ããããžã§ã¯ãïŒNeithãã¿ããªã®èããæåŒ·ã¹ãã«äœæãã¿ããªã§äœãã²ãŒã å¶äœã5/3 16æ¥ç®ã
â ä»åãã£ãäº
ã»ãã€ãã®ã¹ãã«ããã¯ã·ã¹ãã äœæ
ã»ã¹ãã«ã·ã¹ãã 宿
ã»ã¢ã«ã«ã¹ãã©ã®åŸ æ©ã¢ãŒã·ã§ã³å®æ
â åéäžã®ã¢ã€ãã£ã¢
â ãæš¹æµ·ç·šãã§çºçããããªã€ãã³ã
ïŒäŸïŒæ£®ã®äžãã¯ãããã«åºäŒã£ãããåããšéé ãªã©ïŒ
â»æéã¯ãããŸããïŒçããã®èªç±ã§ãŠããŒã¯ãªçºæ³ããåŸ
ã¡ããŠããŸãã
⡠䞻人å
¬ã»ãã€ãã®ãã¹ãã«ãïŒç¡æéïŒ
ïŒäŸïŒãã¡ã€ã¢ããŒã« / å°çšïŒ2ãã¹å
ã®äžäœ / 广ïŒå¯Ÿè±¡ã«å°ãã¡ãŒãžïŒ
â»çéããã¡ãã£ãšç¬ãããã¿ã¹ãã«ãŸã§ã
ã©ããªã¢ã€ãã£ã¢ã§ã倧æè¿ã§ãïŒ
ããã«ã¡ã¯ããŸããã§ãïŒ
æ°ãä»ãã°ããã®äŒç»ã®æéãæ®ãããš2é±éãšãªããŸããã
ããŒã¹ãšããŠã¯ã®ãªã®ãªâŠâŠ
ãããæ£çŽããªãå³ããç¶æ³ã§ã¯ãããŸãããä»ã¯ãšã«ããåãžé²ãã®ã¿ïŒ
ãããŠä»åã¯ãçŸåšåéããŠããã¢ã€ãã£ã¢ã®äžããã
ã€ãã«ãã€ããã¹ãã«ãç²åŸããããã§ãð³
çãããšäžç·ã«è²ãŠãŠãããã€ãã¡ããã®åå§¿ãã
ã©ããæåŸãŸã§èŠå±ããŠãã ããïŒ
ããã§ã¯ã鲿ã®éçº16æ¥ç®âŠâŠéå¹ã§ãïŒ
äºäººã®è¶çª
ð§ä»æ¥ã®äœæ¥çšBGM
10æã®åœæããããšåºäŒããïŒäœïŒç·šïŒæ² ïŒããªãŒBGMãã£ã³ãã« Unique Gear
ãããªãŒBGMã10æã®åœæããããšåºäŒãã

ãããããåãïŒãªã¬ã ããããã€ã©æ§ã ïŒ
æè¿ããã¡ããã¡ãæããããïŒ
ä»å¹Žãå€ããã£ãŠæ¥ãã®ãæ©ãæ°ããããïŒ
ãåããç±äžçã«ã¯æ°ãä»ããããªïŒã

ãâŠããããªãã

ãããïŒ âŠâŠãããã€ãïŒ
ãåããªã¬æ§ãä»ãæé£ã話ãããŠãã®ã«ç¡èŠããŠXïŒæ§TwitterïŒèŠãŠããšã¯è¯ã床èžãããããïŒã

ããµãµãããããªããã
ã€ããã¿ã€ã ã©ã€ã³ã«æµããŠããã²ãŒã éçºè
ããã®åç»ãé¢çœããŠã

ãå
šãããåã¯24æéãã£ãšã²ãŒã éçºã®ããšèããŠãããªâŠ
ããã§ãã©ããªåç»ãªãã ãã

ããã£ã±ãããããã
ç§ãšåãããã«SRPGãèªäœããŠããæ¹ãããã¢ã¯ã·ã§ã³ãRPGâŠâŠãšã«ããæ²¢å±±ã

ãæè¿ãã²ãŒã éçºè
å¢ããæ°ãããããªâŠ
ãã£ã±ãçæAIã§æ°è»œã«äœããããã«ãªã£ããããïŒã

ã確ãã«ãããã¯äžçªå€§ããããã
ã€ã³ãã£ãŒã²ãŒã éçºã掻æ°ã¥ãã®ã¯è¯ãããšã ãã

ãããããããã€ããããã
ã¡ãã£ã𿢿°ããã ãïŒ
æ°è»œã«äœããã£ãŠããšã¯ãããã ãã©ã€ãã«ãå¢ããã£ãŠããšãããããã
çŸã«ãä»ã®ãåããåãããªã²ãŒã äœã£ãŠããã€ãªããŠããŸããšãããã

ããµãµããããã
ã§ãããããã€ã©ã
ç§ãã©ãããŠããããå¬ããã®ãã

ãã¿ããªãããã ãåãã²ãŒã ãäœãããªãã
ç§ã«ããŸã å¯èœæ§ãããã£ãŠããšã§ããïŒ
ããã«ããã©ãããŠãæ¬åœã«å¥œããªåéã§ã¯ã
èªåããåãäœåãèŠãŠããæãããã£ãŠæ°æã¡ãããåããªããã£ãŠææ³ããäžæè°ãšåºãªãã®ãã

ãç§ãæ¬åœã¯çµæ§è² ããå«ããªã®ã«âŠâŠãªãã§ã ãããïŒã

ãâŠâŠãŸããããã ãã²ãŒã éçºããåã«ãšã£ãŠæ¥œãããã®ãªãã ãã
åã¡è² ããããªããåçŽã«å¥œããªãã®ã ããã
ããäœåãæãã¡ãŸããã ãããªã

ãããã仿¥ã¯çããè¯ãããšèšãã®ãã
ããïŒããããããããªå€§å¥œããªã²ãŒã éçºãå§ããŠãããŸããããïŒã
ã¹ãã«ããã¯ã·ã¹ãã ãäœæïŒäœæ¥æéïŒçŽ3æéïŒ

ã仿¥ã¯ããããŸã§ã¿ããªããé ããç§ã®ã¹ãã«æ¡ãå®è£ ããŠããããïŒã

ãã€ãã«ãâŠïŒ
ããã§ãã©ã®æ¡ãæ¡çšãããã ïŒã

ãäœèšã£ãŠãã®ãããã€ã©ã
ãããªã®ãå
šéšãæ¡çšããã«æ±ºãŸã£ãŠããããªãã
âŠ

ãã¯ããããããããããããããããïŒïŒïŒïŒ
å
šéšã¥ïŒïŒ ãåãæ£æ°ãïŒïŒ
倧äœãããåã«ãžã§ã³ã¹ããŒã¯ããã«æ¢ããããã ãããïŒïŒïŒïŒã

ãããããã

ããããããã²ãŒã ãã©ã³ã¹ãããããªãã ãïŒ
ããã«ãã¹ãã«çµã¿äžããããšãå®è£
ã®æéããã°ã®ãªã¹ã¯ããããâŠ
ç¡è¶ã ãããããªã®ã
æ°ããæ©èœã远å ããããããªããŠä»ã¯ä»äžããææã ãïŒãã€ãïŒã

ãããããžã§ã³ã¹ããŒã¯ããã®èšèãã®ãŸããŸãããªãã

ãâŠãšã«ããïŒ
ãªã¬æ§ã¯å察ã ãããªïŒ
倧人ããäžã€ãããã«ããŠããã£ãŠïŒã

ãç§ãããã®æ±ºæã¯ããªãç¡è¶ãããŠãããšæã£ãŠããã
âŠã§ããã

ãç§ã®æš©èœãäžçãç·šã¿äžããåãã¯ãç»é¢ã®åããã«ããã¿ããªãšç§ãç¹ãã倧åãªåãªã®ã
ç§ã¯ãã®èªåã®èœåã«èªããæã£ãŠãããã
ã ãããã¿ããªã®ã¢ã€ãã£ã¢ã¯äžã€ãç¡é§ã«ããããªãã®ã
â»æš©èœãšã¯ïŒ
ã¢ã«ã«ã¹ãã©ãåå¥ã«æã€ç¹å¥ãªåã
ãã€ãã®æš©èœãäžçãç·šã¿äžããåãã¯ãç°ãªãäžçã®å£°ãåã«å€ããŠã
äžçã®ã«ãŒã«ãæžãæãããšãã匷åãªåãªã®ã ã

ãâŠãåã«ãšã£ãŠããã®æš©èœã¯ãããžã§ã¯ããç Žç¶»ãããªã¹ã¯ãåããŠã§ãå®ããããã®ãªã®ããã

ããããã

ãã ã£ããããªã¬æ§ã¯ããæ¢ããããã
æãååããã®äžçã£ãŠãã€ãã¿ããªã®åã§ç·šã¿äžããŠããïŒãã€ãïŒã

ãâŠãµãµãããããšããããã€ã©ãã
ã¹ãã«ããã¯ã·ã¹ãã ãäœæ

ãããã§ããžã§ã³ã¹ãããã«éããããã«ã¯ç®æ®µã¯ãããã ãããªïŒã

ããããã
ãŸãã¯ããããèŠãŠãããããããã
â ãã€ãã®ã¹ãã«ããã¯ã·ã¹ãã äœæãåç»

ãããããããâŠããžããã
ããçµã¿äžãã¡ãŸã£ãŠãã

ããŸããã»ãšãã©ãClaudeããã®ãé°ã ãã©ãïŒ
ä»åã¯ååã®åçãæŽ»ãããŠããã£ãããšæç€ºãåºããªããäžã€ãã€ç¢ºèªããŠå®è£
ããŠãã£ããã

ãâŠãšããã§ãããã¯ã©ããªä»æ§ã®ã·ã¹ãã ãªãã ïŒã

ããŽã¡ã³ãµãïŒVampire SurvivorsïŒã®ãããªãããŒã°ã©ã€ã¯ç³»ã®ããŒã·ãã¯ãªã¹ãã«ç²åŸã·ã¹ãã ãã
ç²åŸããŠããªãã¹ãã«äžèЧã®äžããã©ã³ãã ã«3ã€æœéžããŠãããããã¹ãã«ãäžã€ç²åŸããã·ã¹ãã ãã
ã¹ãã«ã«ã¯ãéã¿ïŒWeightïŒããšããå€ããã£ãŠã匷ãã¹ãã«ã»ã©åºã«ãã仿§ã«ãªã£ãŠããã®ã
ã»å®éã®æœéžåŠçã®ã³ãŒãïŒNateSkillPool.csïŒ
// NateSkillPool.cs
// æœéžå¯Ÿè±¡ãšãªãå
šã¹ãã«ã管çãã ScriptableObjectã
//
// ãäœ¿ãæ¹ã
// 1. Unity ã¡ãã¥ãŒ â Assets â Create â TrainingGame â NateSkillPool ã§ã¢ã»ããäœæ
// 2. Inspector ã® skills ãªã¹ãã« NateSkillData ã¢ã»ãããç»é²ãã
// 3. NateSkillManager ã® skillPool ãã£ãŒã«ãã«ãã®ã¢ã»ãããã¢ãµã€ã³ãã
//
// ãæœéžã®éã¿ä»ãã
// å NateSkillData ã® weight ãã£ãŒã«ãã倧ããã»ã©åºããããªãã
// äŸ: éåžžã¹ãã« weight=10ãã¬ã¢ã¹ãã« weight=3
using System.Collections.Generic;
using UnityEngine;
namespace TrainingGame
{
[CreateAssetMenu(menuName = "TrainingGame/NateSkillPool", fileName = "NateSkillPool")]
public class NateSkillPool : ScriptableObject
{
[Tooltip("æœéžå¯Ÿè±¡ã®ã¹ãã«äžèЧãweight ã倧ããã»ã©æœéžãããããã")]
public List<NateSkillData> skills = new List<NateSkillData>();
/// <summary>
/// éã¿ä»ãæœéžã§éè€ãªã count ä»¶ã®ã¹ãã«ãè¿ãã
/// æ¢ææã¹ãã«ãé€å€ããŠããæœéžããã
/// ããŒã«å
ã®åè£ã count æªæºã®å Žåã¯åè£ãå
šä»¶è¿ãã
/// </summary>
/// <param name="ownedSkillIds">æ¢ã«ææããŠããã¹ãã«IDã®ã»ããïŒé€å€å¯Ÿè±¡ïŒ</param>
/// <param name="count">æœéžä»¶æ°ïŒéåžžã¯3ïŒ</param>
/// <returns>æœéžãããã¹ãã«ã®ãªã¹ã</returns>
public List<NateSkillData> DrawRandom(HashSet<string> ownedSkillIds, int count = 3)
{
// åè£ãçµãïŒæªææã¹ãã«ã®ã¿ïŒ
var candidates = new List<NateSkillData>();
foreach (var skill in skills)
{
if (skill == null) continue;
if (string.IsNullOrEmpty(skill.skillId)) continue;
if (ownedSkillIds != null && ownedSkillIds.Contains(skill.skillId)) continue;
candidates.Add(skill);
}
var result = new List<NateSkillData>();
int draw = Mathf.Min(count, candidates.Count);
for (int i = 0; i < draw; i++)
{
// ç·éã¿ãèšç®
int totalWeight = 0;
foreach (var c in candidates)
totalWeight += c.weight;
if (totalWeight <= 0) break;
// ã©ã³ãã ã«1ä»¶éžã¶
int roll = Random.Range(0, totalWeight);
int cumulative = 0;
NateSkillData chosen = null;
foreach (var c in candidates)
{
cumulative += c.weight;
if (roll < cumulative)
{
chosen = c;
break;
}
}
if (chosen == null) break;
result.Add(chosen);
candidates.Remove(chosen); // åãã¹ãã«ãéè€ããŠåºãªãããé€å€
}
return result;
}
/// <summary>skillId ãã NateSkillData ãæ€çŽ¢ããŠè¿ããèŠã€ãããªããã° nullã</summary>
public NateSkillData FindById(string skillId)
{
if (string.IsNullOrEmpty(skillId)) return null;
foreach (var skill in skills)
{
if (skill != null && skill.skillId == skillId)
return skill;
}
return null;
}
}
}


ãç²åŸããŠããªãã¹ãã«ã®äžããã©ã³ãã ã«3ã€æœéžããã®ã
ãã®ã¹ãã«ã¯ãéã¿ã£ãŠããå€ããã£ãŠåŒ·ãã¹ãã«ã»ã©åºã«ãã仿§ã«ãªã£ãŠãã®ããã


ããªã¹ãã«èŒãã¢ã€ãã ã¯ããã€ãã®ãScriptableObjectïŒã¹ã¯ãªãã¿ãã«ãªããžã§ã¯ãïŒãã§ç®¡çããŠãããã
ãããã¹ãã«åäœã§çްããèšå®ããŠããã£ãã®ãªã¹ãã«è¿œå ããŠããã®ãã
âŠâŠã¹ãã«ã®äœãæ¹ã¯è©±ããšé·ããªã£ã¡ããããããŸãä»åºŠã«ãããŠãã


ãããšãããããã®ã¹ãã«ã«ã¯ã¢ã€ã³ã³ãçšæãããïŒ
èæ¯ã®è²ããã¬ãŒã ã®è±ªè¯ãã§ãã¬ã¢ãªãã£ã广å
容ãäœãšãªãåé¡ãããŠãã®ã
ãšã¯èšããå
šéšçæAIã«äœæããŠããã£ãããé°å²æ°ã®çµ±äžæã¯âŠâŠããŸããªãã®ã ãã©ã


ãã宎ãããã¹ãã«ããã¯ç»é¢ãåŒã³åºããŠããã®ç»é¢ããã¹ãã«ããã§ã€ã¹ããã®ãã
ããããããç§ãã¹ãã«ãç²åŸããŠãŸã宎ã®ã¢ããã³ãã£ãŒããŒãã«æ»ãã£ãŠä»çµã¿ïŒã


ãããšãç§ã®ã¹ããŒã¿ã¹ç»é¢ã«ãç²åŸããã¹ãã«ã衚瀺ããããã«æ¹ä¿®ãããïŒ
ã¡ãªã¿ã«ãé ããã¢ã€ãã£ã¢ã®ã¹ãã«ã¯å
šéšå®è£
ããããã
远å ã®ã¢ã€ãã£ã¢ããŸã ãŸã åŸ
ã£ãŠãããïŒã

ãâŠâŠæ¬åœã«å
šéšäœãããã£ããã
å®è£
ãèŠåŽããã ããã«ããã€ãããåã®å·å¿µã¯çéå
¥ãã ãªã

ããµãµããç§ã®è«Šãã®æªããçãèŠãŠããã£ããå°ããïŒã
ã¹ãã«ã·ã¹ãã ã®äœæïŒåŸ æ©ã¢ãŒã·ã§ã³ïŒ8æéãããïŒ

ãâŠããã仲éã®ã¹ãã«ã宿ã
ããšã¯ãæŠéã·ãŒã³ã«ãã®ã¹ãã«ã®ã³ãã³ããåæ ãããŠããã ããã
â ã¹ãã«ã·ã¹ãã 宿åç»

ãããããŠã¿ããšããã®äºæ¥éã§æŠéã·ã¹ãã ã倧åè¯ãæãã«ãªã£ãŠæ¥ããªã

ããããã
ãšã¯èšãããŸã ç§ãã¡ã®ã¿ãŒã³ã®åŠçã°ããäœæããŠãããããããšã¯ãã£ã±ãããã®ã ãã©ãã

ãã¹ãã«å¹æåŠçã¯âŠäœæ¥æé8æéããããã
ãã£ã±çµæ§å€§å€ã ã£ãã®ãïŒã

ããããâŠâŠAOEïŒç¯å²æ»æïŒã®åŠçãšãäžéšã®ç¹æ®ãªã¹ãã«ã®åŠçåšããå®è£ ããã®ã¯å€§å€ã ã£ããã
ã©ãããŠãèªåãæ»æãããããªåãã«ãªã£ã¡ãã£ããããŠâŠâŠã
ã¡ãã£ãšãã¹ãã«åšãã®åŠçã¯ããªãè€éã«ãªã£ãŠããããã
åºæ¥ãã°ããäºåºŠãšã³ãŒããèªã¿ãããªããâŠâŠã

ããšã¯èšãããããŸã§åºæ¥ããããšã¯æ®ã©ã®ã¹ãã«ã¯äœ¿ããŸããã§ããããã ãïŒã

ããŸãããŸã ç¶æ
ç°åžžã®æ°ãå°ãªãããæãã€ãéãã§ã¯ä»ã«ãå®è£
ããã广åŠçã¯ããã®ã ãã©ãâŠâŠã
ãšã¯ãããããŒã¹ã®ã·ã¹ãã ãšããŠã¯å€åããã§å€§äžå€«âŠâŠãªãã¯ãã

ãããããããããªã«åŒ±æ°ã§å€§äžå€«ãïŒã

ããã âŠâŠã ã£ãŠãæ¬åœã«è²ããªã¹ã¯ãªãããã¡ã€ã«ãèŠãªãããããªããããè€éãããŠèªä¿¡ãªãã®ãã

ããŸãã现ãã調æŽã¯çœ®ããšããŠâŠ
ä»ã¯åããããšãåãŒããïŒã

ããããïŒ
ããã§ãã£ã𿬡ã«é²ãããïŒã
åŸ æ©ã¢ãŒã·ã§ã³äœæ

ãããèšãã°äžã€æ°ã«ãªã£ããã ãããŠããããåãããã«ãªã£ããã ãªã

ããããªã®ïŒ ãšèšã£ãŠãããŸã åŸ
æ©ã¢ãŒã·ã§ã³ã ãã ãã©ãã
ã§ããããã§å°ãã¯SRPGããããªã£ãŠããããããªããããïŒã

ã確ãã«åãããããšèšå ŽæãéããïŒ
ããã§ãã©ããã£ãŠäœã£ããã ïŒã

ããŸããGeminiå çã«ã¹ãã©ã€ãã·ãŒã圢åŒïŒã¢ãã¡ãŒã·ã§ã³ã®ã³ãå²ãç»åïŒã§ãåŸ æ©ã¢ãŒã·ã§ã³ã®ãããçµµãæããŠããã£ããã


ããã¬ãŒã ïŒã³ãïŒæ°ã¯å€ãæ¹ãæ»ããã«åããã ãã©âŠâŠ
ãããããšãäžæãæå³ããç»åãçæãããªããã¿ãŒã³ãå€ãã£ããããä»åã¯3ãã¬ãŒã ã«ããã®ã


ããããŠãåºåãããç»åããGIMPïŒç»åç·šéãœããïŒãã䜿ã£ãŠçްããåå²ãããã
â ãŠããããåããã¹ã¯ãªããïŒUnitAnimatorïŒ
// UnitAnimator.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using TrainingGame.Battle;
namespace TrainingGame.View
{
public class UnitAnimator : MonoBehaviour
{
[Header("ãã¬ãŒã ééïŒç§ïŒ")]
[SerializeField] private float _frameInterval = 0.3f;
private SpriteRenderer _spriteRenderer;
private Sprite[] _frames;
private Coroutine _idleCoroutine;
private void Awake()
{
_spriteRenderer = GetComponentInChildren<SpriteRenderer>();
}
/// <summary>
/// BattleViewManager.SpawnUnit() ãããŠãããããŒã¿ãæž¡ããŠåæåããã
/// unitSprite ããã¬ãŒã 0ãšããŠãidleFrames ããã®åŸã«ç¶ããã
/// </summary>
public void Initialize(UnitBaseStats stats)
{
var frameList = new List<Sprite>();
if (stats.unitSprite != null)
frameList.Add(stats.unitSprite);
if (stats.idleFrames != null)
frameList.AddRange(stats.idleFrames);
_frames = frameList.ToArray();
// ãã¬ãŒã 0ãåæè¡šç€º
if (_frames.Length > 0 && _spriteRenderer != null)
_spriteRenderer.sprite = _frames[0];
}
/// <summary>
/// HandleTurnChanged ããåŒã¶ããã®ãŠããããã¢ã¯ãã£ããã©ãããæž¡ãã
/// </summary>
public void SetActiveUnit(bool isActive)
{
if (isActive)
StartIdleAnimation();
else
StopIdleAnimation();
}
private void StartIdleAnimation()
{
if (_idleCoroutine != null) StopCoroutine(_idleCoroutine);
// ãã¬ãŒã ã1æãããªãå Žåã¯ã¢ãã¡ãŒã·ã§ã³äžèŠ
if (_frames == null || _frames.Length <= 1) return;
_idleCoroutine = StartCoroutine(PlayIdle());
}
private void StopIdleAnimation()
{
if (_idleCoroutine != null)
{
StopCoroutine(_idleCoroutine);
_idleCoroutine = null;
}
// ãã¬ãŒã 0ïŒéåžžç«ã¡ïŒã«æ»ã
if (_frames != null && _frames.Length > 0 && _spriteRenderer != null)
_spriteRenderer.sprite = _frames[0];
}
private IEnumerator PlayIdle()
{
int index = 0;
while (true)
{
_spriteRenderer.sprite = _frames[index];
index = (index + 1) % _frames.Length;
yield return new WaitForSeconds(_frameInterval);
}
}
}
}
ãããšã¯ããŠãããã®å·®åïŒã³ãããšã®ç»åïŒããã®åã«ç»é²ããã°ã
è¡åå¯èœãªãŠãããã®åŸ
æ©ã¢ãŒã·ã§ã³ã¢ãã¡ãŒã·ã§ã³ã¯å®æãïŒã
private IEnumerator PlayIdle()
{
int index = 0;
while (true)
{
_spriteRenderer.sprite = _frames[index];
index = (index + 1) % _frames.Length;
yield return new WaitForSeconds(_frameInterval);
}
}
ãç¹ã«ãã®éšåã§ããã¬ãŒã ããšã«ã¹ãã©ã€ããé çªã«ã³ãéã衚瀺ãããŠããã®ã

ããªãã»ã©ãªãã ã¡ãªã¿ã«ãæ»æãšãä»ã®ã¢ãŒã·ã§ã³ãäœãã®ãïŒã

ãäœããããã©âŠâŠä»ã¯åŸåãã«ããŠããã
ã ã£ãŠãã¢ãŒã·ã§ã³ãäžã€å¢ããããšã«ãå
šãŠãããåã®å·®åç»åãäœæããå¿
èŠãããã§ããïŒ
ä»ã®éçºã¹ã±ãžã¥ãŒã«ãããæéçã«å°ãå³ããã®ãã

ããšã¯ããïŒ æŠéã¢ãŒã·ã§ã³ã¯SRPGã®è¯ããïŒ
ãŸãã¯æŠéã·ã¹ãã ã®æ§ç¯ãå®äºãããŠãå°ãèœã¡çãããã¹ãã«ã®ãšãã§ã¯ããšãã£ãæŒåºé¢ãšåãããŠå¿
ãæ€èšããŠã¿ããïŒã
æåŸã«
ããããŠã鲿ã®éçº16æ¥ç®ã¯å¹ãéããã
èªè
ã®çæ§ããå¯ãããã倧åãªã¢ã€ãã£ã¢ã¯ã
詊è¡é¯èª€ã®æ«ãç¡äºã«ãã¹ãã«ããã¯ã·ã¹ãã ããšããŠå®è£
ããããã€ãã®æ°ããªåãšãªã£ãã
8æéã«ãåã¶ã³ãŒããšã®æ»éã®æ«ã
ç¯å²æ»æãç¹æ®å¹æãšãã£ãè€éãªåŠçãä¹ãè¶ããã€ãã«æŠéã®èŠã§ããã¹ãã«ã·ã¹ãã ãç£å£°ãäžããã®ã§ããã
ããã«ããããçµµã«åœãå¹ã蟌ãããšã§ãæŠå Žã«ç«ã€ãã£ã©ã¯ã¿ãŒãã¡ã¯ãåŸ æ©ã¢ãŒã·ã§ã³ããšãã確ããªéŒåãæã«å ¥ããã
æ¢ãŸã£ãŠããç»é¢ã®æéãåãåºãã
SRPGãšããŠã®èŒªéããŸãäžã€ãè²æ¿ãæµ®ãã³äžãã£ãŠããã®ã ã
ã ããå®å µããŠããæã¯ãªãã
äŒç»ã®ã¿ã€ã ãªãããã¯ãæ®ãããã2é±éã
次ãªãè©Šç·Žã¯æµãŠãããã®æèåŠçãããããšãç«ã¡ã¯ã ããæªç¥ã®ãã°ãã
ãã€ããã¡ã®åŸãæã«ã¯ããŸã ãŸã éºããéçºã®éãç¶ããŠããâŠâŠã
æãããŠãæéå ã«ã²ãŒã ã¯å®æããã®ãïŒïŒ
次åããã©ããä¹ããæåŸ ïŒ
#ãããžã§ã¯ãNeith #HorizonNotes #ã²ãŒã å¶äœ #å人éçº #Unity #éçºæ¥èš #èªè åå å #æ¯æ¥note
ãããªãšæã£ããå¿æŽãããïŒ
ãããããã°å¿æŽãé¡ãããŸãïŒ
ããã ãããããã¯ã¯ãªãšã€ã¿ãŒãšããŠã®ã²ãŒã éçºã«äœ¿ãããŠããã ããŸãïŒ
â»ããããšå
±ã«ãã£ãŠæ¬²ããäºããã£ããèšã£ãŠãã ããïŒ
å¯èœãªç¯å²ã§ããã°é 匵ããŸã