user, and obtain a rating value of the historical user feedback when the update is completed;
更新若接收到的各个所述评分值的均值大于预设阈值,则在所述游戏发布平台中发布所述资源包更新数据。If the average of each of the received score values is greater than a preset threshold, the resource pack update data is published in the game publishing platform.
可选地,所述第二获取单元63包括:Optionally, the second obtaining unit 63 includes:
导入子单元,用于将已命名的各个所述对象导入故事情节编辑器。An import subunit for importing each of the named objects into the storyline editor.
检测子单元,用于根据所述第一用户在所述故事情节编辑器中实时选取的所述对象,检测关联该对象的操控事件。A detection subunit is configured to detect a manipulation event associated with the object according to the object selected by the first user in the storyline editor in real time.
生成子单元,用于基于该对象的命名以及所述操控事件,生成对应的关卡情节信息。A generating subunit is configured to generate corresponding level plot information based on the name of the object and the manipulation event.
确定子单元,用于当接收到所述第一用户发出的关卡切换设置指令时,将最近一次生成的所述关卡情节信息确定为当前关卡的关卡切换条件。A determining subunit is configured to determine, when a level switching setting instruction sent by the first user, the level scenario information generated last time is a level switching condition of a current level.
图7是本申请一实施例提供的终端设备的示意图。如图7所示,该实施例的终端设备7包括:处理器70以及存储器71,所述存储器71中存储有可在所述处理器70上运行的计算机可读指令72,例如游戏资源包的发布程序。所述处理器70执行所述计算机可读指令72时实现上述各个游戏资源包的发布方法实施例中的步骤,例如图1所示的步骤101至105。或者,所述处理器70执行所述计算机可读指令72时实现上述各装置实施例中各模块/单元的功能,例如图6所示单元61至65的功能。FIG. 7 is a schematic diagram of a terminal device according to an embodiment of the present application. As shown in FIG. 7, the terminal device 7 of this embodiment includes a processor 70 and a memory 71. The memory 71 stores computer-readable instructions 72 that can be run on the processor 70, such as a game resource package. Publish the program. When the processor 70 executes the computer-readable instructions 72, the steps in the embodiment of the method for publishing game resource packages are implemented, for example, steps 101 to 105 shown in FIG. Alternatively, when the processor 70 executes the computer-readable instructions 72, the functions of the modules / units in the foregoing device embodiments are implemented, for example, the functions of the units 61 to 65 shown in FIG. 6.
示例性的,所述计算机可读指令72可以被分割成一个或多个模块/单元,所述一个或者多个模块/单元被存储在所述存储器71中,并由所述处理器70执行,以完成本申请。所述一个或多个模块/单元可以是能够完成特定功能的一系列计算机可读指令段,该指令段用于描述所述计算机可读指令72在所述终端设备7中的执行过程。Exemplarily, the computer-readable instructions 72 may be divided into one or more modules / units, the one or more modules / units are stored in the memory 71 and executed by the processor 70, To complete this application. The one or more modules / units may be a series of computer-readable instruction segments capable of performing specific functions, and the instruction segments are used to describe the execution process of the computer-readable instructions 72 in the terminal device 7.
所述终端设备7可以是桌上型计算机、笔记本、掌上电脑及云端服务器等计算设备。所述终端设备可包括,但不仅限于,处理器70、存储器71。本领域技术人员可以理解,图7仅仅是终端设备7的示例,并不构成对终端设备7的限定,可以包括比图示更多或更少的部件,或者组合某些部件,或者不同的部件,例如所述终端设备还可以包括输入输出设备、网络接入设备、总线等。The terminal device 7 may be a computing device such as a desktop computer, a notebook, a palmtop computer, and a cloud server. The terminal device may include, but is not limited to, a processor 70 and a memory 71. Those skilled in the art can understand that FIG. 7 is only an example of the terminal device 7 and does not constitute a limitation on the terminal device 7. It may include more or fewer components than shown in the figure, or combine some components or different components. For example, the terminal device may further include an input / output device, a network access device, a bus, and the like.
所称处理器70可以是中央处理单元(Central Processing Unit,CPU),还可以是其他通用处理器、数字信号处理器 (Digital Signal Processor,DSP)、专用集成电路 (Application Specific Integrated Circuit,ASIC)、现成可编程门阵列 (Field-Programmable Gate Array,FPGA) 或者其他可编程逻辑器件、分立门或者晶体管逻辑器件、分立硬件组件等。通用处理器可以是微处理器或者该处理器也可以是任何常规的处理器等。The processor 70 may be a central processing unit (Central Processing Unit (CPU), or other general-purpose processors, Digital Signal Processors (DSPs), Application Specific Integrated Circuits (Application Specific Integrated Circuits) Specific Integrated Circuit (ASIC), off-the-shelf Programmable Gate Array (FPGA), or other programmable logic devices, discrete gate or transistor logic devices, discrete hardware components, etc. A general-purpose processor may be a microprocessor or the processor may be any conventional processor or the like.
所述存储器71可以是所述终端设备7的内部存储单元,例如终端设备7的硬盘或内存。所述存储器71也可以是所述终端设备7的外部存储设备,例如所述终端设备7上配备的插接式硬盘,智能存储卡(Smart Media Card,SMC),安全数字(Secure Digital, SD)卡,闪存卡(Flash Card)等。进一步地,所述存储器71还可以既包括所述终端设备7的内部存储单元也包括外部存储设备。所述存储器71用于存储所述计算机可读指令以及所述终端设备所需的其他程序和数据。所述存储器71还可以用于暂时地存储已经输出或者将要输出的数据。The memory 71 may be an internal storage unit of the terminal device 7, such as a hard disk or a memory of the terminal device 7. The memory 71 may also be an external storage device of the terminal device 7, such as a plug-in hard disk, a smart media card (SMC), and a secure digital (Secure Digital, SD) card, flash card, etc. Further, the memory 71 may further include both an internal storage unit of the terminal device 7 and an external storage device. The memory 71 is configured to store the computer-readable instructions and other programs and data required by the terminal device. The memory 71 may also be used to temporarily store data that has been output or is to be output.
另外,在本申请各个实施例中的各功能单元可以集成在一个处理单元中,也可以是各个单元单独物理存在,也可以两个或两个以上单元集成在一个单元中。上述集成的单元既可以采用硬件的形式实现,也可以采用软件功能单元的形式实现。In addition, each functional unit in each embodiment of the present application may be integrated into one processing unit, or each of the units may exist separately physically, or two or more units may be integrated into one unit. The above integrated unit may be implemented in the form of hardware or in the form of software functional unit.
所述集成的单元如果以软件功能单元的形式实现并作为独立的产品销售或使用时,可以存储在一个计算机可读取存储介质中。基于这样的理解,本申请的技术方案本质上或者说对现有技术做出贡献的部分或者该技术方案的全部或部分可以以软件产品的形式体现出来,该计算机软件产品存储在一个存储介质中,包括若干指令用以使得一台计算机设备(可以是个人计算机,服务器,或者网络设备等)执行本申请各个实施例所述方法的全部或部分步骤。而前述的存储介质包括:U盘、移动硬盘、只读存储器(Read-Only Memory,ROM)、随机存取存储器(Random Access Memory,RAM)、磁碟或者光盘等各种可以存储程序代码的介质。If the integrated unit is implemented in the form of a software functional unit and sold or used as an independent product, it may be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present application is essentially a part that contributes to the existing technology or all or part of the technical solution can be embodied in the form of a software product, which is stored in a storage medium , Including a number of instructions to enable a computer device (which may be a personal computer, a server, or a network device, etc.) to perform all or part of the steps of the method described in the embodiments of the present application. The foregoing storage media include: U disks, mobile hard disks, read-only memory (ROM), random access memory (RAM), magnetic disks, or compact discs, and other media that can store program codes .
以上所述,以上实施例仅用以说明本申请的技术方案,而非对其限制;尽管参照前述实施例对本申请进行了详细的说明,本领域的普通技术人员应当理解:其依然可以对前述各实施例所记载的技术方案进行修改,或者对其中部分技术特征进行等同替换;而这些修改或者替换,并不使相应技术方案的本质脱离本申请各实施例技术方案的精神和范围。As mentioned above, the above embodiments are only used to describe the technical solution of the present application, rather than limiting the present invention. Although the present application has been described in detail with reference to the foregoing embodiments, those of ordinary skill in the art should understand that they can still interpret the foregoing. The technical solutions described in the embodiments are modified, or some technical features are equivalently replaced; and these modifications or replacements do not depart from the spirit and scope of the technical solutions of the embodiments of the present application.

Claims (20)

  1. 一种游戏资源包的发布方法,其特征在于,包括:A method for publishing a game resource pack is characterized in that it includes:
    在游戏发布平台中载入多个对象编辑器,所述对象编辑器包括地图编辑器、角色编辑器、故事情节编辑器以及道具编辑器,每个所述对象编辑器包含多个可编辑的对象;A plurality of object editors are loaded into the game publishing platform. The object editors include a map editor, a character editor, a storyline editor, and an item editor. Each of the object editors includes multiple editable objects. ;
    获取每个所述对象编辑器中处于选取状态的所述对象,并基于接收到的编辑指令命名各个所述对象;Obtaining the selected object in each of the object editors, and naming each of the objects based on the received editing instruction;
    获取所述第一用户在所述故事情节编辑器中输入的关卡情节信息以及关卡切换条件;Acquiring level story information and level switching conditions input by the first user in the storyline editor;
    对所述关卡情节信息进行检测,确定出存在于所述关卡情节信息中的已命名的所述对象,并在效果预览界面中对确定出的所述对象进行渲染;Detecting the level plot information, determining the named object existing in the level plot information, and rendering the determined object in an effect preview interface;
    若接收到渲染效果确认指令,则基于所述关卡情节信息、所述关卡切换条件以及所述游戏发布平台对应的游戏开发框架,创建并发布关联所述第一用户的游戏资源包。If a rendering effect confirmation instruction is received, a game resource package associated with the first user is created and published based on the level scenario information, the level switching conditions, and a game development framework corresponding to the game publishing platform.
  2. 如权利要求1所述的游戏资源包的发布方法,其特征在于,还包括:The method for publishing a game resource package according to claim 1, further comprising:
    将所述游戏资源包上传至所述游戏发布平台的资源共享区,并将所述游戏资源包对应的所述关卡情节信息输出为所述游戏资源包的特征描述信息;其中,所述资源共享区的权限属性为对外公开访问属性;Uploading the game resource package to a resource sharing area of the game publishing platform, and outputting the level plot information corresponding to the game resource package as characteristic description information of the game resource package; wherein the resource sharing The authority attribute of the zone is the public access attribute;
    若接收到用于下载所述游戏资源包的资源下载请求,则通过预先对接的支付平台接口,检测是否接收到关于第二用户的支付完成信息;其中,所述第二用户为所述资源下载请求的来源标识用户;若接收到关于所述第二用户的支付完成信息,则授予对所述游戏资源包的资源下载权限。If a resource download request for downloading the game resource package is received, it is detected whether payment completion information about a second user is received through a pre-docking payment platform interface; wherein the second user downloads the resource The source of the request identifies the user; if payment completion information about the second user is received, a resource download right to the game resource package is granted.
  3. 如权利要求1所述的游戏资源包的发布方法,其特征在于,还包括:The method for publishing a game resource package according to claim 1, further comprising:
    将所述游戏资源包上传至所述游戏发布平台的资源开发区;Uploading the game resource package to the resource development area of the game publishing platform;
    在所述资源开发区中,若接收到第二用户对所述游戏资源包发出的资源编辑请求,则在所述第二用户对应的系统存储空间中,创建所述游戏资源包的资源包副本;In the resource development area, if a resource editing request is received from the second user for the game resource package, a resource package copy of the game resource package is created in a system storage space corresponding to the second user ;
    在所述系统存储空间所加载的各个所述对象编辑器中,分别导入所述关卡情节信息关联的各个所述对象;Import each of the objects associated with the level plot information into each of the object editors loaded in the system storage space;
    当检测到所述第二用户在所述对象编辑器中发出的编辑指令时,对所述资源包副本进行编辑处理,并在编辑完成时,向所述第一用户发出开源任务完成提示信息。When an editing instruction issued by the second user in the object editor is detected, the resource pack copy is edited, and when the editing is completed, an open source task completion prompt message is sent to the first user.
  4. 如权利要求1所述的游戏资源包的发布方法,其特征在于,在所述若接收到渲染效果确认指令,则基于所述关卡情节信息、所述关卡切换条件以及所述游戏发布平台对应的游戏开发框架,创建并发布关联所述第一用户的游戏资源包之后,还包括:The method for publishing a game resource package according to claim 1, wherein, if a rendering effect confirmation instruction is received, based on the level plot information, the level switching conditions, and a corresponding value of the game publishing platform The game development framework, after creating and publishing a game resource package associated with the first user, further includes:
    若检测到所述第一用户上传的资源包更新数据,则获取下载过所述游戏资源包的用户名单,所述用户名单记录有各个历史用户的用户信息;If update data of the resource package uploaded by the first user is detected, obtaining a list of users who have downloaded the game resource package, and the user list records user information of each historical user;
    根据所述用户信息,查找出携带有资源更新标签的所述历史用户,所述资源更新标签根据历史用户对所述游戏资源包的历史更新次数来确定;Find the historical user carrying a resource update tag according to the user information, and the resource update tag is determined according to the number of historical updates of the game resource package by the historical user;
    向查找出的所述历史用户发出关于所述游戏资源包的更新提示信息,并在更新完成时,获取所述历史用户反馈的评分值;Sending update information about the game resource pack to the found historical user, and when the update is completed, obtaining a rating value fed back by the historical user;
    若接收到的各个所述评分值的均值大于预设阈值,则在所述游戏发布平台中发布所述资源包更新数据。If the average value of each of the received score values is greater than a preset threshold, the resource pack update data is published in the game publishing platform.
  5. 如权利要求1所述的游戏资源包的发布方法,其特征在于,所述获取所述第一用户在所述故事情节编辑器中输入的关卡情节信息以及关卡切换条件,包括:The method for publishing a game resource package according to claim 1, wherein the obtaining the level plot information and level switching conditions input by the first user in the story plot editor comprises:
    将已命名的各个所述对象导入故事情节编辑器;Import each named object into the storyline editor;
    根据所述第一用户在所述故事情节编辑器中实时选取的所述对象,检测关联该对象的操控事件;Detecting a manipulation event associated with the object according to the object selected by the first user in the storyline editor in real time;
    基于该对象的命名以及所述操控事件,生成对应的关卡情节信息;Generating corresponding level plot information based on the name of the object and the manipulation event;
    当接收到所述第一用户发出的关卡切换设置指令时,将最近一次生成的所述关卡情节信息确定为当前关卡的关卡切换条件。When a level switching setting instruction issued by the first user is received, the level scenario information generated last time is determined as a level switching condition of a current level.
  6. 一种游戏资源包的发布装置,其特征在于,包括:A publishing device for a game resource pack is characterized in that it includes:
    载入单元,用于在游戏发布平台中载入多个对象编辑器,所述对象编辑器包括地图编辑器、角色编辑器、故事情节编辑器以及道具编辑器,每个所述对象编辑器包含多个可编辑的对象;A loading unit for loading a plurality of object editors in the game publishing platform, the object editors including a map editor, a character editor, a storyline editor, and an item editor, each of the object editors includes Multiple editable objects;
    第一获取单元,用于获取每个所述对象编辑器中处于选取状态的所述对象,并基于接收到的编辑指令命名各个所述对象;A first obtaining unit, configured to obtain the selected object in each of the object editors, and name each of the objects based on the received editing instruction;
    第二获取单元,用于获取所述第一用户在所述故事情节编辑器中输入的关卡情节信息以及关卡切换条件;A second obtaining unit, configured to obtain level story information and level switching conditions input by the first user in the storyline editor;
    确定单元,用于对所述关卡情节信息进行检测,确定出存在于所述关卡情节信息中的已命名的所述对象,并在效果预览界面中对确定出的所述对象进行渲染;A determining unit, configured to detect the level plot information, determine the named object existing in the level plot information, and render the determined object in an effect preview interface;
    发布单元,用于若接收到渲染效果确认指令,则基于所述关卡情节信息、所述关卡切换条件以及所述游戏发布平台对应的游戏开发框架,创建并发布关联所述第一用户的游戏资源包。A publishing unit for creating and publishing a game resource associated with the first user based on the level plot information, the level switching conditions, and a game development framework corresponding to the game publishing platform if a rendering effect confirmation instruction is received package.
  7. 根据权利要求6所述的游戏资源包的发布装置,其特征在于,还包括:The device for publishing game resource packages according to claim 6, further comprising:
    输出单元,用于将所述游戏资源包上传至所述游戏发布平台的资源共享区,并将所述游戏资源包对应的所述关卡情节信息输出为所述游戏资源包的特征描述信息;其中,所述资源共享区的权限属性为对外公开访问属性;An output unit, configured to upload the game resource package to a resource sharing area of the game publishing platform, and output the level plot information corresponding to the game resource package as characteristic description information of the game resource package; wherein The permission attribute of the resource sharing area is a public access attribute;
    检测单元,用于若接收到用于下载所述游戏资源包的资源下载请求,则通过预先对接的支付平台接口,检测是否接收到关于第二用户的支付完成信息;其中,所述第二用户为所述资源下载请求的来源标识用户;A detecting unit is configured to detect, if a resource download request for downloading the game resource package is received, through a pre-docking payment platform interface whether to receive payment completion information about a second user; wherein the second user Identifying a user for the source of the resource download request;
    发送单元,用于若接收到关于所述第二用户的支付完成信息,则授予对所述游戏资源包的资源下载权限。A sending unit is configured to, if receiving payment completion information about the second user, grant a resource download right to the game resource package.
  8. 根据权利要求6所述的游戏资源包的发布装置,其特征在于,还包括:The device for publishing game resource packages according to claim 6, further comprising:
    上传单元,用于将所述游戏资源包上传至所述游戏发布平台的资源开发区;An uploading unit, configured to upload the game resource package to a resource development area of the game publishing platform;
    创建单元,用于在所述资源开发区中,若接收到第二用户对所述游戏资源包发出的资源编辑请求,则在所述第二用户对应的系统存储空间中,创建所述游戏资源包的资源包副本;A creating unit, configured to create a game resource in the resource development area if a resource editing request from a second user for the game resource package is received in a system storage space corresponding to the second user A copy of the resource bundle of the package;
    导入单元,用于在所述系统存储空间所加载的各个所述对象编辑器中,分别导入所述关卡情节信息关联的各个所述对象;An import unit, configured to import each of the objects associated with the level plot information into each of the object editors loaded in the system storage space;
    编辑单元,用于当检测到所述第二用户在所述对象编辑器中发出的编辑指令时,对所述资源包副本进行编辑处理,并在编辑完成时,向所述第一用户发出开源任务完成提示信息。An editing unit, configured to edit the resource pack copy when an editing instruction issued by the second user in the object editor is detected, and issue an open source to the first user when editing is completed Task completion message.
  9. 根据权利要求6所述的游戏资源包的发布装置,其特征在于,还包括:The device for publishing game resource packages according to claim 6, further comprising:
    第三获取单元,用于若检测到所述第一用户上传的资源包更新数据,则获取下载过所述游戏资源包的用户名单,所述用户名单记录有各个历史用户的用户信息;A third obtaining unit, configured to obtain a list of users who have downloaded the game resource package if the update data of the resource package uploaded by the first user is detected, and the user list records user information of each historical user;
    查找单元,用于根据所述用户信息,查找出携带有资源更新标签的所述历史用户,所述资源更新标签根据历史用户对所述游戏资源包的历史更新次数来确定;A searching unit, configured to find the historical user carrying a resource update tag according to the user information, where the resource update tag is determined according to a historical update number of historical user updates to the game resource package;
    提示单元,用于向查找出的所述历史用户发出关于所述游戏资源包的更新提示信息,并在更新完成时,获取所述历史用户反馈的评分值;A prompting unit, configured to send update prompting information about the game resource pack to the found historical user, and obtain a rating value of the historical user feedback when the update is completed;
    更新若接收到的各个所述评分值的均值大于预设阈值,则在所述游戏发布平台中发布所述资源包更新数据。If the average of each of the received score values is greater than a preset threshold, the resource pack update data is published in the game publishing platform.
  10. 根据权利要求6所述的游戏资源包的发布装置,其特征在于,所述第二获取单元包括:导入子单元,用于将已命名的各个所述对象导入故事情节编辑器;The publishing device for a game resource package according to claim 6, wherein the second obtaining unit comprises: an import subunit for importing each of the named objects into a storyline editor;
    检测子单元,用于根据所述第一用户在所述故事情节编辑器中实时选取的所述对象,检测关联该对象的操控事件;A detection subunit, configured to detect a manipulation event associated with the object according to the object selected by the first user in the storyline editor in real time;
    生成子单元,用于基于该对象的命名以及所述操控事件,生成对应的关卡情节信息;Generating a sub-unit for generating corresponding level plot information based on the name of the object and the manipulation event;
    确定子单元,用于当接收到所述第一用户发出的关卡切换设置指令时,将最近一次生成的所述关卡情节信息确定为当前关卡的关卡切换条件。A determining subunit is configured to determine, when a level switching setting instruction sent by the first user, the level scenario information generated last time is a level switching condition of a current level.
  11. 一种终端设备,其特征在于,包括存储器以及处理器,所述存储器中存储有可在所述处理器上运行的计算机可读指令,所述处理器执行所述计算机可读指令时实现如下步骤:A terminal device includes a memory and a processor, and the memory stores computer-readable instructions that can be run on the processor. When the processor executes the computer-readable instructions, the following steps are implemented: :
    在游戏发布平台中载入多个对象编辑器,所述对象编辑器包括地图编辑器、角色编辑器、故事情节编辑器以及道具编辑器,每个所述对象编辑器包含多个可编辑的对象;A plurality of object editors are loaded into the game publishing platform. The object editors include a map editor, a character editor, a storyline editor, and an item editor. Each of the object editors includes multiple editable objects. ;
    获取每个所述对象编辑器中处于选取状态的所述对象,并基于接收到的编辑指令命名各个所述对象;Obtaining the selected object in each of the object editors, and naming each of the objects based on the received editing instruction;
    获取所述第一用户在所述故事情节编辑器中输入的关卡情节信息以及关卡切换条件;Acquiring level story information and level switching conditions input by the first user in the storyline editor;
    对所述关卡情节信息进行检测,确定出存在于所述关卡情节信息中的已命名的所述对象,并在效果预览界面中对确定出的所述对象进行渲染;Detecting the level plot information, determining the named object existing in the level plot information, and rendering the determined object in an effect preview interface;
    若接收到渲染效果确认指令,则基于所述关卡情节信息、所述关卡切换条件以及所述游戏发布平台对应的游戏开发框架,创建并发布关联所述第一用户的游戏资源包。If a rendering effect confirmation instruction is received, a game resource package associated with the first user is created and published based on the level scenario information, the level switching conditions, and a game development framework corresponding to the game publishing platform.
  12. 根据权利要求11所述的终端设备,其特征在于,所述处理器执行所述计算机可读指令时还实现如下步骤:The terminal device according to claim 11, wherein when the processor executes the computer-readable instructions, the following steps are further implemented:
    将所述游戏资源包上传至所述游戏发布平台的资源共享区,并将所述游戏资源包对应的所述关卡情节信息输出为所述游戏资源包的特征描述信息;其中,所述资源共享区的权限属性为对外公开访问属性;Uploading the game resource package to a resource sharing area of the game publishing platform, and outputting the level plot information corresponding to the game resource package as characteristic description information of the game resource package; wherein the resource sharing The authority attribute of the zone is the public access attribute;
    若接收到用于下载所述游戏资源包的资源下载请求,则通过预先对接的支付平台接口,检测是否接收到关于第二用户的支付完成信息;其中,所述第二用户为所述资源下载请求的来源标识用户;若接收到关于所述第二用户的支付完成信息,则授予对所述游戏资源包的资源下载权限。If a resource download request for downloading the game resource package is received, it is detected whether payment completion information about a second user is received through a pre-docking payment platform interface; wherein the second user downloads the resource The source of the request identifies the user; if payment completion information about the second user is received, a resource download right to the game resource package is granted.
  13. 根据权利要求11所述的终端设备,其特征在于,所述处理器执行所述计算机可读指令时还实现如下步骤:将所述游戏资源包上传至所述游戏发布平台的资源开发区;The terminal device according to claim 11, wherein when the processor executes the computer-readable instructions, the following step is further implemented: uploading the game resource package to a resource development area of the game publishing platform;
    在所述资源开发区中,若接收到第二用户对所述游戏资源包发出的资源编辑请求,则在所述第二用户对应的系统存储空间中,创建所述游戏资源包的资源包副本;In the resource development area, if a resource editing request is received from the second user for the game resource package, a resource package copy of the game resource package is created in a system storage space corresponding to the second user ;
    在所述系统存储空间所加载的各个所述对象编辑器中,分别导入所述关卡情节信息关联的各个所述对象;Import each of the objects associated with the level plot information into each of the object editors loaded in the system storage space;
    当检测到所述第二用户在所述对象编辑器中发出的编辑指令时,对所述资源包副本进行编辑处理,并在编辑完成时,向所述第一用户发出开源任务完成提示信息。When an editing instruction issued by the second user in the object editor is detected, the resource pack copy is edited, and when the editing is completed, an open source task completion prompt message is sent to the first user.
  14. 根据权利要求11所述的终端设备,其特征在于,所述处理器执行所述计算机可读指令时还实现如下步骤:The terminal device according to claim 11, wherein when the processor executes the computer-readable instructions, the following steps are further implemented:
    若检测到所述第一用户上传的资源包更新数据,则获取下载过所述游戏资源包的用户名单,所述用户名单记录有各个历史用户的用户信息;If update data of the resource package uploaded by the first user is detected, obtaining a list of users who have downloaded the game resource package, and the user list records user information of each historical user;
    根据所述用户信息,查找出携带有资源更新标签的所述历史用户,所述资源更新标签根据历史用户对所述游戏资源包的历史更新次数来确定;Find the historical user carrying a resource update tag according to the user information, and the resource update tag is determined according to the number of historical updates of the game resource package by the historical user;
    向查找出的所述历史用户发出关于所述游戏资源包的更新提示信息,并在更新完成时,获取所述历史用户反馈的评分值;Sending update information about the game resource pack to the found historical user, and when the update is completed, obtaining a rating value fed back by the historical user;
    若接收到的各个所述评分值的均值大于预设阈值,则在所述游戏发布平台中发布所述资源包更新数据。If the average value of each of the received score values is greater than a preset threshold, the resource pack update data is published in the game publishing platform.
  15. 根据权利要求11所述的终端设备,其特征在于,所述获取所述第一用户在所述故事情节编辑器中输入的关卡情节信息以及关卡切换条件,包括:The terminal device according to claim 11, wherein the obtaining the level plot information and level switching conditions input by the first user in the story plot editor comprises:
    将已命名的各个所述对象导入故事情节编辑器;Import each named object into the storyline editor;
    根据所述第一用户在所述故事情节编辑器中实时选取的所述对象,检测关联该对象的操控事件;Detecting a manipulation event associated with the object according to the object selected by the first user in the storyline editor in real time;
    基于该对象的命名以及所述操控事件,生成对应的关卡情节信息;Generating corresponding level plot information based on the name of the object and the manipulation event;
    当接收到所述第一用户发出的关卡切换设置指令时,将最近一次生成的所述关卡情节信息确定为当前关卡的关卡切换条件。When a level switching setting instruction issued by the first user is received, the level scenario information generated last time is determined as a level switching condition of a current level.
  16. 一种计算机可读存储介质,所述计算机可读存储介质存储有计算机可读指令,其特征在于,所述计算机可读指令被至少一个处理器执行时实现如下步骤:A computer-readable storage medium storing computer-readable instructions, wherein the computer-readable instructions implement the following steps when executed by at least one processor:
    在游戏发布平台中载入多个对象编辑器,所述对象编辑器包括地图编辑器、角色编辑器、故事情节编辑器以及道具编辑器,每个所述对象编辑器包含多个可编辑的对象;A plurality of object editors are loaded into the game publishing platform. The object editors include a map editor, a character editor, a storyline editor, and an item editor. Each of the object editors includes multiple editable objects. ;
    获取每个所述对象编辑器中处于选取状态的所述对象,并基于接收到的编辑指令命名各个所述对象;Obtaining the selected object in each of the object editors, and naming each of the objects based on the received editing instruction;
    获取所述第一用户在所述故事情节编辑器中输入的关卡情节信息以及关卡切换条件;Acquiring level story information and level switching conditions input by the first user in the storyline editor;
    对所述关卡情节信息进行检测,确定出存在于所述关卡情节信息中的已命名的所述对象,并在效果预览界面中对确定出的所述对象进行渲染;Detecting the level plot information, determining the named object existing in the level plot information, and rendering the determined object in an effect preview interface;
    若接收到渲染效果确认指令,则基于所述关卡情节信息、所述关卡切换条件以及所述游戏发布平台对应的游戏开发框架,创建并发布关联所述第一用户的游戏资源包。If a rendering effect confirmation instruction is received, a game resource package associated with the first user is created and published based on the level scenario information, the level switching conditions, and a game development framework corresponding to the game publishing platform.
  17. 根据权利要求16所述的计算机可读存储介质,其特征在于,所述计算机可读指令被至少一个处理器执行时还实现如下步骤:The computer-readable storage medium according to claim 16, wherein when the computer-readable instructions are executed by at least one processor, the following steps are further implemented:
    将所述游戏资源包上传至所述游戏发布平台的资源共享区,并将所述游戏资源包对应的所述关卡情节信息输出为所述游戏资源包的特征描述信息;其中,所述资源共享区的权限属性为对外公开访问属性;Uploading the game resource package to a resource sharing area of the game publishing platform, and outputting the level plot information corresponding to the game resource package as characteristic description information of the game resource package; wherein the resource sharing The authority attribute of the zone is the public access attribute;
    若接收到用于下载所述游戏资源包的资源下载请求,则通过预先对接的支付平台接口,检测是否接收到关于第二用户的支付完成信息;其中,所述第二用户为所述资源下载请求的来源标识用户;If a resource download request for downloading the game resource package is received, it is detected whether payment completion information about a second user is received through a pre-docking payment platform interface; wherein the second user downloads the resource The source of the request identifies the user;
    若接收到关于所述第二用户的支付完成信息,则授予对所述游戏资源包的资源下载权限。If payment completion information about the second user is received, a resource download right to the game resource package is granted.
  18. 根据权利要求16所述的计算机可读存储介质,其特征在于,所述计算机可读指令被至少一个处理器执行时还实现如下步骤:The computer-readable storage medium according to claim 16, wherein when the computer-readable instructions are executed by at least one processor, the following steps are further implemented:
    将所述游戏资源包上传至所述游戏发布平台的资源开发区;Uploading the game resource package to the resource development area of the game publishing platform;
    在所述资源开发区中,若接收到第二用户对所述游戏资源包发出的资源编辑请求,则在所述第二用户对应的系统存储空间中,创建所述游戏资源包的资源包副本;In the resource development area, if a resource editing request is received from the second user for the game resource package, a resource package copy of the game resource package is created in a system storage space corresponding to the second user ;
    在所述系统存储空间所加载的各个所述对象编辑器中,分别导入所述关卡情节信息关联的各个所述对象;Import each of the objects associated with the level plot information into each of the object editors loaded in the system storage space;
    当检测到所述第二用户在所述对象编辑器中发出的编辑指令时,对所述资源包副本进行编辑处理,并在编辑完成时,向所述第一用户发出开源任务完成提示信息。When an editing instruction issued by the second user in the object editor is detected, the resource pack copy is edited, and when the editing is completed, an open source task completion prompt message is sent to the first user.
  19. 根据权利要求16所述的计算机可读存储介质,其特征在于,所述计算机可读指令被至少一个处理器执行时还实现如下步骤:若检测到所述第一用户上传的资源包更新数据,则获取下载过所述游戏资源包的用户名单,所述用户名单记录有各个历史用户的用户信息;The computer-readable storage medium according to claim 16, wherein when the computer-readable instructions are executed by at least one processor, the following steps are further implemented: if the resource pack update data uploaded by the first user is detected, Obtaining a list of users who have downloaded the game resource package, and the user list records user information of each historical user;
    根据所述用户信息,查找出携带有资源更新标签的所述历史用户,所述资源更新标签根据历史用户对所述游戏资源包的历史更新次数来确定;Find the historical user carrying a resource update tag according to the user information, and the resource update tag is determined according to the number of historical updates of the game resource package by the historical user;
    向查找出的所述历史用户发出关于所述游戏资源包的更新提示信息,并在更新完成时,获取所述历史用户反馈的评分值;Sending update information about the game resource pack to the found historical user, and when the update is completed, obtaining a rating value fed back by the historical user;
    若接收到的各个所述评分值的均值大于预设阈值,则在所述游戏发布平台中发布所述资源包更新数据。If the average value of each of the received score values is greater than a preset threshold, the resource pack update data is published in the game publishing platform.
  20. 根据权利要求16所述的计算机可读存储介质,其特征在于,所述获取所述第一用户在所述故事情节编辑器中输入的关卡情节信息以及关卡切换条件,包括:The computer-readable storage medium according to claim 16, wherein the obtaining the level plot information and level switching conditions input by the first user in the story plot editor comprises:
    将已命名的各个所述对象导入故事情节编辑器;Import each named object into the storyline editor;
    根据所述第一用户在所述故事情节编辑器中实时选取的所述对象,检测关联该对象的操控事件;Detecting a manipulation event associated with the object according to the object selected by the first user in the storyline editor in real time;
    基于该对象的命名以及所述操控事件,生成对应的关卡情节信息;Generating corresponding level plot information based on the name of the object and the manipulation event;
    当接收到所述第一用户发出的关卡切换设置指令时,将最近一次生成的所述关卡情节信息确定为当前关卡的关卡切换条件。When a level switching setting instruction issued by the first user is received, the level scenario information generated last time is determined as a level switching condition of a current level.
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