Core task scenario operation and guidance system for next generation game

文档序号:493309 发布日期:2022-01-07 浏览:29次 中文

阅读说明:本技术 一种次世代游戏的核心任务剧情操作、指引系统 (Core task scenario operation and guidance system for next generation game ) 是由 蒋施瑜 于 2021-11-05 设计创作,主要内容包括:本发明是一种次世代游戏系统的核心架构系统,游戏任务系统,提供一种游戏任务系统的数据结构设计方案,一种游戏任务系统界面的操作管理法方,一种游戏任务的完整实现方法,该方法包括:任务的触发机制,并在任务触发同时显示任务信息提示窗口,关联任务ID的静态数据获取方法,同步更新当前任务引导窗口,在当前任务进行时实时跟踪显示任务分支目标提示,并对任务分支目标的完成度实时检测,判断任务分支目标完成度,更新任务分支目标状态,更新任务状态,判断任务状态,实现任务奖励,同时显示任务完成窗口。(The invention relates to a core architecture system of a next generation game system, a game task system, a data structure design scheme of the game task system, an operation management method of a game task system interface and a complete realization method of a game task, wherein the method comprises the following steps: the method comprises the steps of triggering a task, displaying a task information prompt window when the task is triggered, synchronously updating a current task guide window, tracking and displaying task branch target prompts in real time when the current task is carried out, detecting the completion degree of a task branch target in real time, judging the completion degree of the task branch target, updating the task branch target state, updating the task state, judging the task state, realizing task reward and displaying the task completion window at the same time.)

1. A core data structure design scheme for a task system, a (dynamic, static) mode, comprising:

the static data structure stores fixed information data variables and associates data references according to ID naming (hereinafter referred to as ID);

the dynamic data structure stores dynamic change information data variables including ID naming;

determining a logical relation between static data corresponding to the dynamic variable ID name association;

determining a logical relationship between the method generating steps;

and according to the generated logical relationship among the steps, quickly acquiring corresponding task data information through the ID.

2. The data structure scheme of claim 1, wherein the mobile role triggers the obtaining of the task ID to create a new task, comprising:

setting an object ID in a checkpoint scene and setting a coordinate range;

moving the role to a specified range or self-defining and directly adding an ID to the role;

generating a logical relationship between the steps for the determined operations;

and according to the generated logical relationship among the steps, performing data reference on the determined ID to acquire static data information to generate a new task.

3. A complete implementation method of a task system, which is accessed from task triggering to task detecting task completion, is characterized by comprising the following steps:

determining task ID to carry out correlation logic;

performing task branch target detection on the determined task ID;

judging the detection result to complete the task;

determining a logical association between the method generating steps;

and carrying out guidance processing on the whole task according to the generated logical relation among the steps.

4. The method of claim 2 and 3, wherein a new task prompt window UI control is created while a new task is generated, and the method comprises the following steps:

determining to create a new task prompt window UI control when a new task is generated;

generating a logical relationship between the steps for the determined operations;

and synchronously updating new task information to a prompt window according to the generated logical relationship among the steps.

5. The method of claim 2 and 3, wherein the current task guidance window UI control is created while the new task is generated, and the method comprises the following steps:

determining to create a current task guide window UI control after a new task is generated;

generating a logical relationship between the steps for the determined operations;

and synchronously updating new task information to the task guide window according to the generated logical relation among the steps.

6. The method of claim 5, generating a task branch target guide object and displaying a current target icon UI control at the same time of creating the current task guide window, comprising:

determining task ID information data (coordinates and range), and generating a task branch guidance target object according to the coordinates;

generating a logical relationship between the steps for determining the operation;

and (4) guiding the target UI control by the (display and hiding) task branch according to the generated logical relation between the steps.

7. The method of claim 2, wherein the task object is subjected to state determination after the new task is generated, and further comprising:

determining task ID data information to judge task branch target completion conditions in real time;

generating a logical relation between the steps of determining the task branch targets meeting the conditions;

and according to the generated logical relation among the steps, performing state updating operation processing on the task branch target which is determined to meet the conditions.

8. The method of claim 7, comprising:

determining to complete all task branch targets;

determining the logical relationship between the steps of completing the generation of all task branch targets;

and updating the task completion state according to the generated logical relation among the steps.

9. The method of claim 8, wherein the task is completed while a UI control for completing the task window is created, and wherein the method comprises:

determining the ID completion state of the current task;

generating a logical relationship between the steps for determining the task ID completion status;

and displaying a playing completion task window according to the generated logical relation among the steps.

10. A secondary generation game task system management interface operation processing method is characterized by comprising the following steps:

a task detail information description area;

a task data list area;

a task type button area;

determining to operate a UI control of a task interface;

generating a logical relationship between the steps for determining the operation;

and according to the generated logical relationship among the steps, the operation processing method for switching the detailed information display of various types of tasks is realized.

Technical Field

The invention discloses a secondary generation game core architecture system, which constructs a game system framework foundation, guides task scenario trend and realizes game playing, and relates to an operation processing method, a guide processing method, a game task system and a game system.

Background

In the process of game industry development, the domestic game industry generally forms an extreme trend, and the hand game in the nesting doll mode is used for rapidly finishing the project to obtain profit, so that the technical expansion and the research and development of the next generation technology are limited.

In the background, the blue dream adjusts the technology, art, script, sound effect, CG and UI investment cost (time, manpower and fund) required by the project according to the self team ability, and carries out the research and development investment of the next generation game ARPG (original island) to obtain the next generation development experience and achievement.

Disclosure of Invention

The invention provides a data structure design application scheme, in particular to a dynamic and static data application mode, wherein fixed and unchangeable data are stored in a static data structure body and are related by ID naming, dynamic data are used as change storage in system operation, and static data information is quickly acquired through ID.

According to another aspect of the present invention, a method for implementing a task scenario of a game is provided, in which a scene object Actor (coordinate, range) is preset, so that a chief role character (player) can determine a task triggering condition according to task ID information to implement the task scenario.

Preferably, a prompt window for generating a new task is created while the task scenario is triggered, new task information is displayed, an animation effect is played for 5 seconds, and the prompt window slides upwards from the left lower middle section of the viewport to the left upper middle section and then is hidden.

Preferably, a new task is created and a current task guide window is created and displayed at the same time, the current task guide window information is updated and the current task is synchronized, and an animation is played and slides out of the task guide window from the left of the viewport.

Preferably, the current task is updated, the current task branch target guide object Actor is created, the Actor is generated according to task ID information (coordinates and ranges), the Actor target UI control is switched and displayed, the distance between the leading character and the two points of the object Actor is calculated, and the updating is performed in real time.

Preferably, the task branch target is judged and detected in real time while the task is performed, the task branch target state is updated for the task branch target meeting the condition, and the task branch target state information is updated to the dynamic data synchronously.

Preferably, the task state is updated when the task branch target is completed, the judgment of the task completion state condition is carried out when the task completion condition is met or the task is interrupted, the task rewarding operation processing is carried out on the task meeting the condition, and the task state information is updated to be synchronous to the dynamic data.

Preferably, when the task is completed, a task completion window UI control is displayed, and the UI control is displayed in the middle upper section of the viewport to prompt the user to be happy to complete the task and other related task state information.

According to another aspect of the present invention, there is provided a next generation game task system management interface, a task data detail information description area, a task data list area, a task type switching button area, and an interface operation processing method.

Preferably, when the task system management interface is opened, the current task ID information is preferentially updated in the task detailed description information column, and the current task name, the task picture, the scene area where the task is located, the task subject detailed description, the task branch, the target detail, the task completion reward and the like are synchronously displayed.

Preferably, when a task system management interface is opened, all acquired mainline tasks are added to generate a single task UI control to the task list area column respectively, a task branch target list can be expanded by clicking the single UI control, the task can be switched and updated to be the current task by clicking the task branch target, and task detailed column information is updated synchronously.

Preferably, when a task system management interface is opened, a task type button area is clicked, a task list task is updated according to the button type, a main line task, a branch line task and an achievement task can be switched according to the task type, and the completed task is in the task list.

According to the invention, a split (dynamic and static) data structure is adopted, all data which do not need to be changed are stored in a static structure body in a static data fixed and unchangeable mode, the design of a programmer method is simple, the BUG risk is reduced to the maximum extent, the expansibility of the data structure is increased, and the method is more convenient for large-scale software program design expansion. The innovative game task system realizes the core design of the whole set of task system by a branch tree-shaped architecture of a main task expansion task branch and a task target re-expansion, and the architecture of branch segmentation classification simultaneously forms the diversity and the expansibility of tasks and gives infinite creation and play space for next generation games. The system has the advantages of stability expansion, capability of providing more expansion space based on data structure design, stable compatibility and high reusability, and can be applied to the system construction core of various plot task games.

Drawings

The accompanying drawings, which are included to provide a further understanding of the invention and are incorporated in and constitute a part of this application, illustrate embodiment(s) of the invention and together with the description serve to explain the invention without limiting the invention.

FIG. 1 is a logic structure diagram of the complete operation flow of the game task system of the present invention.

FIG. 2 is a flow diagram of a method for logically processing a create task run step in an example of the present invention.

FIG. 3 is a flow chart of a method for performing task branch target execution step logic in an example of the present invention.

FIG. 4 is a flow diagram of a game task system UI interface management initialization according to the present invention.

FIG. 5 is a flowchart illustrating operation of the interface to select to switch the current task program according to the present invention.

Detailed Description

The invention will be described in detail hereinafter with reference to the accompanying drawings in conjunction with the embodiments.

Method embodiments.

In this embodiment, a data structure design scheme is provided, which specifically includes the following.

Static data structure

Data variable description data variable type schema

Storing task name Text (Text)

Storing task detail description Text (Text) arrays (extensible)

Storing a task branch data structure: data structure array (Expandable)

Task Branch type enumeration (Enum)

Task branch prompt description Text (Text)

Task target data structure: data structure array (Expandable)

Task object class creation scene object class (class)

Task target brief Text (Text)

Task target coordinate (Transform)

Task target coordinate range radius floating point (Float)

Task target guide icon picture texture 2D

Task target requirement structure:

requirement data ID naming (Name)

Quantity required integer (Int)

Demand data ID type enumeration (Enum)

Boolean voice judgment storage (bool)

Language data structure: data structure array (Expandable)

Speaking role name Text (Text)

Dialog Text (Text)

Conversational speech (soundue)

Speaking role object (quote)

Boolean is judged in task branch timing (bool)

Task branch timing time floating point (Float)

Storing task picture texture 2D

Stock task type enumeration (Enum)

Storage task location enumeration (Enum)

Storing the mission reward structure: data structure array (Expandable)

Reward data ID naming (Name)

Integer number of rewards (Int)

Reward data ID type enumeration (Enum)

Store Association the next task judgment Boolean (bool)

Storing task static data ID information naming (Name)

Storing task trigger condition structure: data structure

Minimum time Range Float (Float)

Maximum time Range Floating Point (Float)

Integer number of days of the day (Int),

Weather environment enumeration (Enum)

Boolean (cool) judgment whether or not there is an hour limit

Boolean (cool) judgment whether there is a limitation of days

Whether weather environment exists or not is judged by Boolean (pool).

Dynamic data structure

Store task ID naming (Name)

Displaying task goal prompt UI judger (bol)

Judging Boolean (bol) whether to be newly added task

Task branch subscript integer (Int)

Task Branch target subscript integer (Int)

Task branch target data structure array (Expandable)

Task branch target object reference object referencing

Task branch target state enumeration (Enum)

Current task state enumeration (Enum).

By the aid of the design scheme, all data which do not need to be changed are stored in the static structure body in a static data fixed and unchangeable mode by adopting the dynamic and static data structures, and the design of a programmer method is simple, so that BUG risks are reduced to the maximum extent, expansibility of the data structures is increased, and the method is more convenient to design and expand large-scale software programs.

In this embodiment, a task complete implementation method is provided, fig. 1 is a schematic diagram of a logic structure of complete operation steps of a game task system according to the present invention, as shown in fig. 1, the processing method includes: triggering and creating a new task, synchronizing to a task operation interface, performing task target guidance according to the task ID, performing state updating on task targets meeting the conditions, synchronously updating task branch states, performing task completion judgment when all the targets are completed or the tasks are interrupted, and updating the task state to perform task rewarding method on the tasks meeting the condition judgment.

The creation of a new task will be described below according to a task implementation method, based on a game system game task system, and referring to fig. 2, which is a flow chart of a logical processing method of a task creation operation step in an example according to the present invention, as shown in fig. 2, the method includes the following steps.

It is determined to create a new mission ID when a player character triggers an acquire mission or custom add mission in a game scene.

And generating association logic between the steps for determining the created new task ID data.

The method is explained, when a new task is created, firstly, the task ID is detected and judged, data reference is carried out on the correct task ID, static data information is obtained, condition judgment is carried out according to structural data information of stored task trigger conditions, whether the task meets the limited game time, the limited weather conditions or the limited survival date (the data conditions can be modified according to game project requirements) is judged, the task with the determined trigger conditions is initialized and created, whether the current task ID is the new task is judged, a prompt window is updated and displayed for the determined new task, and animation of a new task information window is played and displayed.

And explaining the principle of animation playing, performing animation setting on a UI control of a new task information window, starting at 0 second of the starting point of playing time, setting the rendering opacity of the UI control to be 0, setting the screen coordinate Y to be 0, setting the rendering opacity of the UI control to be 1 at 2 seconds of playing time, setting the screen coordinate Y to be-200, setting the rendering opacity of the UI control to be 1 at 3.5 seconds of playing time, setting the rendering opacity of the UI control to be 0 at 5 seconds of playing time and setting the screen coordinate Y to be-200, and performing data smooth transition change according to the preset current data synchronous playing time to realize animation effect.

The method comprises the steps of initializing synchronous task ID static data of dynamic data while playing a new task window, storing a task ID to a dynamic data result, setting a task state to be a progress state, synchronizing a task branch subscript (default to 0) and a synchronous task branch target subscript (default to 0), wherein the data array length of the synchronous task branch target object is the same as that of a static data storage task branch data structure, obtaining current all task branch target static data according to the task branch subscript, synchronizing the task branch target object reference length, initializing and creating current all task target classes according to a corresponding task target data structure, storing references of the current all task target classes in corresponding task branch target object references respectively, and synchronizing an initial task branch target state (default to progress).

And judging whether the task is the currently selected and executed task, and displaying the task branch guide icon for the task which is determined to be the currently selected and executed task.

And performing supplementary explanation on the task branch guide icon, performing scene target display setting according to corresponding dynamic task data, obtaining all task branch target object references under the corresponding task branch according to task branch subscripts, setting reference object display scene target UI control icons, calculating the distance between a target position and a position of a character player, converting the unit into a meter synchronous UI control, and updating distance data every 0.2 seconds.

And simultaneously, updating and displaying the task guide window for the new task determined as the current task.

And performing supplementary explanation on the update of the task guide window, acquiring a task branch subscript according to the dynamic information of the task, acquiring task static data by associating a task ID, synchronously updating a task name, synchronously updating a task branch prompt description, acquiring a stored task branch data structure according to the task branch subscript, creating all task branch target UI controls of the current task branch, synchronizing the state information of all the current task branch target UI controls, and simultaneously playing and displaying guide window animation.

The steps are adopted to realize triggering and creating a new task, the setting and placing of the task branch target object in a manual scene placing mode are cancelled, the task branch target object is automatically and dynamically generated, the corresponding scene target object is created only when the game character moves to the current task branch, the scene setting complexity and the consumption of performance space are reduced to the maximum extent, meanwhile, the bug probability generated by the complexity is reduced, and the system is an innovative core performance optimization setting.

The task-completing target is performed according to a task implementation method, based on a game system game task system, and referring to fig. 3, a flow chart of a logical processing method of the task-completing branch target running step according to an embodiment of the present invention is shown in fig. 3, and the method includes the following steps.

And determining to finish the task branch target, judging the condition of the corresponding task branch target according to different types of task branch targets, and updating the state of the task branch target meeting the condition.

And generating a logical relation between the steps for determining the branch target of the completed task.

The method is explained, wherein the task target type is taken as 'reach appointed target', when the role moves to the appointed range position of the task branch target, the judgment and detection of the task branch target are completed, the corresponding dynamic task data information is obtained through the task ID search, the data of the current task branch target object is obtained according to the task branch subscript and the task branch target, the task branch target state is updated to be completed, the task branch target object reference is destroyed, and the task ID dynamic data information is synchronized.

And judging whether the current task is the current selected task.

And synchronously updating a task guide window and task branch target UI control information for the task which is determined to be currently selected.

And judging whether all task branch targets of the current task are in a finished state.

And updating the task branch completion state when all the branch targets are determined to be the completion state.

And judging whether the current task branch is the last task branch.

And updating the task branch if the task branch is determined not to be the last task branch, adding 1 to the updated task subscript, acquiring static data of all current task branch targets according to the task branch subscript, synchronizing the reference lengths of the dynamic data task branch target objects, initializing and creating all current task target classes according to the corresponding task target data structure, respectively storing the references in the references of the corresponding task branch target objects, and synchronizing the initial task branch target state (when the default is in operation).

And updating the task completion state of the task branch determined as the last task branch.

Determining the task state as successfully completing the task, and acquiring data information of a stored task reward structure body according to the task ID to realize task reward extension entrustment (corresponding reward data is set according to the game item of the user); simultaneously, displaying and updating a task completion window; and synchronously updating a task completion window according to the task ID data information, synchronizing task name information and updating encouraging character information corresponding to the task completion state.

And judging whether the task ID information is stored and associated with the next task.

The "create new task step" described above is performed after a delay of 3 seconds for determining that the next task ID is associated.

The task branching, the branching target, the target type and the task completion when the task is completed are realized through the steps, the core design of the whole set of task system is realized by the branching tree-shaped architecture of expanding the task target again by the main task expansion task branch, and the branching segmented classification architecture simultaneously forms the diversity and the expansibility of the task and gives infinite creation play space for next generation games.

In this embodiment, an operation processing method of a UI interface of a game task system is provided, the method is based on a game system and a game task system, fig. 4 is a game task system UI interface management initialization flowchart, and as shown in the figure, the operation flow includes the following steps.

The following will explain, specifically operate, the operation of opening the game task system operation interface according to the operation processing method of the game task system UI interface, including the following steps.

And determining to open a game task system UI management interface, initializing to create a game task system UI control blueprint, and adding the blueprint to be displayed in the viewport.

And displaying the logical relation between the steps of generating the game task system operation interface for the determined creation view port.

Explaining the method, acquiring dynamic task data information through a task system management component, creating a blueprint of a corresponding task UI control, and classifying task types according to task ID information; and adding a UI control blueprint of the same type of task into the task list ScrollBox, acquiring currently selected task information through a task system management component, and synchronously updating the task ID information to a task detailed information description area.

The following describes a method for switching task types in a task list according to an operation processing method of a UI interface of a game task system, and the specific operation includes the following steps.

And determining to operate the task type button, and triggering a click event when a mouse pointer clicks the task type button.

And updating the task list information for the logical relationship between the steps of generating the button for determining the task type.

Supplementary explanation is made to the above steps, when the mouse clicks the task type button, the task type variable is set, the task list ScrollBox is emptied, the dynamic data information of the task is acquired, the current task type variable is matched according to the task ID information, the UI control blueprint of the task of the same type is created, and the UI control blueprint is added to the task list ScrollBox.

The following describes (expand, hide) a task branch target UI control blueprint according to an operation processing method of a game task system UI interface, and the specific operation includes the following steps.

Determining to operate a task UI control blueprint, and triggering a click event when a mouse pointer clicks the task UI control blueprint in a task list;

and for the logic relation between the steps of determining the task UI control blueprint generation, developing the blueprint of the hidden task branch target UI control.

And supplementing and explaining the steps, judging whether the task branch target list is activated or not when a mouse clicks a task type button, emptying the task branch target list, activating variables to be true (bool) when the task branch target list is determined to be in a hidden state, updating the task branch target list, acquiring dynamic task information by associating task IDs, acquiring a current task branch subscript, acquiring static data of all current task branch targets according to the task branch subscript, initializing and creating a task branch target UI control blueprint according to a corresponding task branch target data structure, updating the task branch target UI control blueprint information, and adding the updated task branch target UI control blueprint information to the task branch target list VerticalBox.

The selection of the current task to be switched will be described according to the operation processing method of the UI interface of the game task system, and fig. 5 is a flow chart of the operation of the program for selecting the current task to be switched according to the interface operation description of the present invention. The operation processing method shown in fig. 5 includes the following steps.

And determining to operate and process the task branch target UI control, and triggering a click event when a mouse pointer clicks a task branch target UI control blueprint of the task UI control blueprint in the task list.

And setting the task as the current task to be performed for determining the logical relationship between the steps of generating the task branch target UI control blueprint.

The above steps are explained, when a mouse pointer clicks a task branch target UI control blueprint, whether the task ID is the current task is judged, whether the task ID is the current task is determined to be the current task, the dynamic data information of the previous current task is obtained, all task branch target object references are obtained according to the dynamic task branch subscripts, the task branch target UI control icons of all task branch target objects are hidden, the clicked task is set as the current task, the current task dynamic information (the clicked task ID) is obtained, all task branch target object references are obtained according to the dynamic task branch subscripts, the task branch target UI control icons of all task branch target objects are displayed, the current task is synchronously updated to a task detailed description area, and the current task information is synchronously updated to a task guidance window.

Through the logical relationship among all the steps, the switching, reading and replacing of the detailed information of the whole task are realized. The player can conveniently and quickly look up the task data, quickly know the task scenario and select the task to play the game experience.

The present invention is not limited to the above preferred embodiments, but various changes and modifications can be made by those skilled in the art, and any changes, substitutions, improvements and the like, which are within the spirit and principle of the present invention, should be included in the scope of the present invention.

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