WO2024051596A1 - 一种游戏编辑方法、装置、终端及存储介质 - Google Patents

一种游戏编辑方法、装置、终端及存储介质 Download PDF

Info

Publication number
WO2024051596A1
WO2024051596A1 PCT/CN2023/116509 CN2023116509W WO2024051596A1 WO 2024051596 A1 WO2024051596 A1 WO 2024051596A1 CN 2023116509 W CN2023116509 W CN 2023116509W WO 2024051596 A1 WO2024051596 A1 WO 2024051596A1
Authority
WO
WIPO (PCT)
Prior art keywords
game
editing
prompt
editor
information
Prior art date
Application number
PCT/CN2023/116509
Other languages
English (en)
French (fr)
Inventor
董艺菲
何屹峰
Original Assignee
北京有竹居网络技术有限公司
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 北京有竹居网络技术有限公司 filed Critical 北京有竹居网络技术有限公司
Publication of WO2024051596A1 publication Critical patent/WO2024051596A1/zh

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

Definitions

  • the embodiments of the present disclosure relate to the field of games, for example, to a game editing method, device, terminal and storage medium.
  • Embodiments of the present disclosure provide a game editing method, device, terminal and storage medium to achieve the effect of re-editing a game that has been edited.
  • an embodiment of the present disclosure provides a game editing method, wherein the method is applied to a client, and the method includes:
  • a game editor In response to the game editing operation, a game editor is displayed, wherein the game editing operation is used to edit the edited game again, and at least one game element and at least one editor of the game are displayed in the game editor. options;
  • the edited game element is displayed in the game editor.
  • embodiments of the present disclosure also provide a game editing device, wherein the device is configured on a client and includes:
  • the game editor display module is configured to display the game editor in response to a game editing operation, wherein the game editing operation is used to edit the edited game again, and the game editor displays the game. at least one game element and at least one editing option;
  • a game editing module configured to display the edited game element in the game editor in response to a game editing operation input for the displayed at least one game element and the at least one editing option.
  • an embodiment of the present disclosure also provides a terminal, wherein the terminal includes:
  • a storage device arranged to store at least one program
  • the at least one processor When the at least one program is executed by the at least one processor, the at least one processor is caused to implement the game editing method provided by any embodiment of the present disclosure.
  • embodiments of the disclosure further provide a storage medium containing computer-executable instructions, wherein the computer-executable instructions, when executed by a computer processor, are used to implement the game provided by any embodiment of the disclosure. Edit method.
  • Figure 1 is a schematic flowchart of a game editing method provided by an embodiment of the present disclosure
  • Figure 2a is a first interface schematic diagram of an optional example provided by the embodiment of the present disclosure.
  • Figure 2b is a second interface schematic diagram of an optional example provided by the embodiment of the present disclosure.
  • Figure 2c is a schematic diagram of a third interface of an optional example provided by the embodiment of the present disclosure.
  • Figure 2d is a schematic diagram of the fourth interface of an optional example provided by the embodiment of the present disclosure.
  • FIG. 3 is a schematic flowchart of another game editing method provided by an embodiment of the present disclosure.
  • Figure 4 is a schematic flowchart of yet another game editing method provided by an embodiment of the present disclosure.
  • Figure 5 is a schematic structural diagram of a game editing device provided by an embodiment of the present disclosure.
  • FIG. 6 is a schematic structural diagram of a terminal provided by an embodiment of the present disclosure.
  • the term “include” and its variations are open-ended, ie, “including but not limited to.”
  • the term “based on” means “based at least in part on.”
  • the term “one embodiment” means “at least one embodiment”; the term “another embodiment” means “at least one additional embodiment”; and the term “some embodiments” means “at least some embodiments”. Relevant definitions of other terms will be given in the description below.
  • FIG. 1 is a schematic flowchart of a game editing method provided by an embodiment of the present disclosure.
  • the embodiment of the present disclosure is suitable for re-editing a game, and is particularly suitable for users (i.e., ordinary players) who have completed editing (i.e., can directly play the game). ) game is edited again.
  • This method can be executed by a game editing device, which can be implemented in the form of software and/or hardware, optionally, through a terminal, which can be a mobile terminal or a personal computer (PC) terminal, etc. especially It is a mobile terminal, such as a mobile phone or a tablet computer.
  • a game editing device which can be implemented in the form of software and/or hardware, optionally, through a terminal, which can be a mobile terminal or a personal computer (PC) terminal, etc. especially It is a mobile terminal, such as a mobile phone or a tablet computer.
  • PC personal computer
  • the method is applied to the client and includes:
  • the game editing operation can be understood as a startup operation input to the game editor, so that the edited game can be re-edited (ie, secondary editing, or secondary creation) in the activated game editor.
  • the user may input the game editing operation by manipulating a preset game editing control.
  • the game editing control may be displayed to all User, at this time, any user is allowed to edit the game again, thereby lowering the game editing threshold; of course, the game editing control can also be displayed to some users, and the some users can be at least one who has passed the game. Users of some levels are more familiar with the game and are more likely to create better games for the second time, thereby improving the effect of game creation.
  • the user may input the game editing operation by executing preset sound information or gesture information.
  • the input method of the game editing operation can be set according to the application scenario, and is not limited here.
  • the user starts the client, that is, the application (Application, APP).
  • the game screen of the game and the game editing control are displayed on the homepage of the APP.
  • the user touches the game editing control to enter the game.
  • the APP displays the game editor, so that the user can secondary edit the game according to his or her own ideas through the game editor.
  • the game editor can be understood as an editing device that can be used to edit the game.
  • at least one game element and at least one editing option of the game may be displayed on the display interface of the game editor.
  • the at least one game element can be understood as an editable element involved in the game.
  • the at least one game element can include game logic and/or individual elements.
  • the game Logic can include character logic, prop logic, scene logic and level logic.
  • At least one of the individual elements includes at least one of characters, props, scenes and levels.
  • any of the at least one game element may be an element that has been edited and can be directly applied in the game; it may also be an element that has not been edited and cannot be directly used in the game element at present.
  • the application element may be, for example, a character whose character logic is empty provided by the game manufacturer. The user needs to edit the character logic for the character before the character can be applied in the game.
  • the process can be understood as the process in which users create new characters for the game.
  • the at least one game element may be all or part of the game elements that can be edited in the game.
  • the display interface of the game editor is limited. In this case, it can The displayed game elements are changed by dragging the game screen of the game.
  • all game elements involved in the game have been loaded into the client. In this way, with the user's drag operation, the display efficiency of the game elements can be improved.
  • the at least one editing option may be understood as an option for editing the game, for example a game element of the game.
  • the at least one editing option may be a position editing option, a logical editing option, an attribute editing option, an appearance editing option, etc., which are not limited here.
  • the at least one editing option displayed in the game editor may be adaptable to all game elements in the at least one game element.
  • Editing options that is, editing options common to all game elements; may be editing options adaptable to the default editing element in the at least one game element; may be all editing options involved in the game, in this disclosure
  • these editing options may be in a disabled state initially; of course, they may also be editing options without any substantial meaning, for example, they may be icons with the word edit, which after being triggered More specific editing options can be displayed in the game editor; etc., which are not limited here.
  • the game editing device when the game editing device receives an element selection operation input for the at least one game element, the game editing device can determine the to-be-used element from the at least one game element through the element selection operation. Edit the element, and then determine and display in the game editor at least one editing option that matches the element to be edited; for the third case, the game editing device determines In the case of the element to be edited, the editing option of the at least one editing option that is adapted to the element to be edited can be enabled, so that the editable option in the enabled state can be applied; for the fourth method In this case, when the game editing device determines the element to be edited and receives a trigger operation for the edit option input, it can determine and display in the game editor at least one edit that matches the element to be edited. Options; etc. are not limited here.
  • the game editing operation can be understood as an operation for inputting the at least one displayed game element option and the at least one editing option
  • the game editing operation input for the at least one game element can be understood as an operation for inputting the at least one displayed game element option and the at least one editing option. Select some or all game elements from the at least one game element as the object of this game editing process.
  • the game editing operation input for the at least one editing option can be understood as being used to select at least one of these editing options. An editing option to be used during editing of this game.
  • the game editing operation may be input in a variety of ways, such as touch input, key input, gesture input, or voice control input, which are not limited here.
  • the game editing operation can be input through at least one operation.
  • touch input is taken as an example here.
  • the at least one editing option has substantial meaning, the user can first click on a game element and then Click an edit option to input, or you can also input by directly clicking an edit option.
  • the game editor can display the game element that matches the clicked game element. Edit options, and then the user clicks on a newly displayed edit option to enter; etc., there is no limit here.
  • the game editing operation can be input by touching the display screen used to display the game editor.
  • the above game editing method can be applied on a mobile terminal, which helps to improve game editing. the convenience.
  • the edited game element is obtained.
  • the edited game element can be understood as the editing option triggered in the at least one editing option.
  • the edited game elements are displayed in the game editor, so that the user can quickly determine whether the result of this game editing meets expectations.
  • the APP displays a game editor on the display screen.
  • the game editor displays 5 game elements (Game Element 1 - Game Element 5) and 3 editing options (Undo, Edit and single/multiple selection).
  • game element 1 edit and radio selection
  • the user By clicking on game element 1, edit and radio selection, the user expects that only game element 1 will be edited currently.
  • the APP displays editing options matching game element 1 (attributes, appearance, rotation and movement as shown in Figure 2b) on the display screen. For example, the user wants to edit the attributes of game element 1 by clicking on the attributes.
  • the APP In response to the second click operation input by the user, the APP displays the attribute editing interface as shown in Figure 2c on the display screen.
  • the attribute editing interface displays three editing options: transparency, accepting collision, and turning on the light source. For example, the user clicks to turn on the light source, hoping to turn on the light source effect of game element 1.
  • the APP adds a light source effect to the game element 1, and displays the game element 1 after adding the light source effect (i.e., game editing) on the display screen, as shown in Figure 2d.
  • the technical solution of the embodiment of the present disclosure is to display a game editor in response to a game editing operation.
  • the game editing operation is used to re-edit a game that has been edited, and at least the game is displayed in the game editor.
  • One game element and at least one editing option in response to a game editing operation input for the displayed at least one game element and the at least one editing option, display the edited game element in the game editor.
  • the technical solutions of the embodiments of the present disclosure can allow users (i.e., ordinary players) to re-edit already edited games, thereby lowering the game editing threshold and improving game editing efficiency, thereby improving the user's gaming experience.
  • the method also includes:
  • the showcase game editor includes:
  • the display screen may be a screen on the terminal that can be used to display information.
  • the game screen of the game may be displayed on the display screen.
  • the game screen may be a screen related to the game, for example, it may be a picture, a video, or a screen displayed by the game in a running state, etc., which is not limited here. It should be noted that for the first two cases, it can be shot and recorded by the game manufacturer, or it can be the gameplay responses recorded by other players; for the third case, it allows the user to play the game directly, so that during the game play When the game is deemed not perfect enough, subsequent game editing functions will be triggered.
  • the display screen may also display game editing controls, so that the user can edit the game by triggering the game editing controls. Therefore, when the game editing device receives a trigger operation acting on the game editing control, it can regard the triggering operation acting on the game editing control as the game editing operation, and respond to the The game editing operation is performed by displaying the game editor on the display screen, so that the user can edit the game through the displayed game editor, thereby improving the convenience of game editing.
  • the method also includes:
  • the game editing information includes at least one of a game editing author, a game editing version, and a game editing path.
  • the game editing information of the game can be displayed on the display screen, and the game editing information can include the game editing information related to the game.
  • the information related to the editing process of the game may be, for example, at least one of the game editing author, the game editing version, and the game editing path.
  • the game can be The game editor author represents the editor author of the currently displayed game, the game edited version represents the edited version of the currently displayed game, and the game editing path represents the progress of the game in previous editing iterations.
  • the evolution path may be, for example, editing object B edits the game with the game editing version 1.0 to obtain the game with the game editing version 2.0, and editing object B edits the game with the game editing version 2.0.
  • the game is edited with the game editing version 3.0, etc., thereby allowing the user to better understand the entire editing process of the game.
  • the receiving a trigger operation acting on the game editing control includes:
  • the touch operation is used as a trigger operation acting on the game editing control.
  • the game editing device for implementing the above game editing method can be configured on the mobile client.
  • the user can trigger the game editing function by directly touching the display screen.
  • the game editing device may determine the touch position of the touch operation on the display screen, and further determine the touch position of the touch operation on the display screen.
  • the corresponding position of the touch position in the game editor that has been displayed on the display screen. If the corresponding position is exactly on the game editing control, that is, the touch position is consistent with the displayed
  • the game editing control matches, which means that the touch operation input by the user is exactly the operation used to trigger the game editing control.
  • the received touch operation can be used as a trigger acting on the game editing control. Operation, that is, the game editing device receives the trigger operation acting on the game editing control, thereby enabling the game editing function.
  • the above methods also include:
  • the proportion of the editing object in the game revenue is determined based on the contribution of the editing object to the game, so that based on the proportion, The editing object distributes the game proceeds.
  • the game income can be understood as the income brought by the game. In the embodiment of the present disclosure, it can be embodied as economic income or reputation income, etc., which is not limited here.
  • the object editing link can be understood as a link composed of each editing object of the game in the previous editing iteration process, for example, it can be A-B-C-D, where editing object A edits the game with a game editing version of 1.0, and the editor Object B edits the game with a game editing version of 2.0, editing object C edits and obtains the game with a game editing version of 3.0, and editing object D edits and obtains the game with a game editing version of 4.0 (that is, currently displayed), Then the editing object D can also be considered as the concept of the game editor author.
  • the degree of contribution of the editing object to the game can be determined.
  • the degree of contribution can be determined in a variety of ways, for example, it can be, It is determined by the degree of modification of the game by the editing object (ie how much is modified) or the complexity of the modification.
  • the proportion of the editing object in the game revenue is determined according to the degree of contribution. Normally, there can be a positive correlation between the degree of contribution and the proportion. In this way, the appropriate game income can be allocated to the editing object according to the proportion. For example, assuming that the game income is X million yuan, A's proportion in the game income is 60%. , then 0.6X million yuan can be allocated to A as A’s income share.
  • FIG 3 is a schematic flowchart of another game editing method provided by an embodiment of the present disclosure. This embodiment is an addition to the game editing method described in the above embodiment.
  • the method is applied to the client and includes:
  • S220 Determine the prompt editing information of the game, and display the prompt editing information in the game editor.
  • the game editing method described in the embodiment of the present disclosure is mainly targeted at users, such as ordinary players, compared with professional game editors, the ordinary players do not have professional skills. With poor game editing capabilities, it is difficult to edit high-quality games. Therefore, in order to help the ordinary players edit high-quality games, the prompt editing information of the game can be determined, and the prompt editing information can be displayed in the game editor, thereby providing prompt editing (or It means creative guidance).
  • the editing prompt information can be understood as information used to prompt the ordinary player how to edit the game. In the embodiment of the present disclosure, it can be used to prompt at least one of the following contents:
  • the linked editing direction of the at least two prompt editing options In the case where there are at least two prompt editing options, the linked editing direction of the at least two prompt editing options.
  • the prompt editing element can be understood as a game element in the at least one game element that recommends the ordinary player to edit.
  • the prompt editing options may be understood as the editing options among the at least one editing options that can be used to edit the prompt editing elements that match and are suggested to be applied by the ordinary player.
  • the prompt editing direction can be understood as the editing direction suggested to the ordinary player when applying the prompt editing option. For example, it may be to increase the value, decrease the value, or adjust the value within a certain value range.
  • the at least two prompt editing options may correspond to the same or different prompt editing elements, and the prompt editing information may be used to prompt each of the prompts.
  • the linked editing direction of the editing options which is used to represent the coordinated editing direction of each of the prompt editing options. For example, if it is desired to increase the difficulty of the game, the linked editing direction of the prompt editing element X can be Increase the value of the prompt editing option x and decrease the value of the prompt editing option y of the prompt editing element Y. You can also adjust the value of the prompt editing option z1 of the prompt editing element Z. and adjust the value of the prompt editing option z2 to a smaller value. Through this combined reminder method, the convenience and guidance of game editing are improved.
  • the prompt editing information can be displayed in the game editor, for example, the game element or editing option represented by the prompt editing information can be highlighted, or is to display a prompt editing window in the game editor, and then change the prompt The editing information is displayed in the prompt editing window, etc., which is not limited here.
  • the game editing operation may be an operation input by the ordinary player with reference to the prompt editing information.
  • it may also be an operation input without referring to the prompt editing information, which is different from the ordinary player's operation. It depends on the actual choice and is not limited here.
  • the technical solution of the embodiment of the present disclosure determines the prompt editing information of the game and displays the prompt editing information in the game editor, thereby guiding ordinary players to edit high-quality games and improving the efficiency of ordinary players. editing experience.
  • the determining the prompt editing information of the game includes:
  • recommended editing information for the at least one game element is determined, and the recommended editing information is used as the prompt editing information of the game.
  • the game strategy can be understood as a strategy that can represent some situations of the game itself. For example, it can be a game editing strategy or a game playing strategy, which can reflect the key points of the game. Therefore, according to the game strategy, the degree of influence of each game element in the at least one game element on the game can be determined respectively. The degree of influence can be reflected in multiple aspects, such as game complexity, There are no restrictions on game diversity or game clearance time, etc.
  • the recommended editing information for the at least one game element is determined, that is, the recommended editing information can represent the game element recommended for editing by the ordinary player, and the game element is for Said games have a greater degree of impact.
  • the recommended editing information can be used as prompt editing information, and the prompt editing information can be displayed to guide the ordinary players to edit the recommended game elements in order to edit a high-quality game.
  • the determining the prompt editing information of the game includes:
  • a core editing element is determined from the at least one game element, and based on the historical editing content of the core editing element, prompt editing information of the game is determined.
  • the historical editing information shown may represent the editing information of the game in previous editing iteration processes. For example, it may be that the transparency of the XX props was adjusted during the evolution from game editing version 1.0 to game editing version 2.0. Therefore, for each game element in the at least one game element, the historical editing times and historical editing content of the game element can be counted according to the historical editing information.
  • the historical editing times can represent the total number of the game elements. How many times has it been edited; the historical editing content can represent which editing options of the game element have been edited, for example, attributes, appearance or location, etc. On this basis, it can also represent the editing options of each game element. How to edit the game element based on each of the editing options, for example, it can be a commonly used numerical editing range, etc. On this basis, optionally, the number of times the game element has been edited on each of the editing options can also be counted based on the historical editing information, thereby determining more commonly used editing options.
  • a core editing element is determined from the at least one game element.
  • the core editing element can be considered as a game element that has been edited by most editing objects.
  • the prompt editing information of the game may be determined based on the historical editing content of the core editing element. For example, it may be used to characterize the core editing element and the historical editing content of the core editing element.
  • the information about the editing options involved in is used as prompt editing information; or, the information used to characterize the core editing elements and core editing options is used as prompt editing information, and the core editing options can be understood as the said core editing elements.
  • the core editing direction can be understood as the editing direction used by most editing objects when applying the core editing options; etc., which are not limited here.
  • the above technical solution ensures the effectiveness of the prompt editing information obtained by analyzing the historical editing information.
  • FIG 4 is a schematic flowchart of another game editing method provided by an embodiment of the present disclosure. This embodiment is an addition to the game editing method described in the above embodiment.
  • the method is applied to the client and includes:
  • the save option can be understood as an option for saving the game represented by the edited game elements, and the game represented by the edited game elements may include Among the at least one game element, the game element that has not been edited during this game editing process and the edited game element.
  • the client after receiving the trigger operation acting on the save option, can save the game represented by the edited game element, and then publish the saved game to the service server so that other players can play the saved game.
  • the game under different game editing versions can be stored in the server at the same time, so that each player has the opportunity to play the game under each game editing version, thereby Improved game play diversity.
  • the technical solution of the embodiment of the present disclosure is that a save option is displayed in the game editor, and the game represented by the edited game element is performed in response to a trigger operation acting on the save option. Save, and then publish the saved game to the server, so that other players can play the saved game, thereby improving the diversity of game play.
  • the method further includes:
  • the saving of the game represented by the edited game elements includes:
  • the current editing information can represent what kind of editing has been performed on the game during the current editing process, for example, it can be the number of edited game elements in the at least one game element; for each the edited game elements, the number of editing options applied when editing the edited game elements; for each of the applied editing options, the editing of the option content of the applied editing options
  • the amplitude may be, for example, a value adjustment amplitude, etc.
  • the current editing degree for the game during the current editing process can be determined based on the current editing information, and the current editing degree can represent the degree of modification of the game. Furthermore, it can be determined whether the current editing level meets the preconfigured game saving conditions.
  • the game saving conditions can represent the conditions under which the edited game can be saved. For example, the game can be modified ( That is, the current editing level is greater than 0), or the game has undergone major changes (that is, the current editing level is greater than the preset level threshold), etc. When the current editing level satisfies the game saving condition, the edited game is saved.
  • the above technical solution can avoid the situation where the two games before and after editing are relatively similar, thus achieving the anti-plagiarism effect.
  • the method further includes:
  • the exposure weight is sent to the server, so that the server exposes the saved game based on the received exposure weight.
  • the exposure weight of the saved game can be determined according to the current editing level, and the exposure weight can represent the exposure ratio of the saved game in all games. Normally, the current editing degree is positively correlated with the exposure weight. Then, The exposure weight is sent to the server, so that the server exposes the saved game based on the received exposure weight. In this way, the games edited by players who make more functions during the game editing process are more likely to be played by other players, thereby increasing players' enthusiasm for game editing.
  • Figure 5 is a schematic structural diagram of a game editing device provided by an embodiment of the present disclosure. As shown in Figure 5, the device is configured on the client and includes: a game editor display module 410 and a game editing module 420.
  • the game editor display module 410 is configured to display the game editor in response to a game editing operation, wherein the game editing operation is used to edit the edited game again, and the game editor displays There is at least one game element and at least one editing option of the game; the game editing module 420 is configured to respond to a game editing operation input for the displayed at least one game element and the at least one editing option, at The edited game elements are displayed in the game editor.
  • the technical solution of the embodiment of the present disclosure is to display the game editor through the game editor display module in response to the game editing operation.
  • the game editing operation is used to re-edit the edited game.
  • At least one game element and at least one editing option of the game are displayed; through the game editing module, in response to a game editing operation input for the displayed at least one game element and the at least one editing option, in the
  • the edited game elements are displayed in the game editor.
  • the above device can allow users (i.e. ordinary players) to edit the edited game again, thereby lowering the game editing threshold and improving the game editing efficiency, thereby improving the user's gaming experience.
  • the game editing device further includes: a prompt editing information determination module and a prompt editing information display module;
  • the prompt editing information determination module is configured to determine the prompt editing information of the game
  • the prompt editing information display module is configured to display the prompt editing information in the game editor.
  • the prompt editing information determination module is set to:
  • recommended editing information for the at least one game element is determined, and the recommended editing information is used as the prompt editing information of the game.
  • the prompt editing information determination module is set to:
  • a core editing element is determined from the at least one game element, and based on the historical editing content of the core editing element, prompt editing information of the game is determined.
  • the prompt editing information is used to prompt at least one of the following contents:
  • the game editing device also includes: a game editing control display module and a game editing operation obtaining module;
  • the game editing control display module is configured to display the game screen and the game editing control of the game on the display screen before the response to the game editing operation;
  • a game editing operation obtaining module is configured to receive a triggering operation acting on the game editing control, and use the triggering operation acting on the game editing control as the game editing operation;
  • the game editor display module 410 includes: a game editor display unit;
  • the game editor display unit is configured to display the game editor on the display screen.
  • the game editing device further includes: a game editing information display module;
  • the game editing information display module is configured to display the game on the display screen.
  • Game editing information of the game wherein the game editing information includes at least one of a game editing author, a game editing version, and a game editing path.
  • the game editing operation obtaining module may include: a touch operation receiving unit and a trigger operation obtaining unit;
  • the touch operation receiving unit is configured to receive a touch operation acting on the display screen
  • the trigger operation obtaining unit is configured so that when the touch operation is performed at a touch position on the display screen and matches the displayed game editing control, the touch operation is used as an action on the display screen. Trigger action on game edit controls.
  • the game editor also displays a save option
  • the game editing device further includes: a game publishing module
  • the game publishing module is configured to save the game represented by the edited game element in response to a trigger operation acting on the save option, and store the saved game Publish to the server.
  • the game editing device further includes: a current editing degree determination module;
  • the current editing degree determination module is configured to obtain the current editing information of the game in the current editing process after the response to the trigger operation acting on the save option.
  • the editing information determines the degree of editing of the game during the editing process;
  • the game publishing module includes: a game saving unit;
  • the game saving unit is configured to save the game represented by the edited game elements when the current editing level meets the preconfigured game saving conditions.
  • the game editing device further includes: an exposure weight determination module and an exposure weight sending module;
  • the exposure weight determination module is configured to determine the exposure weight of the saved game based on the current editing level
  • the exposure weight sending module is configured to send the exposure weight to the server, so that the server exposes the saved game based on the received exposure weight.
  • the game editing device further includes: an object editing link determination module and a proportion determination module;
  • the object editing link determination module is configured to determine the game revenue and object editing link of the game
  • the proportion determination module is configured to determine, for each editing object on the object editing link, the proportion of the editing object in the game revenue according to the contribution of the editing object to the game. , to allocate the game income to the editing object based on the proportion.
  • the at least one game element includes game logic and/or individual elements
  • the game logic includes at least one of character logic, prop logic, scene logic and level logic, and the individual elements include at least one of characters, props, scenes and levels.
  • the game editing device provided by the embodiments of the present disclosure can execute the game editing method provided by any embodiment of the present disclosure, and has functional modules corresponding to the execution method.
  • FIG. 6 is a schematic structural diagram of a terminal provided by an embodiment of the present disclosure.
  • Terminal devices in embodiments of the present disclosure may include, but are not limited to, mobile phones, notebook computers, digital broadcast receivers, personal digital assistants (Personal Digital Assistants, PDAs), PADs (tablet computers), portable multimedia players (Portable Media Players), etc. , PMP), mobile terminals such as vehicle-mounted terminals (such as vehicle-mounted navigation terminals), and fixed terminals such as digital televisions (Television, TV), desktop computers, etc.
  • PDAs Personal Digital Assistants
  • PADs tablet computers
  • PMP portable multimedia players
  • mobile terminals such as vehicle-mounted terminals (such as vehicle-mounted navigation terminals)
  • fixed terminals such as digital televisions (Television, TV), desktop computers, etc.
  • the terminal shown in FIG. 6 is only an example and should not impose any restrictions on the functions and scope of use of the embodiments of the present disclosure.
  • the terminal 500 may include a processing device (such as a central processing unit, a graphics processor, etc.) 501, which may process data according to a program stored in a read-only memory (Read-Only Memory, ROM) 502 or from a storage device 508.
  • the program loaded into the random access memory (Random Access Memory, RAM) 503 performs various appropriate actions and processing.
  • RAM 503 various programs and data required for the operation of the terminal 500 are also stored.
  • the processing device 501, ROM 502 and RAM 503 are connected to each other via a bus 504.
  • An editing/output (I/O) interface 505 is also connected to bus 504.
  • the following devices can be connected to the I/O interface 505: input devices 506 including, for example, a touch screen, touch pad, keyboard, mouse, camera, microphone, accelerometer, gyroscope, etc.; including, for example, a Liquid Crystal Display (LCD) , an output device 507 such as a speaker, a vibrator, etc.; a storage device 508 including a magnetic tape, a hard disk, etc.; and a communication device 509.
  • the communication device 509 may allow the terminal 500 to communicate wirelessly or wiredly with other devices to exchange data.
  • FIG. 6 illustrates terminal 500 with various devices, it should be understood that implementation or availability of all illustrated devices is not required. More or fewer means may alternatively be implemented or provided.
  • embodiments of the present disclosure include a computer program product including a computer program carried on a non-transitory computer-readable medium, the computer program containing program code for performing the method illustrated in the flowchart.
  • the computer program may be downloaded and installed from the network via communication device 509, or from storage device 508, or from ROM 502.
  • the processing device 501 When the computer program is executed by the processing device 501, the above-mentioned functions defined in the method of the embodiment of the present disclosure are performed.
  • the terminal provided by the embodiments of this disclosure and the game editing method provided by the above embodiments belong to the same disclosed concept. Technical details that are not described in detail in this embodiment can be referred to the above embodiments.
  • Embodiments of the present disclosure provide a computer storage medium on which a computer program is stored.
  • the program is executed by the processor, the game editing method provided by the above embodiment is implemented.
  • the computer-readable medium mentioned above in the present disclosure may be a computer-readable signal medium or a computer-readable storage medium, or any combination of the above two.
  • the computer-readable storage medium may be, for example, but is not limited to, an electrical, magnetic, optical, electromagnetic, infrared, or semiconductor system, apparatus or device, or any combination thereof.
  • Computer readable storage media may include, but are not limited to: an electrical connection having one or more wires, a portable computer disk, a hard drive, random access memory (RAM), read only memory (ROM), removable Programmable read-only memory (EPROM (Erasable Programmable Read-Only Memory) or flash memory), optical fiber, portable compact disk read-only memory (Compact Disc Read-Only Memory, CD-ROM), optical storage device, magnetic storage device, or the above Any suitable combination.
  • a computer-readable storage medium may be any tangible medium that contains or stores a program for use by or in connection with an instruction execution system, apparatus, or device.
  • a computer-readable signal medium may include a data signal propagated in baseband or as part of a carrier wave, carrying computer-readable program code therein. Such propagated data signals may take many forms, including but not limited to electromagnetic signals, optical signals, or any suitable combination of the above.
  • a computer-readable signal medium may also be any computer-readable medium other than a computer-readable storage medium that can send, propagate, or transmit a program for use by or in connection with an instruction execution system, apparatus, or device .
  • Program code contained on a computer-readable medium can be transmitted using any appropriate medium, including but not limited to: wires, optical cables, radio frequency (Radio Frequency, RF), etc., or any suitable combination of the above.
  • the client and server can communicate using any currently known or future developed network protocol such as HTTP (HyperText Transfer Protocol), and can communicate with digital data in any form or medium.
  • Communications e.g., communications network
  • Examples of communication networks include Local Area Networks (LANs), Wide Area Networks (WANs), the Internet (e.g., the Internet), and end-to-end networks (e.g., ad hoc end-to-end networks), as well as any current network for knowledge or future research and development.
  • LANs Local Area Networks
  • WANs Wide Area Networks
  • the Internet e.g., the Internet
  • end-to-end networks e.g., ad hoc end-to-end networks
  • the above-mentioned computer-readable medium may be included in the above-mentioned terminal; it may also exist separately, and Not assembled into this terminal.
  • the above-mentioned computer-readable medium carries at least one program.
  • the terminal displays the game editor in response to a game editing operation, wherein the game editing operation is used to complete editing.
  • the game is edited again, and at least one game element and at least one editing option of the game are displayed in the game editor;
  • the edited game element is displayed in the game editor.
  • Computer program code for performing the operations of the present disclosure may be written in one or more programming languages, including but not limited to object-oriented programming languages—such as Java, Smalltalk, C++, and Includes conventional procedural programming languages—such as "C” or similar programming languages.
  • the program code may execute entirely on the user's computer, partly on the user's computer, as a stand-alone software package, partly on the user's computer and partly on a remote computer or entirely on the remote computer or server.
  • the remote computer can be connected to the user's computer through any kind of network, including a local area network (LAN) or a wide area network (WAN), or it can be connected to an external computer (such as an Internet service provider through Internet connection).
  • LAN local area network
  • WAN wide area network
  • Internet service provider such as an Internet service provider through Internet connection
  • each block in the flowchart or block diagram may represent a module, segment, or portion of code that contains one or more logic functions that implement the specified executable instructions.
  • the functions noted in the block may occur out of the order noted in the figures. For example, two blocks shown one after another may actually execute substantially in parallel, or they may sometimes execute in the reverse order, depending on the functionality involved.
  • each block of the block diagram and/or flowchart illustration, and combinations of blocks in the block diagram and/or flowchart illustration can be implemented by special purpose hardware-based systems that perform the specified functions or operations. , or can be implemented using a combination of specialized hardware and computer instructions.
  • the units involved in the embodiments of the present disclosure can be implemented in software or hardware. Among them, the name of the unit does not constitute a limitation on the unit itself under certain circumstances.
  • the game editor display module can also be described as "in response to the game editing operation, displaying the game editor, wherein the game editor The operation is used to edit the edited game again, and the game editor displays at least one game element and at least one editing option of the game.”
  • exemplary types of hardware logic components include: field programmable gate array (Field Programmable Gate Array, FPGA), application specific integrated circuit (Application Specific Integrated Circuit, ASIC), application specific standard product (Application Specific Standard Parts (ASSP), System on Chip (SOC), Complex Programming Logic Device (CPLD), etc.
  • a machine-readable medium may be a tangible medium that may contain or store a program for use by or in connection with an instruction execution system, apparatus, or device.
  • the machine-readable medium may be a machine-readable signal medium or a machine-readable storage medium.
  • Machine-readable media may include, but are not limited to, electronic, magnetic, optical, electromagnetic, infrared, or semiconductor systems, devices or devices, or any suitable combination of the foregoing.
  • machine-readable storage media would include one or more wire-based electrical connections, laptop disks, hard drives, random access memory (RAM), read only memory (ROM), erasable programmable read only memory (EPROM or flash memory), optical fiber, portable compact disk read-only memory (CD-ROM), optical storage device, magnetic storage device, or any suitable combination of the above.
  • RAM random access memory
  • ROM read only memory
  • EPROM or flash memory erasable programmable read only memory
  • CD-ROM portable compact disk read-only memory
  • magnetic storage device or any suitable combination of the above.
  • Example 1 provides a game editing method, applied to a client, and the method includes:
  • a game editor In response to the game editing operation, a game editor is displayed, wherein the game editing operation is used to edit the edited game again, and at least one game element and at least one editor of the game are displayed in the game editor. options;
  • the edited game element is displayed in the game editor.
  • Example 2 provides the method of Example 1, further including:
  • Example 3 provides the method of Example 2, wherein determining the prompt editing information of the game includes:
  • recommended editing information for the at least one game element is determined, and the recommended editing information is used as the prompt editing information of the game.
  • Example 4 provides the method of Example 2, wherein determining the prompt editing information of the game includes:
  • a core editing element is determined from the at least one game element, and based on the historical editing content of the core editing element, prompt editing information of the game is determined.
  • Example 5 provides the method of Example 2, where the prompt editing information is used to prompt at least one of the following contents:
  • Example 6 provides the method of Example 1, in which case Before the game editing operation, it also includes:
  • the showcase game editor includes:
  • Example 7 provides the method of Example 6, further including:
  • the game editing information includes at least one of a game editing author, a game editing version, and a game editing path.
  • Example 8 provides the method of Example 6, wherein receiving a trigger operation acting on the game editing control includes:
  • the touch operation is used as a trigger operation acting on the game editing control.
  • Example 9 provides the method of Example 1, the game editor also displays a save option, and the method further includes:
  • the game represented by the edited game element is saved, and the saved game is published to the server.
  • Example 10 provides the method of Example 9, which after responding to the trigger operation acting on the save option, further includes:
  • the saving of the game represented by the edited game elements includes:
  • Example 11 provides the method of Example 10. After saving the game represented by the edited game element, the method further includes:
  • the exposure weight is sent to the server, so that the server exposes the saved game based on the received exposure weight.
  • Example 12 provides the method of Example 1, which may also include:
  • For each editing object on the object editing link determine the proportion of the editing object in the game revenue based on the contribution of the editing object to the game, so as to calculate the editing object based on the proportion.
  • the editing object distributes the game proceeds.
  • Example 13 provides the method of any one of Examples 1 to 12, and further includes:
  • the at least one game element includes game logic and/or individual elements
  • the game logic includes at least one of character logic, prop logic, scene logic and level logic, and the individual elements include at least one of characters, props, scenes and levels.
  • Example 14 provides a game editing device configured on a client, and the device includes:
  • the game editor display module is configured to display the game editor in response to a game editing operation, wherein the game editing operation is used to edit the edited game again, and the game editor displays the game. at least one game element and at least one editing option;
  • a game editing module configured to display the edited game element in the game editor in response to a game editing operation input for the displayed at least one game element and the at least one editing option.

Landscapes

  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Management Or Editing Of Information On Record Carriers (AREA)
  • User Interface Of Digital Computer (AREA)

Abstract

一种游戏编辑方法、装置、终端及存储介质。方法应用于客户端,方法包括:响应于游戏编辑操作,展示游戏编辑器,其中,游戏编辑操作用于对已编辑完成的游戏进行再次编辑,游戏编辑器中展示有游戏的至少一个游戏元素以及至少一个编辑选项(S110);响应于针对展示出的至少一个游戏元素以及至少一个编辑选项输入的游戏编辑操作,于游戏编辑器中展示编辑后的游戏元素(S120)。

Description

一种游戏编辑方法、装置、终端及存储介质
本公开要求在2022年9月5日提交中国专利局、申请号为202211080422.5的中国专利申请的优先权,该申请的全部内容通过引用结合在本公开中。
技术领域
本公开实施例涉及游戏领域,例如涉及一种游戏编辑方法、装置、终端及存储介质。
背景技术
随着智能移动设备的不断普及以及游戏开发技术的不断提高,游戏已成为越来越多的人们在休闲娱乐时的主要选择。
但是,当前市面上的游戏程序,通常只允许用户游玩该游戏程序中的游戏,用户的游玩体验不佳。
发明内容
本公开实施例提供了一种游戏编辑方法、装置、终端及存储介质,以实现对已编辑完成的游戏进行再次编辑的效果。
第一方面,本公开实施例提供了一种游戏编辑方法,其中,该方法应用于客户端,该方法包括:
响应于游戏编辑操作,展示游戏编辑器,其中,所述游戏编辑操作用于对已编辑完成的游戏进行再次编辑,所述游戏编辑器中展示有所述游戏的至少一个游戏元素和至少一个编辑选项;
响应于针对展示出的所述至少一个游戏元素和所述至少一个编辑选项输入的游戏编辑操作,于所述游戏编辑器中展示编辑后的所述游戏元素。
第二方面,本公开实施例还提供了一种游戏编辑装置,其中,该装置配置于客户端,该装置包括:
游戏编辑器展示模块,设置为响应于游戏编辑操作,展示游戏编辑器,其中,所述游戏编辑操作用于对已编辑完成的游戏进行再次编辑,所述游戏编辑器中展示有所述游戏的至少一个游戏元素和至少一个编辑选项;
游戏编辑模块,设置为响应于针对展示出的所述至少一个游戏元素和所述至少一个编辑选项输入的游戏编辑操作,于所述游戏编辑器中展示编辑后的所述游戏元素。
第三方面,本公开实施例还提供了一种终端,其中,该终端包括:
至少一个处理器;
存储装置,设置为存储至少一个程序,
当所述至少一个程序被所述至少一个处理器执行,使得所述至少一个处理器实现本公开任意实施例所提供的游戏编辑方法。
第四方面,本公开实施例还提供了一种包含计算机可执行指令的存储介质,其中,所述计算机可执行指令在由计算机处理器执行时用于实现本公开任意实施例所提供的的游戏编辑方法。
附图说明
贯穿附图中,相同或相似的附图标记表示相同或相似的元素。应当理解附图是示意性的,原件和元素不一定按照比例绘制。
图1是本公开实施例所提供的一种游戏编辑方法的流程示意图;
图2a是本公开实施例所提供的一种可选示例的第一界面示意图;
图2b是本公开实施例所提供的一种可选示例的第二界面示意图;
图2c是本公开实施例所提供的一种可选示例的第三界面示意图;
图2d是本公开实施例所提供的一种可选示例的第四界面示意图;
图3是本公开实施例所提供的另一种游戏编辑方法的流程示意图;
图4是本公开实施例所提供的又一种游戏编辑方法的流程示意图;
图5是本公开实施例所提供的一种游戏编辑装置的结构示意图;
图6是本公开实施例所提供的一种终端的结构示意图。
具体实施方式
下面将参照附图更详细地描述本公开的实施例。
应当理解,本公开的方法实施方式中记载的各个步骤可以按照不同的顺序执行,和/或并行执行。此外,方法实施方式可以包括附加的步骤和/或省略执行示出的步骤。本公开的范围在此方面不受限制。
本文使用的术语“包括”及其变形是开放性包括,即“包括但不限于”。术语“基于”是“至少部分地基于”。术语“一个实施例”表示“至少一个实施例”;术语“另一实施例”表示“至少一个另外的实施例”;术语“一些实施例”表示“至少一些实施例”。其他术语的相关定义将在下文描述中给出。
需要注意,本公开中提及的“第一”、“第二”等概念仅用于对不同的装置、模块或单元进行区分,并非用于限定这些装置、模块或单元所执行的功能的顺序或者相互依存关系。
需要注意,本公开中提及的“一个”、“多个”的修饰是示意性而非限制性的,本领域技术人员应当理解,除非在上下文另有明确指出,否则应该理解为“至少一个”。
可以理解的是,在使用本公开中各个实施例的技术方案之前,均已经提前获得游戏相关权益方的授权,例如游戏制作者或是游戏开发厂商等。
本公开实施方式中的多个装置之间所交互的消息或者信息的名称仅用于说明性的目的,而并不是用于对这些消息或信息的范围进行限制。
图1为本公开实施例所提供的一种游戏编辑方法的流程示意图,本公开实施例适用于游戏再次编辑的情形,尤其是适用于用户(即普通玩家)对已编辑完成(即可直接游玩)的游戏进行再次编辑的情形。该方法可由游戏编辑装置来执行,该装置可以通过软件和/或硬件的形式实现,可选的,通过终端来实现,该终端可以是移动终端或是个人电脑(personal computer,PC)端等,尤其可以 是移动终端,例如可以是手机或是平板电脑等。
如图1所示,所述方法应用于客户端,所述方法包括:
S110、响应于游戏编辑操作,展示游戏编辑器,其中,所述游戏编辑操作用于对已编辑完成的游戏进行再次编辑,所述游戏编辑器中展示有所述游戏的至少一个游戏元素和至少一个编辑选项。
其中,所述游戏编辑操作可以理解为针对所述游戏编辑器输入的启动操作,以便在启动的游戏编辑器中对已编辑完成的游戏进行再次编辑(即二次编辑,或二次创作)。所述游戏编辑操作的输入方式可以有多种,例如可以是,用户通过操控预先设置的游戏编辑控件来输入所述游戏编辑操作,在本公开实施例中,所述游戏编辑控件可展示给全部用户,此时允许任意用户对所述游戏进行再次编辑,由此降低了游戏编辑门槛;当然,所述游戏编辑控件也可以展示给部分用户,所述部分用户可以是已通过所述游戏的至少部分关卡的用户,这样的用户对所述游戏的熟悉程度更高,更可能二次创作出更为优秀的游戏,由此提高了游戏创作效果。例如还可以是,用户通过执行预先设置的声音信息或是手势信息来输入所述游戏编辑操作。可以理解的是,游戏编辑操作的输入方式可以根据应用场景进行设置,在此不做限定。示例性的,用户启动客户端,即应用程序(Application,APP),APP的首页上展示了所述游戏的游戏画面以及所述游戏编辑控件,用户触控所述游戏编辑控件以进入到所述游戏编辑器内,即通过触控所述游戏编辑控件来使APP展示出所述游戏编辑器,以便用户可以通过所述游戏编辑器,按照自己的想法,对所述游戏进行二次编辑。
所述游戏编辑器可以理解为可用于编辑所述游戏的编辑装置。在本公开实施例中,所述游戏编辑器的展示界面上可以展示有:所述游戏的至少一个游戏元素和至少一个编辑选项。
所述至少一个游戏元素可以理解为所述游戏中涉及的可进行编辑的元素,本公开实施例中,可选的,所述至少一个游戏元素可以包括游戏逻辑和/或个体元素,所述游戏逻辑可以包括人物逻辑、道具逻辑、场景逻辑及关卡逻辑中的 至少一个,所述个体元素包括人物、道具、场景以及关卡中的至少一个。需要说明的是,所述至少一个游戏元素中的任一游戏元素可以是已编辑完成即可在所述游戏中直接应用的元素;也可以是未编辑完成即当前无法在所述游戏元素中直接应用的元素,例如可以是,游戏厂商提供的人物逻辑为空的人物,用户需要为所述人物编辑出所述人物逻辑后,所述人物才能在所述游戏中进行应用,那么这样的游戏编辑过程可以理解为用户为所述游戏制作出新的人物的过程。再需要说明的是,所述至少一个游戏元素可以是所述游戏中的全部或是部分可进行编辑的游戏元素,对于后者,主要是因为所述游戏编辑器的展示界面有限,此时可以通过拖动所述游戏的游戏画面来变更展示出来的游戏元素。在此基础上,可选的,所述游戏涉及到的全部游戏元素均已加载到客户端中,这样一来,随着用户的拖动操作,可以提高游戏元素的展示效率。
所述至少一个编辑选项可以理解为用于对所述游戏,例如是所述游戏的游戏元素进行编辑的选项。在本公开实施例中,可选的,所述至少一个编辑选项可以是位置编辑选项、逻辑编辑选项、属性编辑选项和外观编辑选项等,在此未做限定。再可选的,在初始展示所述游戏编辑器的情况下,于所述游戏编辑器中展示的所述至少一个编辑选项可以是可适配于所述至少一个游戏元素中的全部游戏元素的编辑选项,即全部游戏元素共有的编辑选项;可以是可适配于所述至少一个游戏元素中的默认编辑元素的编辑选项;可以是在所述游戏中涉及到的全部编辑选项,在本公开实施例中,可选的,这些编辑选项在初始时可以为未使能状态;当然,也可以是未具有任何实质含义的编辑选项,例如可以是,具有编辑字样的图标,其在被触发后可于所述游戏编辑器中展示出更为具化的编辑选项;等等,在此未做限定。
在此基础上,针对前两种情况,游戏编辑装置在接收到针对所述至少一个游戏元素输入的元素选择操作的情况下,可通过所述元素选择操作从所述至少一个游戏元素中确定待编辑元素,进而确定并于所述游戏编辑器中展示与所述待编辑元素匹配的至少一个编辑选项;针对第三种情况,游戏编辑装置在确定 所述待编辑元素的情况下,可以将所述至少一个编辑选项中与所述待编辑元素适配的编辑选项使能,以使处于使能状态的可编辑选项可被应用;针对第四种情况,游戏编辑装置在确定所述待编辑元素以及接收到针对所述编辑选项输入的触发操作的情况下,可以确定并于所述游戏编辑器中展示与所述待编辑元素匹配的至少一个编辑选项;等等,在此未做限定。
S120、响应于针对展示出的所述至少一个游戏元素和所述至少一个编辑选项输入的游戏编辑操作,于所述游戏编辑器中展示编辑后的所述游戏元素。
其中,所述游戏编辑操作可以理解为针对展示出的所述至少一个游戏元素选项和所述至少一个编辑选项输入的操作,该针对所述至少一个游戏元素输入的游戏编辑操作可以理解为用于从所述至少一个游戏元素中选择部分或者全部游戏元素来作为本次游戏编辑过程处理的对象,该针对所述至少一个编辑选项输入的游戏编辑操作可以理解为用于从这些编辑选项中选择至少一个编辑选项来作为该本次游戏编辑过程中应用的选项。
在本公开实施例中,所述游戏编辑操作的输入方式可以有多种,例如可以是触摸输入、按键输入、手势输入或者声控输入等,在此不做限定。所述游戏编辑操作可以通过至少一次操作来输入,示例性的,这里以触摸输入为例,在所述至少一个编辑选项具有实质含义的情况下,用户可以通过先点击某个游戏元素,然后再点击某个编辑选项来输入,或者,也可以通过直接点击某个编辑选项来输入,这时可认为是基于点击的编辑选项对全部游戏元素进行编辑;在所述至少一个编辑选项未具有实质含义,即类似于上述举例中的具有编辑字样的图标的情况下,用户可以通过先点击某个游戏元素,然后再点击该图标,此时游戏编辑器中可展示出与被点击的游戏元素匹配的编辑选项,然后用户再点击新展示出的某个编辑选项来输入;等等,在此并未做限定。在本公开实施例中,所述游戏编辑操作可以通过触摸用于展示所述游戏编辑器的展示屏幕进行输入,换言之,上述的游戏编辑方法可以应用在移动终端上,这有助于提高游戏编辑的便捷性。
响应于所述游戏编辑操作,得到编辑后的所述游戏元素,该编辑后的所述游戏元素可以理解为通过所述至少一个编辑选项中被触发的编辑选项,对所述至少一个游戏元素中被触发的游戏元素进行编辑后的结果。将该编辑后的所述游戏元素在所述游戏编辑器中进行展示,以使用户可快速确定本次的游戏编辑结果是否满足预期。
为了更好地理解上述技术方案,下面结合具体示例,对其进行示例性说明。示例性的,参见图2a,APP于展示屏幕上展示出游戏编辑器,所述游戏编辑器中展示有5个游戏元素(游戏元素1——游戏元素5)以及3个编辑选项(撤销、编辑以及单选/多选)。用户通过点击游戏元素1、编辑和单选,期望当前只对游戏元素1进行编辑。APP响应于用户输入的第一点击操作,于展示屏幕上展示与游戏元素1匹配的编辑选项(如图2b所示的属性、外观、旋转和移动)。示例性的,用户通过点击属性,期望对游戏元素1的属性进行编辑。APP响应于用户输入的第二点击操作,于展示屏幕上展示如图2c所示的属性编辑界面,所述属性编辑界面上展示有透明度、接受碰撞以及开启光源这3个编辑选项。示例性的,用户通过点击开启光源,期望开启游戏元素1的光源效果。APP响应于用户输入的第三点击操作,为游戏元素1增加光源效果,并将增加光源效果(即游戏编辑)后的游戏元素1展示于展示屏幕上,如图2d所示。
本公开实施例的技术方案,通过响应于游戏编辑操作,展示游戏编辑器,所述游戏编辑操作用于对已编辑完成的游戏进行再次编辑,所述游戏编辑器中展示有所述游戏的至少一个游戏元素以及至少一个编辑选项;响应于针对展示出的所述至少一个游戏元素以及所述至少一个编辑选项输入的游戏编辑操作,于所述游戏编辑器中展示编辑后的所述游戏元素。本公开实施例的技术方案,可以允许用户(即普通玩家)对已编辑完成的游戏进行再次编辑,由此降低了游戏编辑门槛,并且提升了游戏编辑效率,从而提升了用户的游玩体验。
可选的,所述方法还包括:
于展示屏幕上展示所述游戏的游戏画面以及游戏编辑控件;
接收作用于所述游戏编辑控件上的触发操作,将所述作用于所述游戏编辑控件上的触发操作作为所述游戏编辑操作;
所述展示游戏编辑器,包括:
于所述展示屏幕上展示游戏编辑器。
其中,所述展示屏幕可以是终端上的可用于展示信息的屏幕,为了让用户了解所述游戏,可以将所述游戏的游戏画面展示于所述展示屏幕上。示例性的,所述游戏画面可以是与所述游戏有关的画面,例如可以是,图片、视频或是正处于运行状态的所述游戏呈现出的画面等,在此未做限定。需要说明的是,对于前两种情况,其可以由游戏厂商拍摄录制得到,也可以是其余玩家录制的游玩回复等;对于第三种情况,其允许用户直接游玩游戏,以在游戏游玩过程中认为游戏不够完善时,触发后续的游戏编辑功能。
所述展示屏幕上除了展示有所述游戏画面外,还可以展示有游戏编辑控件,以使用户可以通过触发所述游戏编辑控件来对所述游戏进行编辑。因此,游戏编辑装置在接收到作用于所述游戏编辑控件上的触发操作的情况下,可以将该作用于所述游戏编辑控件上的触发操作作为所述游戏编辑操作,并通过响应于所述游戏编辑操作来于所述展示屏幕上展示出所述游戏编辑器,以使用户通过展示出的所述游戏编辑器进行游戏编辑,由此提高了游戏编辑的便捷性。
在此基础上,可选的,所述方法还包括:
于所述展示屏幕上展示所述游戏的游戏编辑信息;
其中,所述游戏编辑信息包括游戏编辑作者、游戏编辑版本以及游戏编辑路径中的至少一个。
其中,为了让用户更加全面的了解所述游戏,从而提高用户编辑所述游戏的便捷性,可以于所述展示屏幕上展示出所述游戏的游戏编辑信息,所述游戏编辑信息可以包括与所述游戏的编辑过程有关的信息,例如可以是,游戏编辑作者、游戏编辑版本以及游戏编辑路径中的至少一个。示例性的,由于当前展示出的所述游戏可能经过多次由不同作者编辑迭代得到,因此可以通过所述游 戏编辑作者表征当前展示出的所述游戏的编辑作者,通过所述游戏编辑版本表征当前展示出的所述游戏的编辑版本,以及通过所述游戏编辑路径表征所述游戏在历次编辑迭代过程中的演化路径,例如可以是,编辑对象B在游戏编辑版本为1.0的所述游戏的基础上编辑得到游戏编辑版本为2.0的所述游戏,编辑对象B在游戏编辑版本为2.0的所述游戏的基础上编辑出游戏编辑版本为3.0的所述游戏,等等,由此可以让用户更加了解所述游戏的整个编辑过程。
再可选的,所述接收作用于所述游戏编辑控件上的触发操作,包括:
接收作用于所述展示屏幕上的触控操作;
在所述触控操作于所述展示屏幕上的触控位置,与展示出的所述游戏编辑控件相匹配的情况下,将所述触控操作作为作用于所述游戏编辑控件上的触发操作。
其中,为了提高用户在编辑游戏过程的便捷性,可以将用于实现上述游戏编辑方法的游戏编辑装置配置于移动客户端上。这样一来,用户可以通过直接触控所述展示屏幕来触发游戏编辑功能。示例性的,所述游戏编辑装置在接收到作用于所述展示屏幕上的触控操作的情况下,可以确定所述述触控操作于所述展示屏幕上的触控位置,进一步确定所述触控位置在已于所述展示屏幕上展示出的所述游戏编辑器中的对应位置,如果所述对应位置正好位于所述游戏编辑控件上,即所述触控位置与展示出的所述游戏编辑控件匹配,这说明用户输入的所述触控操作正是用于触发所述游戏编辑控件的操作,那么可以将接收到的所述触控操作作为作用于所述游戏编辑控件上的触发操作,即,所述游戏编辑装置接收到了所述作用于所述游戏编辑控件上的触发操作,从而可以开启游戏编辑功能。
可选的,上述方法还包括:
确定所述游戏的游戏收益以及对象编辑链路;
针对所述对象编辑链路上的每个编辑对象,根据所述编辑对象对所述游戏的贡献程度,确定所述编辑对象在所述游戏收益中的占比,以基于所述占比为 所述编辑对象分配所述游戏收益。
其中,所述游戏收益可以理解为所述游戏带来的收益,在本公开实施例中,其可以体现为经济收益或名声收益等,在此未做限定。所述对象编辑链路可以理解为所述游戏在历次编辑迭代过程中的各个编辑对象构成的链路,例如可以是A-B-C-D,其中,编辑对象A编辑出游戏编辑版本为1.0的所述游戏,编辑对象B编辑出游戏编辑版本为2.0的所述游戏,编辑对象C编辑得到游戏编辑版本为3.0的所述游戏,编辑对象D编辑得到游戏编辑版本为4.0(即当前展示出)的所述游戏,那么编辑对象D也可以认为是游戏编辑作者的概念。
针对所述对象编辑链路上的每个编辑对象,可以确定所述编辑对象对所述游戏的贡献程度,在本公开实施例中,所述贡献程度可以通过多种方式确定,例如可以是,通过所述编辑对象对所述游戏的改动程度(即改动多少)或改动复杂度来确定。进而,根据所述贡献程度确定所述编辑对象在所述游戏收益中的占比,通常情况下,所述贡献程度与所述占比间可以呈正相关。这样一来,可以根据所述占比为所述编辑对象分配合适的所述游戏收益,示例性的,假设所述游戏收益是X万元,A在所述游戏收益中的占比是60%,那么可以将0.6X万元作为A的收益分成分配给A。
图3是本公开实施例所提供的另一种游戏编辑方法流程示意图,本实施例是对上述实施例中所述的游戏编辑方法进行追加。
如图3所示,所述方法应用于客户端,所述方法包括:
S210、响应于游戏编辑操作,展示游戏编辑器,其中,所述游戏编辑操作用于对已编辑完成的游戏进行再次编辑,所述游戏编辑器中展示有所述游戏的至少一个游戏元素和至少一个编辑选项。
S220、确定所述游戏的提示编辑信息,于所述游戏编辑器中展示所述提示编辑信息。
其中,考虑到本公开实施例阐述的游戏编辑方法的面向对象主要是用户,例如是普通玩家,相对于专业的游戏编辑人员,所述普通玩家并没有具备专业 的游戏编辑能力,难以编辑出高质量的游戏。因此为了帮助所述普通玩家编辑出高质量的游戏,可以确定所述游戏的提示编辑信息,并于所述游戏编辑器中展示所述提示编辑信息,从而为所述普通玩家提供提示编辑(或是说创作引导)。
所述提示编辑信息可以理解为用于提示所述普通玩家如何进行游戏编辑的信息,在本公开实施例中,其可以用于提示下述内容中的至少一项:
所述至少一个游戏元素中的提示编辑元素;
所述至少一个编辑选项中针对所述提示编辑元素的提示编辑选项;
所述提示编辑选项的提示编辑方向;
在存在至少两个所述提示编辑选项的情况下,所述至少两个提示编辑选项的联动编辑方向。
其中,所述提示编辑元素可以理解为所述至少一个游戏元素中的建议所述普通玩家进行编辑的游戏元素。所述提示编辑选项可理解为所述至少一个编辑选项中的可用于编辑所述提示编辑元素匹配并且建议所述普通玩家应用的编辑选项。所述提示编辑方向可以理解为建议所述普通玩家应用所述提示编辑选项时的编辑方向,例如可以是,调大数值、调小数值或在某数值范围内调整数值。
在存在至少两个所述提示编辑选项的情况下,所述至少两个所述提示编辑选项可以对应于相同或是不同的所述提示编辑元素,所述提示编辑信息可用于提示各所述提示编辑选项的联动编辑方向,所述联动编辑方向用于表征各所述提示编辑选项的配合编辑方向,例如可以是,在希望增加游戏难度的情况下,可以将所述提示编辑元素X的所述提示编辑选项x的取值调大并且将所述提示编辑元素Y的所述提示编辑选项y的取值调小,还可以将所述提示编辑元素Z的所述提示编辑选项z1的取值调大并且将所述提示编辑选项z2的取值调小,通过这种组合提醒方式,提高了游戏编辑的便捷性和引导性。
在确定出所述提示编辑信息后,可以将所述提示编辑信息展示于所述游戏编辑器中,例如可以是,对所述提示编辑信息所表征的游戏元素或是编辑选项进行突出显示,或是于所述游戏编辑器中展示提示编辑窗口,然后将所述提示 编辑信息展示于所述提示编辑窗口中,等等,在此未做限定。
S230、响应于针对展示出的所述至少一个游戏元素和所述至少一个编辑选项输入的游戏编辑操作,于所述游戏编辑器中展示编辑后的所述游戏元素。
需要说明的是,所述游戏编辑操作可以是所述普通玩家参考所述提示编辑信息后输入的操作,当然,也可以是未参考所述提示编辑信息输入的操作,这与所述普通玩家的实际选择有关,在此未做限定。
本公开实施例的技术方案,通过确定所述游戏的提示编辑信息,并于所述游戏编辑器中展示所述提示编辑信息,由此可以引导普通玩家编辑出高质量的游戏,提升了普通玩家的编辑体验。
可选的,所述确定所述游戏的提示编辑信息,包括:
获取所述游戏的游戏策略,基于所述游戏策略分别确定所述至少一个游戏元素中的每个游戏元素对所述游戏的影响程度;
根据所述每个游戏元素分别对应的影响程度,确定针对所述至少一个游戏元素的推荐编辑信息,并将所述推荐编辑信息作为所述游戏的提示编辑信息。
其中,所述游戏策略可以理解为可表征出所述游戏本身的一些情况的策略,例如可以是,游戏编辑策略或是游戏游玩策略等,这些均可以体现出所述游戏的关键所在。因此,根据所述游戏策略,可以分别确定所述至少一个游戏元素中的每个游戏元素对所述游戏的影响程度,所述影响程度可以体现在多个方面,例如可以是,游戏复杂度、游戏多样性或游戏通关时长等,在此未做限定。
根据所述每个游戏元素分别对应的影响程度,确定针对所述至少一个游戏元素的推荐编辑信息,即所述推荐编辑信息可以表征出推荐所述普通玩家进行编辑的游戏元素,该游戏元素对于所述游戏的影响程度较大。示例性的,可以将所述推荐编辑信息作为提示编辑信息,并展示出所述提示编辑信息,从而引导所述普通玩家对推荐的游戏元素进行编辑,以便编辑出高质量的游戏。
可选的,所述确定所述游戏的提示编辑信息,包括:
获取所述游戏的历史编辑信息,基于所述历史编辑信息分别确定所述至少 一个游戏元素中的每个游戏元素的历史编辑次数和历史编辑内容;
根据所述每个游戏元素的历史编辑次数,从所述至少一个游戏元素中确定核心编辑元素,并基于所述核心编辑元素的所述历史编辑内容,确定所述游戏的提示编辑信息。
其中,所示历史编辑信息可表征出所述游戏在历次编辑迭代过程中的编辑信息,例如可以是,在从游戏编辑版本1.0演化为游戏编辑版本2.0的过程中,调整了XX道具的透明度。因此针对所述至少一个游戏元素中的每个游戏元素,可以根据所述历史编辑信息统计出所述游戏元素的历史编辑次数以及历史编辑内容,所述历史编辑次数可以表征出所述游戏元素总共被编辑了多少次;所述历史编辑内容可以表征出所述游戏元素在哪些编辑选项上被编辑过,例如可以是,属性、外观或是位置等,在此基础上,还可以表征出在每个所述编辑选项上如何编辑所述游戏元素,例如可以是,常用的数值编辑范围等。在此基础上,可选的,还可以根据所述历史编辑信息统计出所述游戏元素在每个所述编辑选项上被编辑的次数,从而确定出更为常用的编辑选项。
进而,根据所述每个游戏元素的历史编辑次数,从所述至少一个游戏元素中确定核心编辑元素,所述核心编辑元素可以认为是被大多数编辑对象都编辑过的游戏元素。然后,可以基于所述核心编辑元素的所述历史编辑内容,确定所述游戏的提示编辑信息,例如可以是,将用于表征所述核心编辑元素及所述核心编辑元素的所述历史编辑内容中涉及的编辑选项的信息作为提示编辑信息;或者,将用于表征所述核心编辑元素及核心编辑选项的信息作为提示编辑信息,所述核心编辑选项可以理解为所述核心编辑元素的所述历史编辑内容中涉及到的这些编辑选项中的被编辑的次数更多的编辑选项;再或者,将用于表征所述核心编辑元素及所述核心编辑选项的核心编辑方向的信息作为提示编辑信息,所述核心编辑方向可以理解为大多数编辑对象应用所述核心编辑选项时采用的编辑方向;等,在此未做限定。上述技术方案,通过对所述历史编辑信息进行分析的方式,保证了由此得到的所述提示编辑信息的有效性。
图4是本公开实施例所提供的另一种游戏编辑方法流程示意图,本实施例是对上述实施例中所述的游戏编辑方法进行追加。
如图4所示,所述方法应用于客户端,所述方法包括:
S310、响应于游戏编辑操作,展示游戏编辑器,其中,所述游戏编辑操作用于对已编辑完成的游戏进行再次编辑,所述游戏编辑器中展示有所述游戏的至少一个游戏元素、至少一个编辑选项以及保存选项。
其中,所述保存选项可以理解为用于对编辑后的所述游戏元素所表征出的所述游戏进行保存的选项,所述编辑后的所述游戏元素所表征出的所述游戏中可以包含所述至少一个游戏元素中的在本次游戏编辑过程中未进行编辑的所述游戏元素以及所述编辑后的所述游戏元素。
S320、响应于针对展示出的所述至少一个游戏元素和所述至少一个编辑选项输入的游戏编辑操作,于所述游戏编辑器中展示编辑后的所述游戏元素。
S330、响应于作用于所述保存选项上的触发操作,对所述编辑后的所述游戏元素所表征的所述游戏进行保存,并将保存后的所述游戏发布到服务端上。
其中,客户端在接收到作用于所述保存选项上的触发操作后,可以对所述编辑后的所述游戏元素所表征的所述游戏进行保存,然后将保存后的所述游戏发布到服务端上,以使其余玩家可以游玩到该保存后的所述游戏。本公开实施例中,可选的,所述服务端中可以同时存储有不同游戏编辑版本下的所述游戏,以使每个玩家有机会游玩到各个游戏编辑版本下的所述游戏,由此提高了游戏游玩的多样性。
本公开实施例的技术方案,所述游戏编辑器中展示有保存选项,通过响应于作用于所述保存选项上的触发操作,对所述编辑后的所述游戏元素所表征的所述游戏进行保存,然后将保存后的所述游戏发布到服务端上,以使其余玩家可以游玩到该保存后的所述游戏,由此提高了游戏游玩的多样性。
可选的,在所述响应于作用于所述保存选项上的触发操作之后,所述方法还包括:
获取所述游戏在当次编辑过程中的当次编辑信息,根据所述当次编辑信息确定在所述当次编辑过程中针对所述游戏的当次编辑程度;
所述对所述编辑后的所述游戏元素所表征的所述游戏进行保存,包括:
在所述当次编辑程度满足预先配置的游戏保存条件的情况下,对所述编辑后的所述游戏元素所表征的所述游戏进行保存。
其中,所述当次编辑信息可以表征出在当次编辑过程中,对所述游戏进行了什么样的编辑,例如可以是,所述至少一个游戏元素中被编辑的游戏元素的数量;针对每个所述被编辑的游戏元素,在对所述被编辑的游戏元素进行编辑时应用的编辑选项的数量;针对每个所述应用的编辑选项,对所述应用的编辑选项的选项内容的编辑幅度,例如可以是,取值调整幅度等。
因此,可以根据所述当次编辑信息,确定在所述当次编辑过程中针对所述游戏的当次编辑程度,所述当次编辑程度可以表示所述游戏的改动程度。进而,可以判断所述当次编辑程度是否满足预先配置的游戏保存条件,所述游戏保存条件可以表征可对编辑后的所述游戏进行保存的条件,例如可以是,所述游戏发生了改动(即所述当次编辑程度大于0),或是所述游戏发生了较大改动(即所述当次编辑程度大于预设程度阈值)等。在所述当次编辑程度满足所述游戏保存条件的情况下,对编辑后的所述游戏进行保存。上述技术方案,可以避免出现编辑前后的两个游戏较为相似的情况,从而达到了防抄袭效果。
在此基础上,可选的,所述对所述编辑后的所述游戏元素所表征的所述游戏进行保存之后,所述方法还包括:
根据所述当次编辑程度确定保存后的所述游戏的曝光权重;
将所述曝光权重发送给所述服务端,以使所述服务端基于接收到的所述曝光权重对所述保存后的所述游戏进行曝光。
其中,为了鼓励游戏创作,可以根据当次编辑程度确定保存后的所述游戏的曝光权重,所述曝光权重可以表示出所述保存后的所述游戏在全部游戏中的曝光比例。通常情况下,所述当次编辑程度与所述曝光权重呈正相关。然后, 将所述曝光权重发送给所述服务端,以使所述服务端基于接收到的所述曝光权重对所述保存后的所述游戏进行曝光。这样一来,在游戏编辑过程中做出更多功能的玩家编辑出来的游戏更有可能被其余玩家游玩到,由此提高了玩家对于游戏编辑的积极性。
图5为本公开实施例所提供的一种游戏编辑装置结构示意图,如图5所示,所述装置配置于客户端,包括:游戏编辑器展示模块410以及游戏编辑模块420。
其中,所述游戏编辑器展示模块410,设置为响应于游戏编辑操作,展示游戏编辑器,其中,所述游戏编辑操作用于对已编辑完成的游戏进行再次编辑,所述游戏编辑器中展示有所述游戏的至少一个游戏元素和至少一个编辑选项;所述游戏编辑模块420,设置为响应于针对展示出的所述至少一个游戏元素以及所述至少一个编辑选项输入的游戏编辑操作,于所述游戏编辑器中展示编辑后的所述游戏元素。
本公开实施例的技术方案,通过所述游戏编辑器展示模块响应于游戏编辑操作,展示游戏编辑器,所述游戏编辑操作用于对已编辑完成的游戏进行再次编辑,所述游戏编辑器中展示有所述游戏的至少一个游戏元素以及至少一个编辑选项;通过所述游戏编辑模块响应于针对展示出的所述至少一个游戏元素以及所述至少一个编辑选项输入的游戏编辑操作,于所述游戏编辑器中展示编辑后的所述游戏元素。上述装置,可以允许用户(即普通玩家)对已编辑完成的游戏进行再次编辑,由此降低了游戏编辑门槛并且提升了游戏编辑效率,从而提升了用户的游玩体验。
可选的,所述游戏编辑装置还包括:提示编辑信息确定模块以及提示编辑信息展示模块;
其中,所述提示编辑信息确定模块,设置为确定所述游戏的提示编辑信息;
所述提示编辑信息展示模块,设置为于所述游戏编辑器中展示所述提示编辑信息。
可选的,所述提示编辑信息确定模块,设置为:
获取所述游戏的游戏策略,基于所述游戏策略分别确定所述至少一个游戏元素中的每个游戏元素对所述游戏的影响程度;
根据所述每个游戏元素分别对应的影响程度,确定针对所述至少一个游戏元素的推荐编辑信息,并将所述推荐编辑信息作为所述游戏的提示编辑信息。
可选的,所述提示编辑信息确定模块,设置为:
获取所述游戏的历史编辑信息,基于所述历史编辑信息分别确定所述至少一个游戏元素中的每个游戏元素的历史编辑次数和历史编辑内容;
根据所述每个游戏元素的历史编辑次数,从所述至少一个游戏元素中确定核心编辑元素,并基于所述核心编辑元素的所述历史编辑内容,确定所述游戏的提示编辑信息。
可选的,所述提示编辑信息用于提示下述内容中的至少一项:
所述至少一个游戏元素中的提示编辑元素;
所述至少一个编辑选项中针对所述提示编辑元素的提示编辑选项;
所述提示编辑选项的提示编辑方向;
在存在至少两个所述提示编辑选项的情况下,各所述提示编辑选项的联动编辑方向。
可选的,所述游戏编辑装置还包括:游戏编辑控件展示模块以及游戏编辑操作得到模块;
其中,游戏编辑控件展示模块,设置为在所述响应于游戏编辑操作之前,于展示屏幕上展示所述游戏的游戏画面以及游戏编辑控件;
游戏编辑操作得到模块,设置为接收作用于所述游戏编辑控件上的触发操作,将所述作用于所述游戏编辑控件上的触发操作作为所述游戏编辑操作;
所述游戏编辑器展示模块410,包括:游戏编辑器展示单元;
其中,游戏编辑器展示单元,设置为于所述展示屏幕上展示游戏编辑器。
在此基础上,可选的,所述游戏编辑装置还包括:游戏编辑信息展示模块;
其中,所述游戏编辑信息展示模块,设置为于所述展示屏幕上展示所述游 戏的游戏编辑信息,其中,所述游戏编辑信息包括游戏编辑作者、游戏编辑版本以及游戏编辑路径中的至少一个。
再可选的,游戏编辑操作得到模块,可以包括:触控操作接收单元和触发操作得到单元;
其中,所述触控操作接收单元,设置为接收作用于所述展示屏幕的触控操作;
所述触发操作得到单元,设置为所述触控操作于所述展示屏幕上的触控位置,与展示出的所述游戏编辑控件匹配的情况下,将所述触控操作作为作用于所述游戏编辑控件上的触发操作。
可选的,所述游戏编辑器中还展示有保存选项,所述游戏编辑装置还包括:游戏发布模块;
其中,所述游戏发布模块,设置为响应于作用于所述保存选项上的触发操作,对所述编辑后的所述游戏元素所表征的所述游戏进行保存,并将保存后的所述游戏发布到服务端上。
在此基础上,可选的,所述游戏编辑装置还包括:当次编辑程度确定模块;
其中,所述当次编辑程度确定模块,设置为在所述响应于作用于所述保存选项上的触发操作之后,获取所述游戏在当次编辑过程中的当次编辑信息,根据所述当次编辑信息确定在所述当次编辑过程中针对所述游戏的当次编辑程度;
所述游戏发布模块,包括:游戏保存单元;
其中,所述游戏保存单元,设置为在所述当次编辑程度满足预先配置的游戏保存条件的情况下,对所述编辑后的所述游戏元素所表征的所述游戏进行保存。
在此基础上,可选的,所述游戏编辑装置还包括:曝光权重确定模块以及曝光权重发送模块;
其中,所述曝光权重确定模块,设置为根据所述当次编辑程度确定保存后的所述游戏的曝光权重;
所述曝光权重发送模块,设置为将所述曝光权重发送至所述服务端上,以使所述服务端基于接收到的所述曝光权重对所述保存后的所述游戏进行曝光。
可选的,所述游戏编辑装置还包括:对象编辑链路确定模块以及占比确定模块;
其中,所述对象编辑链路确定模块,设置为确定所述游戏的游戏收益和对象编辑链路;
所述占比确定模块,设置为针对所述对象编辑链路上的每个编辑对象,根据所述编辑对象对所述游戏的贡献程度,确定所述编辑对象在所述游戏收益中的占比,以基于所述占比为所述编辑对象分配所述游戏收益。
可选的,所述至少一个游戏元素包括游戏逻辑和/或个体元素;
所述游戏逻辑包括人物逻辑、道具逻辑、场景逻辑以及关卡逻辑中的至少一个,所述个体元素包括人物、道具、场景以及关卡中的至少一个。
本公开实施例所提供的游戏编辑装置可执行本公开任意实施例所提供的游戏编辑方法,具备执行方法相应的功能模块。
值得注意的是,上述装置所包括的各个单元和模块只是按照功能逻辑进行划分的,但并不局限于上述的划分,只要能够实现相应的功能即可;另外,各功能单元的具体名称也只是为了便于相互区分,并不用于限制本公开实施例的保护范围。
图6为本公开实施例所提供的一种终端的结构示意图。下面参考图6,其示出了适于用来实现本公开实施例的终端500的结构示意图。本公开实施例中的终端设备可以包括但不限于诸如移动电话、笔记本电脑、数字广播接收器、个人数字助理(Personal Digital Assistant,PDA)、PAD(平板电脑)、便携式多媒体播放器(Portable Media Player,PMP)、车载终端(例如车载导航终端)等等的移动终端以及诸如数字电视(Television,TV)、台式计算机等等的固定终端。图6示出的终端仅仅是一个示例,不应对本公开实施例的功能和使用范围带来任何限制。
如图6所示,终端500可以包括处理装置(例如中央处理器、图形处理器等)501,其可以根据存储在只读存储器(Read-Only Memory,ROM)502中的程序或者从存储装置508加载到随机访问存储器(Random Access Memory,RAM)503中的程序而执行各种适当的动作和处理。在RAM 503中,还存储有终端500操作所需的各种程序和数据。处理装置501、ROM 502以及RAM 503通过总线504彼此相连。编辑/输出(Input/Output,I/O)接口505也连接至总线504。
通常,以下装置可以连接至I/O接口505:包括例如触摸屏、触摸板、键盘、鼠标、摄像头、麦克风、加速度计、陀螺仪等的输入装置506;包括例如液晶显示器(Liquid Crystal Display,LCD)、扬声器、振动器等的输出装置507;包括例如磁带、硬盘等的存储装置508;以及通信装置509。通信装置509可以允许终端500与其他设备进行无线或有线通信以交换数据。虽然图6示出了具有各种装置的终端500,但是应理解的是,并不要求实施或具备所有示出的装置。可以替代地实施或具备更多或更少的装置。
特别地,根据本公开的实施例,上文参考流程图描述的过程可以被实现为计算机软件程序。例如,本公开的实施例包括一种计算机程序产品,其包括承载在非暂态计算机可读介质上的计算机程序,该计算机程序包含用于执行流程图所示的方法的程序代码。在这样的实施例中,该计算机程序可以通过通信装置509从网络上被下载和安装,或者从存储装置508被安装,或者从ROM 502被安装。在该计算机程序被处理装置501执行时,执行本公开实施例的方法中限定的上述功能。
本公开实施方式中的多个装置之间所交互的消息或者信息的名称仅用于说明性的目的,而并不是用于对这些消息或信息的范围进行限制。
本公开实施例提供的终端与上述实施例提供的游戏编辑方法属于同一公开构思,未在本实施例中详尽描述的技术细节可参见上述实施例。
本公开实施例提供了一种计算机存储介质,其上存储有计算机程序,该程 序被处理器执行时实现上述实施例所提供的游戏编辑方法。
需要说明的是,本公开上述的计算机可读介质可以是计算机可读信号介质或者计算机可读存储介质或者是上述两者的任意组合。计算机可读存储介质例如可以是——但不限于——电、磁、光、电磁、红外线、或半导体的系统、装置或器件,或者任意以上的组合。计算机可读存储介质的更具体的例子可以包括但不限于:具有一个或多个导线的电连接、便携式计算机磁盘、硬盘、随机访问存储器(RAM)、只读存储器(ROM)、可擦式可编程只读存储器(EPROM(Erasable Programmable Read-Only Memory)或闪存)、光纤、便携式紧凑磁盘只读存储器(Compact Disc Read-Only Memory,CD-ROM)、光存储器件、磁存储器件、或者上述的任意合适的组合。在本公开中,计算机可读存储介质可以是任何包含或存储程序的有形介质,该程序可以被指令执行系统、装置或者器件使用或者与其结合使用。而在本公开中,计算机可读信号介质可以包括在基带中或者作为载波一部分传播的数据信号,其中承载了计算机可读的程序代码。这种传播的数据信号可以采用多种形式,包括但不限于电磁信号、光信号或上述的任意合适的组合。计算机可读信号介质还可以是计算机可读存储介质以外的任何计算机可读介质,该计算机可读信号介质可以发送、传播或者传输用于由指令执行系统、装置或者器件使用或者与其结合使用的程序。计算机可读介质上包含的程序代码可以用任何适当的介质传输,包括但不限于:电线、光缆、射频(Radio Frequency,RF)等等,或者上述的任意合适的组合。
在一些实施方式中,客户端、服务器可以利用诸如HTTP(HyperText Transfer Protocol,超文本传输协议)之类的任何当前已知或未来研发的网络协议进行通信,并且可以与任意形式或介质的数字数据通信(例如,通信网络)互连。通信网络的示例包括局域网(Local Area Network,LAN),广域网(Wide Area Network,WAN),网际网(例如,互联网)以及端对端网络(例如,ad hoc端对端网络),以及任何当前已知或未来研发的网络。
上述计算机可读介质可以是上述终端中所包含的;也可以是单独存在,而 未装配入该终端中。
上述计算机可读介质承载有至少一个程序,当上述至少一个程序被该终端执行时,使得该终端:响应于游戏编辑操作,展示游戏编辑器,其中,所述游戏编辑操作用于对已编辑完成的游戏进行再次编辑,所述游戏编辑器中展示有所述游戏的至少一个游戏元素和至少一个编辑选项;
响应于针对展示出的所述至少一个游戏元素和所述至少一个编辑选项输入的游戏编辑操作,于所述游戏编辑器中展示编辑后的所述游戏元素。
可以以一种或多种程序设计语言或其组合来编写用于执行本公开的操作的计算机程序代码,上述程序设计语言包括但不限于面向对象的程序设计语言—诸如Java、Smalltalk、C++,还包括常规的过程式程序设计语言—诸如“C”语言或类似的程序设计语言。程序代码可以完全地在用户计算机上执行、部分地在用户计算机上执行、作为一个独立的软件包执行、部分在用户计算机上部分在远程计算机上执行、或者完全在远程计算机或服务器上执行。在涉及远程计算机的情形中,远程计算机可以通过任意种类的网络——包括局域网(LAN)或广域网(WAN)—连接到用户计算机,或者,可以连接到外部计算机(例如利用因特网服务提供商来通过因特网连接)。
附图中的流程图和框图,图示了按照本公开各种实施例的系统、方法和计算机程序产品的可能实现的体系架构、功能和操作。在这点上,流程图或框图中的每个方框可以代表一个模块、程序段、或代码的一部分,该模块、程序段、或代码的一部分包含一个或多个用于实现规定的逻辑功能的可执行指令。也应当注意,在有些作为替换的实现中,方框中所标注的功能也可以以不同于附图中所标注的顺序发生。例如,两个接连地表示的方框实际上可以基本并行地执行,它们有时也可以按相反的顺序执行,这依所涉及的功能而定。也要注意的是,框图和/或流程图中的每个方框、以及框图和/或流程图中的方框的组合,可以用执行规定的功能或操作的专用的基于硬件的系统来实现,或者可以用专用硬件与计算机指令的组合来实现。
描述于本公开实施例中所涉及到的单元可以通过软件的方式实现,也可以通过硬件的方式来实现。其中,单元的名称在某种情况下并不构成对该单元本身的限定,例如,游戏编辑器展示模块还可以被描述为“响应于游戏编辑操作,展示游戏编辑器,其中,所述游戏编辑操作用于对已编辑完成的游戏进行再次编辑,所述游戏编辑器中展示有所述游戏的至少一个游戏元素和至少一个编辑选项”。
本文中以上描述的功能可以至少部分地由一个或多个硬件逻辑部件来执行。例如,非限制性地,可以使用的示范类型的硬件逻辑部件包括:现场可编程门阵列(Field Programmable Gate Array,FPGA)、专用集成电路(Application Specific Integrated Circuit,ASIC)、专用标准产品(Application Specific Standard Parts,ASSP)、片上系统(System on Chip,SOC)、复杂可编程逻辑设备(Complex Programming logic device,CPLD)等等。
在本公开的上下文中,机器可读介质可以是有形的介质,其可以包含或存储以供指令执行系统、装置或设备使用或与指令执行系统、装置或设备结合地使用的程序。机器可读介质可以是机器可读信号介质或机器可读储存介质。机器可读介质可以包括但不限于电子的、磁性的、光学的、电磁的、红外的、或半导体系统、装置或设备,或者上述内容的任何合适组合。机器可读存储介质的更具体示例会包括基于一个或多个线的电气连接、便携式计算机盘、硬盘、随机存取存储器(RAM)、只读存储器(ROM)、可擦除可编程只读存储器(EPROM或快闪存储器)、光纤、便捷式紧凑盘只读存储器(CD-ROM)、光学储存设备、磁储存设备、或上述内容的任何合适组合。
根据本公开的至少一个实施例,【示例一】提供了一种游戏编辑方法,应用于客户端,该方法包括:
响应于游戏编辑操作,展示游戏编辑器,其中,所述游戏编辑操作用于对已编辑完成的游戏进行再次编辑,所述游戏编辑器中展示有所述游戏的至少一个游戏元素和至少一个编辑选项;
响应于针对展示出的所述至少一个游戏元素和所述至少一个编辑选项输入的游戏编辑操作,于所述游戏编辑器中展示编辑后的所述游戏元素。
根据本公开的至少一个实施例,【示例二】提供了示例一的方法,还包括:
确定所述游戏的提示编辑信息;
于所述游戏编辑器中展示所述提示编辑信息。
根据本公开的至少一个实施例,【示例三】提供了示例二的方法,所述确定所述游戏的提示编辑信息,包括:
获取所述游戏的游戏策略,基于所述游戏策略分别确定所述至少一个游戏元素中的每个游戏元素对所述游戏的影响程度;
根据所述每个游戏元素分别对应的影响程度,确定针对所述至少一个游戏元素的推荐编辑信息,并将所述推荐编辑信息作为所述游戏的提示编辑信息。
根据本公开的至少一个实施例,【示例四】提供了示例二的方法,所述确定所述游戏的提示编辑信息,包括:
获取所述游戏的历史编辑信息,基于所述历史编辑信息分别确定所述至少一个游戏元素中的每个游戏元素的历史编辑次数和历史编辑内容;
根据所述每个游戏元素的历史编辑次数,从所述至少一个游戏元素中确定核心编辑元素,并基于所述核心编辑元素的所述历史编辑内容,确定所述游戏的提示编辑信息。
根据本公开的至少一个实施例,【示例五】提供了示例二的方法,所述提示编辑信息用于提示下述内容中的至少一项:
所述至少一个游戏元素中的提示编辑元素;
所述至少一个编辑选项中针对所述提示编辑元素的提示编辑选项;
所述提示编辑选项的提示编辑方向;
在存在至少两个所述提示编辑选项的情况下,各所述提示编辑选项的联动编辑方向。
根据本公开的至少一个实施例,【示例六】提供了示例一的方法,在所述响 应于游戏编辑操作之前,还包括:
于展示屏幕上展示所述游戏的游戏画面以及游戏编辑控件;
接收作用于所述游戏编辑控件上的触发操作,将所述作用于所述游戏编辑控件上的触发操作作为所述游戏编辑操作;
所述展示游戏编辑器,包括:
于所述展示屏幕上展示游戏编辑器。
根据本公开的至少一个实施例,【示例七】提供了示例六的方法,还包括:
于所述展示屏幕上展示所述游戏的游戏编辑信息;
其中,所述游戏编辑信息包括游戏编辑作者、游戏编辑版本以及游戏编辑路径中的至少一个。
根据本公开的至少一个实施例,【示例八】提供了示例六的方法,所述接收作用于所述游戏编辑控件上的触发操作,包括:
接收作用于所述展示屏幕上的触控操作;
在所述触控操作于所述展示屏幕上的触控位置,与展示出的所述游戏编辑控件相匹配的情况下,将所述触控操作作为作用于所述游戏编辑控件上的触发操作。
根据本公开的至少一个实施例,【示例九】提供了示例一的方法,所述游戏编辑器中还展示有保存选项,所述方法还包括:
响应于作用于所述保存选项上的触发操作,对所述编辑后的所述游戏元素所表征的所述游戏进行保存,并将保存后的所述游戏发布到服务端上。
根据本公开的至少一个实施例,【示例十】提供了示例九的方法,在所述响应于作用于所述保存选项上的触发操作之后,还包括:
获取所述游戏在当次编辑过程中的当次编辑信息,根据所述当次编辑信息确定在所述当次编辑过程中针对所述游戏的当次编辑程度;
所述对所述编辑后的所述游戏元素所表征的所述游戏进行保存,包括:
在所述当次编辑程度满足预先配置的游戏保存条件的情况下,对所述编辑 后的所述游戏元素所表征的所述游戏进行保存。
根据本公开的至少一个实施例,【示例十一】提供了示例十的方法,所述对所述编辑后的所述游戏元素所表征的所述游戏进行保存之后,还包括:
根据所述当次编辑程度确定保存后的所述游戏的曝光权重;
将所述曝光权重发送给所述服务端,以使所述服务端基于接收到的所述曝光权重对所述保存后的所述游戏进行曝光。
根据本公开的至少一个实施例,【示例十二】提供了示例一的方法,还可包括:
确定所述游戏的游戏收益以及对象编辑链路;
针对所述对象编辑链路上的每个编辑对象,根据所述编辑对象对所述游戏的贡献程度,确定所述编辑对象在所述游戏收益中的占比,以基于所述占比为所述编辑对象分配所述游戏收益。
根据本公开的至少一个实施例,【示例十三】提供了示例一至示例十二中的任一示例的方法,还包括:
所述至少一个游戏元素包括游戏逻辑和/或个体元素;
所述游戏逻辑包括人物逻辑、道具逻辑、场景逻辑以及关卡逻辑中的至少一个,所述个体元素包括人物、道具、场景以及关卡中的至少一个。
根据本公开的至少一个实施例,【示例十四】提供了一种游戏编辑装置,配置于客户端,该装置包括:
游戏编辑器展示模块,设置为响应于游戏编辑操作,展示游戏编辑器,其中,所述游戏编辑操作用于对已编辑完成的游戏进行再次编辑,所述游戏编辑器中展示有所述游戏的至少一个游戏元素和至少一个编辑选项;
游戏编辑模块,设置为响应于针对展示出的所述至少一个游戏元素和所述至少一个编辑选项输入的游戏编辑操作,于所述游戏编辑器中展示编辑后的所述游戏元素。
以上描述仅为本公开的可选实施例以及对所运用技术原理的说明。本领域 技术人员应当理解,本公开中所涉及的公开范围,并不限于上述技术特征的特定组合而成的技术方案,同时也应涵盖在不脱离上述公开构思的情况下,由上述技术特征或其等同特征进行任意组合而形成的其它技术方案。例如上述特征与本公开中公开的(但不限于)具有类似功能的技术特征进行互相替换而形成的技术方案。
此外,虽然采用特定次序描绘了各操作,但是这不应当理解为要求这些操作以所示出的特定次序或以顺序次序执行来执行。在一定环境下,多任务和并行处理可能是有利的。同样地,虽然在上面论述中包含了若干具体实现细节,但是这些不应当被解释为对本公开的范围的限制。在单独的实施例的上下文中描述的某些特征还可以组合地实现在单个实施例中。相反地,在单个实施例的上下文中描述的各种特征也可以单独地或以任何合适的子组合的方式实现在多个实施例中。
尽管已经采用特定于结构特征和/或方法逻辑动作的语言描述了本主题,但是应当理解所附权利要求书中所限定的主题未必局限于上面描述的特定特征或动作。相反,上面所描述的特定特征和动作仅仅是实现权利要求书的示例形式。

Claims (16)

  1. 一种游戏编辑方法,应用于客户端,所述方法包括:
    响应于游戏编辑操作,展示游戏编辑器,其中,所述游戏编辑操作用于对已编辑完成的游戏进行再次编辑,所述游戏编辑器中展示有所述游戏的至少一个游戏元素和至少一个编辑选项;
    响应于针对展示出的所述至少一个游戏元素和所述至少一个编辑选项输入的游戏编辑操作,于所述游戏编辑器中展示编辑后的所述游戏元素。
  2. 根据权利要求1所述的方法,还包括:
    确定所述游戏的提示编辑信息;
    于所述游戏编辑器中展示所述提示编辑信息。
  3. 根据权利要求2所述的方法,其中,所述确定所述游戏的提示编辑信息,包括:
    获取所述游戏的游戏策略,基于所述游戏策略分别确定所述至少一个游戏元素中的每个游戏元素对所述游戏的影响程度;
    根据所述每个游戏元素分别对应的影响程度,确定针对所述至少一个游戏元素的推荐编辑信息,并将所述推荐编辑信息作为所述游戏的提示编辑信息。
  4. 根据权利要求2所述的方法,其中,所述确定所述游戏的提示编辑信息,包括:
    获取所述游戏的历史编辑信息,基于所述历史编辑信息分别确定所述至少一个游戏元素中的每个游戏元素的历史编辑次数和历史编辑内容;
    根据所述每个游戏元素的历史编辑次数,从所述至少一个游戏元素中确定核心编辑元素,并基于所述核心编辑元素的所述历史编辑内容,确定所述游戏的提示编辑信息。
  5. 根据权利要求2所述的方法,其中,所述提示编辑信息用于提示下述内容中的至少一项:
    所述至少一个游戏元素中的提示编辑元素;
    所述至少一个编辑选项中针对所述提示编辑元素的提示编辑选项;
    所述提示编辑选项的提示编辑方向;
    在存在至少两个所述提示编辑选项的情况下,所述至少两个提示编辑选项的联动编辑方向。
  6. 根据权利要求1所述的方法,在所述响应于游戏编辑操作之前,还包括:
    于展示屏幕上展示所述游戏的游戏画面以及游戏编辑控件;
    接收作用于所述游戏编辑控件上的触发操作,将所述作用于所述游戏编辑控件上的触发操作作为所述游戏编辑操作;
    所述展示游戏编辑器,包括:
    于所述展示屏幕上展示游戏编辑器。
  7. 根据权利要求6所述的方法,还包括:
    于所述展示屏幕上展示所述游戏的游戏编辑信息;
    其中,所述游戏编辑信息包括游戏编辑作者、游戏编辑版本以及游戏编辑路径中的至少一个。
  8. 根据权利要求6所述的方法,其中,所述接收作用于所述游戏编辑控件上的触发操作,包括:
    接收作用于所述展示屏幕上的触控操作;
    响应于所述触控操作于所述展示屏幕上的触控位置,与展示出的所述游戏编辑控件相匹配,将所述触控操作作为作用于所述游戏编辑控件上的触发操作。
  9. 根据权利要求1所述的方法,其中,所述游戏编辑器中还展示有保存选项,所述方法还包括:
    响应于作用于所述保存选项上的触发操作,对所述编辑后的所述游戏元素所表征的所述游戏进行保存,并将保存后的所述游戏发布到服务端上。
  10. 根据权利要求9所述的方法,在所述响应于作用于所述保存选项上的触发操作之后,还包括:
    获取所述游戏在当次编辑过程中的当次编辑信息,根据所述当次编辑信息确定在所述当次编辑过程中针对所述游戏的当次编辑程度;
    所述对所述编辑后的所述游戏元素所表征的所述游戏进行保存,包括:
    响应于所述当次编辑程度满足预先配置的游戏保存条件,对所述编辑后的所述游戏元素所表征的所述游戏进行保存。
  11. 根据权利要求10所述的方法,所述对所述编辑后的所述游戏元素所表征的所述游戏进行保存之后,还包括:
    根据所述当次编辑程度确定保存后的所述游戏的曝光权重;
    将所述曝光权重发送给所述服务端,以使所述服务端基于接收到的所述曝光权重对所述保存后的所述游戏进行曝光。
  12. 根据权利要求1所述的方法,还包括:
    确定所述游戏的游戏收益以及对象编辑链路;
    针对所述对象编辑链路上的每个编辑对象,根据所述编辑对象对所述游戏的贡献程度,确定所述编辑对象在所述游戏收益中的占比,以基于所述占比为所述编辑对象分配所述游戏收益。
  13. 根据权利要求1-12中的任一所述的方法,其中,所述至少一个游戏元素包括游戏逻辑和个体元素中的至少之一;
    所述游戏逻辑包括人物逻辑、道具逻辑、场景逻辑以及关卡逻辑中的至少一个,所述个体元素包括人物、道具、场景以及关卡中的至少一个。
  14. 一种游戏编辑装置,配置于客户端,所述装置包括:
    游戏编辑器展示模块,设置为响应于游戏编辑操作,展示游戏编辑器,其中,所述游戏编辑操作用于对已编辑完成的游戏进行再次编辑,所述游戏编辑器中展示有所述游戏的至少一个游戏元素和至少一个编辑选项;
    游戏编辑模块,设置为响应于针对展示出的所述至少一个游戏元素和所述至少一个编辑选项输入的游戏编辑操作,于所述游戏编辑器中展示编辑后的所述游戏元素。
  15. 一种终端,包括:
    至少一个处理器;
    存储器,设置为存储至少一个程序;
    当所述至少一个程序被所述至少一个处理器执行,使得所述至少一个处理器实现如权利要求1-13中任一所述的游戏编辑方法。
  16. 一种计算机可读存储介质,所述计算机可读存储介质上存储有计算机程序,所述计算机程序被处理器执行时实现如权利要求1-13中任一所述的游戏编辑方法。
PCT/CN2023/116509 2022-09-05 2023-09-01 一种游戏编辑方法、装置、终端及存储介质 WO2024051596A1 (zh)

Applications Claiming Priority (2)

Application Number Priority Date Filing Date Title
CN202211080422.5A CN116173507A (zh) 2022-09-05 2022-09-05 一种游戏编辑方法、装置、终端及存储介质
CN202211080422.5 2022-09-05

Publications (1)

Publication Number Publication Date
WO2024051596A1 true WO2024051596A1 (zh) 2024-03-14

Family

ID=86442930

Family Applications (1)

Application Number Title Priority Date Filing Date
PCT/CN2023/116509 WO2024051596A1 (zh) 2022-09-05 2023-09-01 一种游戏编辑方法、装置、终端及存储介质

Country Status (2)

Country Link
CN (1) CN116173507A (zh)
WO (1) WO2024051596A1 (zh)

Families Citing this family (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN116173507A (zh) * 2022-09-05 2023-05-30 北京有竹居网络技术有限公司 一种游戏编辑方法、装置、终端及存储介质

Citations (8)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US20070077996A1 (en) * 2005-09-30 2007-04-05 Inventec Corporation User-alterable network game system and method
US20080078758A1 (en) * 2006-08-16 2008-04-03 Shimura Yukimi Intelligent game editing system and method with autocomplete and other functions that facilitate game authoring by non-expert end users
US20150196843A1 (en) * 2012-10-31 2015-07-16 Sk Planet Co., Ltd. Apparatus and method for servicing user participation-type game by using real-time flash-mob
CN110404260A (zh) * 2019-07-31 2019-11-05 网易(杭州)网络有限公司 一种用户交互界面的响应方法和装置
US20200306639A1 (en) * 2019-03-29 2020-10-01 Electronic Arts Inc. Network-based video game editing and modification distribution system
CN112138380A (zh) * 2020-09-30 2020-12-29 网易(杭州)网络有限公司 一种游戏中数据编辑的方法和装置
CN112516592A (zh) * 2020-12-15 2021-03-19 网易(杭州)网络有限公司 游戏中的视野模式处理方法、装置、存储介质及终端设备
CN116173507A (zh) * 2022-09-05 2023-05-30 北京有竹居网络技术有限公司 一种游戏编辑方法、装置、终端及存储介质

Patent Citations (8)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US20070077996A1 (en) * 2005-09-30 2007-04-05 Inventec Corporation User-alterable network game system and method
US20080078758A1 (en) * 2006-08-16 2008-04-03 Shimura Yukimi Intelligent game editing system and method with autocomplete and other functions that facilitate game authoring by non-expert end users
US20150196843A1 (en) * 2012-10-31 2015-07-16 Sk Planet Co., Ltd. Apparatus and method for servicing user participation-type game by using real-time flash-mob
US20200306639A1 (en) * 2019-03-29 2020-10-01 Electronic Arts Inc. Network-based video game editing and modification distribution system
CN110404260A (zh) * 2019-07-31 2019-11-05 网易(杭州)网络有限公司 一种用户交互界面的响应方法和装置
CN112138380A (zh) * 2020-09-30 2020-12-29 网易(杭州)网络有限公司 一种游戏中数据编辑的方法和装置
CN112516592A (zh) * 2020-12-15 2021-03-19 网易(杭州)网络有限公司 游戏中的视野模式处理方法、装置、存储介质及终端设备
CN116173507A (zh) * 2022-09-05 2023-05-30 北京有竹居网络技术有限公司 一种游戏编辑方法、装置、终端及存储介质

Also Published As

Publication number Publication date
CN116173507A (zh) 2023-05-30

Similar Documents

Publication Publication Date Title
CN111294663B (zh) 弹幕处理方法、装置、电子设备及计算机可读存储介质
WO2021254186A1 (zh) 一种活动入口的展示方法、装置、电子设备及存储介质
WO2022078165A1 (zh) 直播界面交互方法、装置、电子设备及计算机可读介质
WO2022218096A1 (zh) 基于视频的交互方法、装置、存储介质及电子设备
WO2022228118A1 (zh) 互动内容生成方法、装置、存储介质及电子设备
EP4124052A1 (en) Video production method and apparatus, and device and storage medium
WO2022052838A1 (zh) 视频文件的处理方法、装置、电子设备及计算机存储介质
CN111459586B (zh) 远程协助方法、装置、存储介质及终端
WO2024051596A1 (zh) 一种游戏编辑方法、装置、终端及存储介质
CN111803951A (zh) 游戏编辑方法、装置、电子设备及计算机可读介质
WO2020220773A1 (zh) 图片预览信息的显示方法、装置、电子设备及计算机可读存储介质
WO2022193867A1 (zh) 一种视频处理方法、装置、电子设备及存储介质
WO2023284437A1 (zh) 媒体文件处理方法、装置、设备、可读存储介质及产品
CN110025958B (zh) 语音的发送方法、装置、介质及电子设备
WO2023103889A1 (zh) 视频处理方法、装置、电子设备及存储介质
US11886484B2 (en) Music playing method and apparatus based on user interaction, and device and storage medium
US9471272B2 (en) Skip of a portion of audio
US20230307004A1 (en) Audio data processing method and apparatus, and device and storage medium
WO2023116480A1 (zh) 多媒体内容的发布方法、装置、设备、介质和程序产品
WO2023088006A1 (zh) 云游戏交互方法、装置、可读介质和电子设备
WO2023279892A1 (zh) 节目的混合播放方法及设备
JP2023539815A (ja) 議事録のインタラクション方法、装置、機器及び媒体
WO2024002120A1 (zh) 媒体内容展示方法、装置、设备及存储介质
WO2022179522A1 (zh) 推荐视频展示方法、装置、介质及电子设备
CN115134670A (zh) 多媒体播放方法、设备、存储介质及程序产品

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: 23862290

Country of ref document: EP

Kind code of ref document: A1