CN111111212B - Storage method, device and equipment for player game data and storage medium - Google Patents
Storage method, device and equipment for player game data and storage medium Download PDFInfo
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- CN111111212B CN111111212B CN201911363524.6A CN201911363524A CN111111212B CN 111111212 B CN111111212 B CN 111111212B CN 201911363524 A CN201911363524 A CN 201911363524A CN 111111212 B CN111111212 B CN 111111212B
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/70—Game security or game management aspects
- A63F13/77—Game security or game management aspects involving data related to game devices or game servers, e.g. configuration data, software version or amount of memory
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/90—Constructional details or arrangements of video game devices not provided for in groups A63F13/20 or A63F13/25, e.g. housing, wiring, connections or cabinets
- A63F13/95—Storage media specially adapted for storing game information, e.g. video game cartridges
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/50—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
- A63F2300/55—Details of game data or player data management
- A63F2300/5526—Game data structure
- A63F2300/554—Game data structure by saving game or status data
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- Y—GENERAL TAGGING OF NEW TECHNOLOGICAL DEVELOPMENTS; GENERAL TAGGING OF CROSS-SECTIONAL TECHNOLOGIES SPANNING OVER SEVERAL SECTIONS OF THE IPC; TECHNICAL SUBJECTS COVERED BY FORMER USPC CROSS-REFERENCE ART COLLECTIONS [XRACs] AND DIGESTS
- Y02—TECHNOLOGIES OR APPLICATIONS FOR MITIGATION OR ADAPTATION AGAINST CLIMATE CHANGE
- Y02D—CLIMATE CHANGE MITIGATION TECHNOLOGIES IN INFORMATION AND COMMUNICATION TECHNOLOGIES [ICT], I.E. INFORMATION AND COMMUNICATION TECHNOLOGIES AIMING AT THE REDUCTION OF THEIR OWN ENERGY USE
- Y02D10/00—Energy efficient computing, e.g. low power processors, power management or thermal management
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- Engineering & Computer Science (AREA)
- Multimedia (AREA)
- Business, Economics & Management (AREA)
- Computer Security & Cryptography (AREA)
- General Business, Economics & Management (AREA)
- Information Retrieval, Db Structures And Fs Structures Therefor (AREA)
- Management, Administration, Business Operations System, And Electronic Commerce (AREA)
Abstract
The invention discloses a storage method, a device, equipment and a storage medium of player game data, wherein the storage method of the player game data comprises the following steps: acquiring player game data to be stored; judging whether the player game data is in a stable state, wherein the stable state refers to a state that data logic of the player game data is completed; if yes, the identification information of the player game data is stored to a completed list. According to the technical scheme provided by the embodiment of the invention, only the identification information in the player data in a stable state is stored, so that the storage amount of the player data is greatly reduced, and the storage cost is reduced.
Description
Technical Field
The embodiment of the invention relates to the technical field of data storage, in particular to a method, a device, equipment and a storage medium for storing game data of a player.
Background
With the rapid development of internet technology, the content of game application programs becomes more and more colorful, and as the playing time of players increases, the data of players to be stored is also huge, and meanwhile, the number of players in the game also increases gradually, so that the cost of data storage is greatly increased.
The existing player game storage modes are: all game data of the players are stored in the set storage area. Such a storage method is not suitable for a large-sized game application program, and the amount of storage data is large, so that the storage cost is greatly increased.
Disclosure of Invention
The invention provides a storage method, a device, equipment and a storage medium for player game data, which realize intelligent storage of player game data, greatly reduce data storage quantity and reduce storage cost.
In a first aspect, an embodiment of the present invention provides a method for storing game data of a player, including:
acquiring player game data to be stored;
judging whether the player game data is in a stable state, wherein the stable state refers to a state that data logic of the player game data is completed;
if yes, the identification information of the player game data is stored to a completed list.
In a second aspect, an embodiment of the present invention further provides a storage device for player game data, where the device includes:
the game data judging module is used for judging whether the game data of the player are in a stable state, wherein the stable state refers to a state that the data logic of the game data is completed;
and the game data storage module is used for storing the identification information of the game data of the player to the completed list if the game data is yes.
In a third aspect, an embodiment of the present invention further provides a storage device for player game data, the device including:
one or more processors;
a memory for storing one or more programs;
the one or more programs, when executed by the one or more processors, cause the one or more processors to implement the method for storing player game data provided by any of the embodiments of the present invention.
In a fourth aspect, embodiments of the present invention also provide a storage medium containing computer-executable instructions which, when executed by a computer processor, are used to perform the method of storing player game data provided by any of the embodiments of the present invention.
According to the technical scheme provided by the embodiment of the invention, whether the player data are in a stable state is judged, if so, the identification information of the player data is only stored in the completion list, so that the storage of the player data is greatly reduced, and the storage cost of the game is reduced.
Drawings
FIG. 1 is a flow chart of a method for storing player game data in accordance with a first embodiment of the present invention;
FIG. 2 is a flow chart of a method for storing player game data in accordance with a second embodiment of the present invention;
FIG. 3 is a schematic diagram of a player game data storage device according to a third embodiment of the present invention;
FIG. 4 is a schematic diagram of a player game data storage device according to a fourth embodiment of the present invention.
Detailed Description
The invention is described in further detail below with reference to the drawings and examples. It is to be understood that the specific embodiments described herein are for purposes of illustration only and are not intended to limit the scope of the invention. It should be further noted that, for convenience of description, only some, but not all of the structures related to the present invention are shown in the drawings.
Example 1
Fig. 1 is a flowchart of a method for storing player game data according to an embodiment of the present invention, where the method may be performed by a device for storing player game data, and the method specifically includes the following steps:
step 110, obtaining the player game data to be stored.
The game data of the player refers to data generated by a game application when the game player plays a game, and can be game task data, game level data, player information data and the like.
Optionally, the player game data specifically includes: data ID, progress, index value, task content, task creation time, task start time, task end time, priority, task status, checkpoint content, rewards pickup status, checkpoint start time, and checkpoint end time, etc.
Specifically, the player game data may be player game data of game applications such as a combat game application, a competition game application, an operation game application, and a role playing game application.
Step 120, determining whether the player game data is in a steady state.
Wherein steady state refers to the data logic of the player game data being in a completed state. The steady state specifically means that the player game data does not change with subsequent game-related operations by the game player. Typically, player game data will have its own data logic which, when in a complete state, indicates that the game data has completed its operational state, and the data content will not change, or a substantial portion of the data content will not change.
Optionally, the determining whether the player game data is in a steady state includes:
judging whether the player game data comprises task ending time or gate ending time; or judging whether the acquisition condition of the rewards in the game data of the player is successful.
Wherein, the prize is successfully received, which means that all the prizes are received by the player.
Illustratively, suppose the player gaming data is level data for game application 8 th-pass, wherein the level data comprises: the reason why the key, the score, the rewards not taken, the break-through success, the creation time and the clearance time corresponding to the 8 th pass can be known according to the level data of the player, the 8 th pass of the player is successful but the rewards not taken successfully is that the score of the player user does not reach full score or the score is set at present, for example, the star level of the 8 th pass game of the player is 2 stars, and 3 stars are needed for perfect clearance. Then, it may be determined that the player game data is not in a steady state based on the non-earning of the bonus. Correspondingly, when the rewarding and picking situation in the gate data of the player is successful, the gate is perfectly cleared, and the data logic is completed, so that the state is stable. While rewards may not be designed for some game levels, a determination may also be made as to whether the level end time is included. If the closing end time is included, judging that the state is a stable state.
Optionally, the determining whether the player game data is in a steady state includes:
and judging whether the progress of the player game data is 100%.
And 130, if yes, storing the identification information of the player game data to a completed list.
Wherein the identification information comprises an index of the player game data, a data identity and the like. The completed list is a list for storing player game data in a steady state.
Optionally, the player game data is level data, and storing identification information of the player game data to a completed list includes:
and storing the identification information of the player game data and the level score to a completed list.
Where the checkpoint score refers to the score of a player passing through the checkpoint.
For some gaming applications, the player is typically presented with a scoring rank for the current level, and then after the player has completed a perfect deal and has received all rewards, i.e., the player's game data is in a steady state, the player's game data for the current level is stored in the completed list. At this point, to increase the ranking, the player may re-challenge the current level to update its score, and then the level score that the player is in charge of needs to be stored to the completed list as well, so that the game application invokes the player's level score through the completed list.
Optionally, the method for storing player game data further includes:
if the player game data is not steady state, the player game data is stored to a default list.
Wherein the default list refers to a list for storing player game data by default, which belongs to a different list from the completed list.
Of course, the above-mentioned completed list and default list may be different from the list, and may be a designated storage area, for example, the default list may be a first storage area, and the completed list may be a second storage area, which belong to two different storage areas.
Specifically, during the process of experiencing the game application, a great amount of player game data is generated, and generally, each player game data corresponds to a unique Key, namely the identification information, and each Key includes corresponding content. Table 1 is a storage structure table of existing player game data, as shown in Table 1, key2, key3, etc. are identification information of player data, such as index Value or ID, key1_Value1 is the first Value of player game data corresponding to Key1, and can be task creation time, and so on, key3_Value3N is the 3N-th Value of player game data corresponding to Key3, such as task end time. It will be appreciated that the Key of each player game data corresponds to a plurality of values, and may represent the creation time, start time, end time, progress, game content, status, etc. of the player game data.
Table 1 table of the stored structure of the existing player game data
Exemplary, table 2 is a default list provided in embodiment one of the present invention, and table 3 is a completed list provided in embodiment one of the present invention. When only the player game data corresponding to Key1 in table 1 is the game data in the steady state, the data in table 1 is correspondingly changed to the content shown in table 2, and the game data Key1 in the steady state is stored in table 3. Assuming that the player game data corresponding to Key1 is the mission data, when the player game data corresponding to Key1 stored in table 3 needs to be restored in the subsequent game progress, table 3 is called only to acquire Key1, and the progress of adding the player game data to the player game data corresponding to Key1 is 100%.
Specifically, when the player game data stored in the completed list needs to be restored, restoration can be performed according to the identification information of the player game data and the completed list, and when the player game data is restored, the progress of the player game data is 100% or the situation of rewarding and picking is added as successful picking.
Table 2 default list
Table 3 completed list
Key1 |
According to the technical scheme provided by the embodiment of the invention, whether the player data are in a stable state is judged, if so, the identification information of the player data is only stored in the completion list, so that the storage of the player data is greatly reduced, and the storage cost of the game is reduced.
Example two
Fig. 2 is a flowchart of a method for storing game data of a player according to a second embodiment of the present invention, where the method for storing game data of a player according to the present invention further includes: if the player game data is not steady state, the player game data is stored to a default list.
As shown in fig. 2, the method for storing player game data includes the steps of:
step 210, obtaining player game data to be stored.
Step 220, judging whether the game data of the player is task data or level data; if yes, executing step 230; if the data is the checkpoint data, then step 260 is performed.
The level data refers to data corresponding to the level in the game application. Task data refers to data corresponding to a task in a game application. Specifically, the checkpoints, such as a common checkpoint, an additional checkpoint, and the like, and the tasks may be daily tasks, rewarding tasks, time-limited tasks, and the like.
Step 230, judging whether the progress of the game data of the player is 100% or whether the task data comprises the task ending time; if yes, go to step 250; if not, go to step 260.
Step 240, judging whether the game data of the player comprises the gate ending time or whether the prize acquisition condition in the gate data is successful acquisition; if yes, go to step 250; if not, go to step 260.
Step 250, storing the identification information of the player game data to the completed list.
Step 260, store player game data to a default list.
According to the technical scheme, whether the player game data is in a stable state is judged by means of whether the task or the gate data comprises the completion time, whether the task progress is 100%, whether the gate rewards are successfully obtained and the like, if yes, the identification information of the player game data is stored in the completed list, if not, the player game data is stored in the default list, intelligent storage of the player data is achieved, and for the player data in the stable state, only the identification information is stored, so that the storage of the player data is greatly reduced, and the storage cost of the game is reduced.
Example III
FIG. 3 is a schematic diagram of a storage device for game data of a player according to a third embodiment of the present invention, as shown in FIG. 3, the device includes: a game data acquisition module 310, a game data judgment module 320, and a game data storage module 330.
Wherein, the game data acquisition module 310 is configured to acquire game data of a player to be stored; a game data judging module 320, configured to judge whether the player game data is in a stable state, where a stable state refers to a state in which data logic of the player data is completed; and the game data storage module 330 is configured to store the identification information of the player game data to the completed list if yes.
According to the technical scheme provided by the embodiment of the invention, whether the player data are in a stable state is judged, if so, the identification information of the player data is only stored in the completion list, so that the storage of the player data is greatly reduced, and the storage cost of the game is reduced.
Optionally, the identification information includes an index value of the player game data, a data identity, and the like.
Optionally, the player game data includes: data ID, progress, index value, task content, task creation time, task start time, task end time, priority, task status, checkpoint content, rewards pickup status, checkpoint start time, and checkpoint end time, etc.
Optionally, the game data determining module 320 is specifically configured to:
judging whether the player game data comprises task ending time or gate ending time; or judging whether the acquisition condition of the rewards in the game data of the player is successful.
Optionally, the game data determining module 320 is specifically configured to:
and judging whether the progress of the player game data is 100%.
Optionally, the game data storage module 330 is specifically configured to:
and storing the identification information of the player game data and the level score to a completed list.
Optionally, the game data storage module 330 is further configured to:
if the player game data is not steady state, the player game data is stored to a default list.
The storage device for the player game data provided by the embodiment of the invention can execute the storage method for the player game data provided by any embodiment of the invention, and has the corresponding functional modules and beneficial effects of the execution method.
Example IV
FIG. 4 is a schematic structural diagram of a storage device for game data of a player according to a fourth embodiment of the present invention, and as shown in FIG. 4, the device includes a processor 410, a memory 420, an input device 430 and an output device 440; the number of device processors 410 may be one or more, with one processor 410 being taken as an example in fig. 4; the processor 410, memory 420, input means 430 and output means 440 in the device may be connected by a bus or other means, for example in fig. 4.
The memory 420 is a computer-readable storage medium that can be used to store software programs, computer-executable programs, and modules, such as program instructions/modules corresponding to the method of storing player game data in the embodiments of the present invention (e.g., the game data acquisition module 310, the game data determination module 320, and the game data storage module 330 in the storage device for player game data). The processor 410 executes various functional applications of the device and data processing by running software programs, instructions and modules stored in the memory 420, i.e., implements the above-described method of storing player game data.
Memory 420 may include primarily a program storage area and a data storage area, wherein the program storage area may store an operating system, at least one application program required for functionality; the storage data area may store data created according to the use of the terminal, etc. In addition, memory 420 may include high-speed random access memory, and may also include non-volatile memory, such as at least one magnetic disk storage device, flash memory device, or other non-volatile solid-state storage device. In some examples, memory 420 may further include memory remotely located with respect to processor 410, which may be connected to the device/terminal/server via a network. Examples of such networks include, but are not limited to, the internet, intranets, local area networks, mobile communication networks, and combinations thereof.
The input means 430 may be used to receive entered numeric or character information and to generate key signal inputs related to user settings and function control of the device. The output 440 may include a display device such as a display screen.
Example five
A fifth inventive embodiment also provides a storage medium containing computer-executable instructions, which when executed by a computer processor, are for performing a method of storing player game data, the method comprising:
acquiring player game data to be stored;
judging whether the player game data is in a stable state, wherein the stable state refers to a state that data logic of the player game data is completed;
if yes, the identification information of the player game data is stored to a completed list.
Of course, the storage medium containing computer executable instructions provided in the embodiments of the present invention is not limited to the above-described method operations, and may also perform related operations in the method for storing player game data provided in any embodiment of the present invention.
From the above description of embodiments, it will be clear to a person skilled in the art that the present invention may be implemented by means of software and necessary general purpose hardware, but of course also by means of hardware, although in many cases the former is a preferred embodiment. Based on such understanding, the technical solution of the present invention may be embodied essentially or in a part contributing to the prior art in the form of a software product, which may be stored in a computer readable storage medium, such as a floppy disk, a Read-Only Memory (ROM), a random access Memory (Random Access Memory, RAM), a FLASH Memory (FLASH), a hard disk or an optical disk of a computer, etc., and include several instructions for causing a computer device (which may be a personal computer, a server, or a network device, etc.) to execute the method according to the embodiments of the present invention.
It should be noted that, in the embodiment of the storage device for player game data, each unit and module included are only divided according to the functional logic, but not limited to the above-mentioned division, so long as the corresponding functions can be implemented; in addition, the specific names of the functional units are also only for distinguishing from each other, and are not used to limit the protection scope of the present invention.
Note that the above is only a preferred embodiment of the present invention and the technical principle applied. It will be understood by those skilled in the art that the present invention is not limited to the particular embodiments described herein, but is capable of various obvious changes, rearrangements and substitutions as will now become apparent to those skilled in the art without departing from the scope of the invention. Therefore, while the invention has been described in connection with the above embodiments, the invention is not limited to the embodiments, but may be embodied in many other equivalent forms without departing from the spirit or scope of the invention, which is set forth in the following claims.
Claims (8)
1. A method of storing player game data, comprising:
acquiring player game data to be stored;
judging whether the player game data is in a stable state, wherein the stable state refers to a state that data logic of the player game data is completed;
if yes, storing identification information of the player game data to a completed list;
the game application generates data including game task data, game level data and player information data when a player plays a game;
wherein the player game data is level data, and storing the identification information of the player game data to a completed list includes:
storing the identification information of the player game data and the level score to a completed list;
wherein said determining whether said player game data is steady state comprises:
judging whether the player game data comprises task ending time or gate ending time; or alternatively, the first and second heat exchangers may be,
and judging whether the acquisition condition of the rewards in the game data of the player is successful acquisition.
2. The method of claim 1, wherein the identification information comprises at least one of an index value and a data identification of the player gaming data.
3. The method of claim 1, wherein the player gaming data comprises: at least one of a data ID, a progress, an index value, task content, task creation time, task start time, task end time, priority, task status, checkpoint content, rewards pickup status, checkpoint start time, and checkpoint end time.
4. The method of claim 1, wherein said determining whether said player game data is steady state comprises:
and judging whether the progress of the player game data is 100%.
5. The method as recited in claim 1, further comprising:
if the player game data is not steady state, the player game data is stored to a default list.
6. A storage device for player game data, comprising:
the game data acquisition module is used for acquiring the game data of the player to be stored;
the game data judging module is used for judging whether the game data of the player are in a stable state, wherein the stable state refers to a state that the data logic of the game data of the player is completed;
a game data storage module for storing identification information of the player game data to a completed list when the player game data is in a steady state;
the game application generates data including game task data, game level data and player information data when a player plays a game;
the game data storage module is specifically configured to:
storing the identification information of the player game data and the level score to a completed list;
the game data judging module is specifically configured to:
judging whether the player game data comprises task ending time or gate ending time; or judging whether the acquisition condition of the rewards in the game data of the player is successful.
7. A storage device for player gaming data, the device comprising:
one or more processors;
a memory for storing one or more programs;
the one or more programs, when executed by the one or more processors, cause the one or more processors to implement the method of storing player game data as recited in any of claims 1-5.
8. A storage medium containing computer executable instructions which, when executed by a computer processor, are for performing the method of storing player game data as claimed in any one of claims 1 to 5.
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CN112044081B (en) * | 2020-08-26 | 2023-11-10 | 杭州电魂网络科技股份有限公司 | Method and system for updating and inquiring player list |
CN113094379B (en) * | 2021-03-23 | 2023-08-01 | 杭州电魂网络科技股份有限公司 | Anchored user data maintenance method, device, equipment and medium |
CN115445208B (en) * | 2022-10-09 | 2024-11-12 | 网易(杭州)网络有限公司 | A method and device for updating task status of a virtual game |
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