WO2020000675A1 - Procédé et dispositif de publication d'un paquet de ressources de jeu, dispositif terminal et support - Google Patents

Procédé et dispositif de publication d'un paquet de ressources de jeu, dispositif terminal et support Download PDF

Info

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
Authority
WO
WIPO (PCT)
Prior art keywords
user
game
resource
level
information
Prior art date
Application number
PCT/CN2018/105542
Other languages
English (en)
Chinese (zh)
Inventor
陈颖聪
Original Assignee
平安科技(深圳)有限公司
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by 平安科技(深圳)有限公司 filed Critical 平安科技(深圳)有限公司
Publication of WO2020000675A1 publication Critical patent/WO2020000675A1/fr

Links

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 .

Landscapes

  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Management, Administration, Business Operations System, And Electronic Commerce (AREA)

Abstract

L'invention concerne un procédé et un dispositif de publication d'un paquet de ressources de jeu, un dispositif terminal et un support, s'appliquant au domaine de la technologie de traitement d'informations. Le procédé comprend les étapes consistant : à charger des éditeurs d'objets dans une plateforme de publication de jeu (S101) ; à acquérir, à partir de chaque éditeur d'objets, des objets qui sont dans un état sélectionné, et à nommer lesdits objets sur la base d'instructions d'édition reçues (S102) ; à acquérir des informations de tracé de niveau et un état de commutation de niveau entrés par un utilisateur (S103) ; à détecter les informations de tracé de niveau, à déterminer un objet nommé existant dans les informations de tracé de niveau et à rendre l'objet déterminé dans une interface de prévisualisation d'effet (S104) ; si une instruction de confirmation d'effet de rendu a été reçue, sur la base d'un cadre de développement de jeu, à créer et à publier un paquet de ressources de jeu associé à l'utilisateur (S105). Selon ledit procédé, après qu'un paquet de ressources de jeu a été publié et que le jeu a été mis à jour, un joueur de jeu peut obtenir un jeu satisfaisant ses besoins, et lorsque l'ensemble du processus de développement est réalisé du point de vue d'un joueur de jeu, le degré de transparence est élevé et l'intérêt de l'utilisateur accordé au jeu est amélioré.
PCT/CN2018/105542 2018-06-29 2018-09-13 Procédé et dispositif de publication d'un paquet de ressources de jeu, dispositif terminal et support WO2020000675A1 (fr)

Applications Claiming Priority (2)

Application Number Priority Date Filing Date Title
CN201810693564.6A CN108970117B (zh) 2018-06-29 2018-06-29 游戏资源包的发布方法、终端设备及介质
CN201810693564.6 2018-06-29

Publications (1)

Publication Number Publication Date
WO2020000675A1 true WO2020000675A1 (fr) 2020-01-02

Family

ID=64538925

Family Applications (1)

Application Number Title Priority Date Filing Date
PCT/CN2018/105542 WO2020000675A1 (fr) 2018-06-29 2018-09-13 Procédé et dispositif de publication d'un paquet de ressources de jeu, dispositif terminal et support

Country Status (2)

Country Link
CN (1) CN108970117B (fr)
WO (1) WO2020000675A1 (fr)

Families Citing this family (12)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN109745705B (zh) * 2018-12-29 2020-04-17 苏州玩友时代科技股份有限公司 2d游戏地图编辑方法及装置
CN110287723B (zh) * 2019-05-21 2020-11-24 北京达佳互联信息技术有限公司 资源信息确定方法、装置、电子设备及存储介质
CN110227267B (zh) * 2019-06-28 2023-02-28 百度在线网络技术(北京)有限公司 语音技能游戏编辑方法、装置、设备及可读存储介质
CN110515620B (zh) * 2019-08-12 2022-12-09 广州小丑鱼信息科技有限公司 一种自动化资源处理方法及系统
CN111790146A (zh) * 2019-12-06 2020-10-20 厦门雅基软件有限公司 资源管理的方法、装置、设备及计算机可读存储介质
CN111790160B (zh) * 2019-12-06 2023-03-31 厦门雅基软件有限公司 资源管理的方法、装置、设备及计算机可读存储介质
CN111481925A (zh) * 2020-04-08 2020-08-04 网易(杭州)网络有限公司 游戏中的信息处理方法、装置和终端设备
CN111714894B (zh) * 2020-06-08 2023-07-21 咪咕互动娱乐有限公司 游戏数据的获取方法、装置、电子设备及存储介质
CN112370791A (zh) * 2020-11-16 2021-02-19 网易(杭州)网络有限公司 外挂检测方法、装置、节点设备、游戏服务器及介质
CN113434197A (zh) * 2021-06-30 2021-09-24 完美世界征奇(上海)多媒体科技有限公司 资源发布方法、装置、计算机设备及计算机可读存储介质
CN116414731A (zh) * 2021-12-29 2023-07-11 北京字跳网络技术有限公司 一种特效编辑方法及装置
CN114797101A (zh) * 2022-04-11 2022-07-29 平安科技(深圳)有限公司 一种培训游戏资源的发布方法、装置、设备及存储介质

Citations (5)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN1766895A (zh) * 2004-10-28 2006-05-03 英业达股份有限公司 个性化游戏自动生成系统及生成方法
CN101699452A (zh) * 2009-03-11 2010-04-28 深圳市伯仲通信技术有限公司 一种游戏引擎
CN103186372A (zh) * 2011-12-29 2013-07-03 上海聚位网络科技发展有限公司 一种游戏引擎
CN104360840A (zh) * 2014-10-20 2015-02-18 广州精攻网络科技有限公司 一种基于html5的游戏开发方法及装置
US20170056769A1 (en) * 2015-08-24 2017-03-02 Jingcai Online Technology (Dalian) Co., Ltd. Method and device for generating and uploading game data

Family Cites Families (8)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN101853327A (zh) * 2009-04-01 2010-10-06 鸿富锦精密工业(深圳)有限公司 游戏制作系统及制作方法
US8954955B2 (en) * 2009-06-16 2015-02-10 Google Inc. Standard commands for native commands
US9292948B2 (en) * 2011-06-14 2016-03-22 Nintendo Co., Ltd. Drawing method
CN102663245A (zh) * 2012-03-30 2012-09-12 福建天趣网络科技有限公司 3d游戏世界编辑器
CN102810061B (zh) * 2012-05-18 2016-04-13 北京像素软件科技股份有限公司 一种编辑非玩家控制角色的方法
CN108090085A (zh) * 2016-11-21 2018-05-29 鲸彩在线科技(大连)有限公司 一种地图分享方法及装置
CN106775703A (zh) * 2016-12-09 2017-05-31 网易(杭州)网络有限公司 应用逻辑的处理方法及装置
CN107590863A (zh) * 2017-09-19 2018-01-16 黄奇坡 一种全民3d地图高精度漫游编辑方法

Patent Citations (5)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN1766895A (zh) * 2004-10-28 2006-05-03 英业达股份有限公司 个性化游戏自动生成系统及生成方法
CN101699452A (zh) * 2009-03-11 2010-04-28 深圳市伯仲通信技术有限公司 一种游戏引擎
CN103186372A (zh) * 2011-12-29 2013-07-03 上海聚位网络科技发展有限公司 一种游戏引擎
CN104360840A (zh) * 2014-10-20 2015-02-18 广州精攻网络科技有限公司 一种基于html5的游戏开发方法及装置
US20170056769A1 (en) * 2015-08-24 2017-03-02 Jingcai Online Technology (Dalian) Co., Ltd. Method and device for generating and uploading game data

Also Published As

Publication number Publication date
CN108970117B (zh) 2021-04-30
CN108970117A (zh) 2018-12-11

Similar Documents

Publication Publication Date Title
WO2020000675A1 (fr) Procédé et dispositif de publication d'un paquet de ressources de jeu, dispositif terminal et support
US20230376618A1 (en) Server-based electronic publication management
CN108292231B (zh) 从数据生成应用的方法和系统
US9122380B2 (en) Updating assets rendered in a virtual world environment based on detected user interactions in another world
CN109710243B (zh) 基于可视化平台的区块链开发方法、装置、服务器及介质
US20140047413A1 (en) Developing, Modifying, and Using Applications
CN108781311A (zh) 用于媒体分发和管理平台的视频播放器框架
US20200134257A1 (en) Creating and modifying applications from a mobile device
CN112036125B (zh) 一种文档管理方法、装置及计算机设备
JP2017134838A (ja) コンテンツサービスで個人化された通知を提供する方法およびシステム
JP2019536506A (ja) ユーザ活動情報を共有する方法およびシステム
CN107295377A (zh) 影片制作方法、装置及系统
CN106293724A (zh) 一种多游戏管理与版本控制方法及装置
US10257301B1 (en) Systems and methods providing a drive interface for content delivery
JP7014351B2 (ja) スポーツゲームのスキル継承を利用したゲーム方法およびシステム
CN110266748B (zh) 一种游戏发布方法及设备
JP2020102201A (ja) 顔画像とメッセンジャーアカウントの連動を基盤とした画像管理方法、ユーザ端末およびコンピュータ装置
CN107563782A (zh) 资讯包分享方法和装置
US20230074364A1 (en) Privacy-preserving virtual email system
CN109276886B (zh) 一种文本生成方法、系统以及终端设备
WO2021084101A1 (fr) Systèmes et procédés de remplacement d'un thème dans un environnement virtuel
KR20200102190A (ko) 창작자에 의한 등록 음원을 공유하는 음원 관리 장치, 음원 관리 방법 및 상기 방법을 실행하기 위하여 매체에 저장된 컴퓨터 프로그램
US20100131862A1 (en) method of dynamically creating complex multimedia objects
KR102576266B1 (ko) Nft를 이용해 디스플레이 장치에 컨텐츠를 표시하는 시스템 및 방법
CN117149178A (zh) 一种基于云的元宇宙应用的发布及管理方法及装置

Legal Events

Date Code Title Description
121 Ep: the epo has been informed by wipo that ep was designated in this application

Ref document number: 18924647

Country of ref document: EP

Kind code of ref document: A1

NENP Non-entry into the national phase

Ref country code: DE

32PN Ep: public notification in the ep bulletin as address of the adressee cannot be established

Free format text: NOTING OF LOSS OF RIGHTS PURSUANT TO RULE 112(1) EPC (EPO FORM 1205A DATED 29.03.2021)

122 Ep: pct application non-entry in european phase

Ref document number: 18924647

Country of ref document: EP

Kind code of ref document: A1