= greenberet
:author: 
:revnumber: 
:revdate: 2016/03/17 20:48
:relfileprefix: ../../
:imagesdir: ../..
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== GreenBeret game

This is the up-comming chaper from game making Series 

Part II: chapter 8 - GreenBeret Steath action game


=== Introduction

Steath action game

Like Commandos 1,2,3

WorldWar theme


==== QuickStart

Repository :

Issues:

Topic :


==== Disclamed

3D Models 


== Researches

Improving Guard Behaviour in a Top-Down 2D Stealth Game 

[1]   Konami,  “Metal Gear,  Konami,  1987. 

[2]   Konami,  “Metal Gear  Solid 2:  Sons of Liberty,
Konami,  2001. 

[3]   Guinnes World Records, “First Stealth Game  to Feature 
Collective  Artificial  Intelligence, 2008. [Online]. 

[4]   A. J. Champandard,  “On Finite State Machines and 
Reusability, 2007.  [Online].  Available: 
link:http://aigamedev.com/open/article/fsm-reusable/[http://aigamedev.com/open/article/fsm-reusable/]. 
[Accessed March 2013]. 

[5]   A. J. Champandard,  “The Gist  of Hierarchical  FSM,
2007.  [Online].  

Available: 
link:http://aigamedev.com/open/article/hfsm-gist/[http://aigamedev.com/open/article/hfsm-gist/]. 
[Accessed March 2013]. 

[6]   M. Gilgenbach and T. McIntosh, “A Flexible  AI 
System through Behavior Compositing, in AI Game 
Programming Wisdom  3, S. Rabin, Ed.,  Boston, 
Charles River  Media, 2006,  pp. 289-300. 

[7]   A. Khoo, “An Introduction to Behavior-Based Systems 
for Games,  in AI Game Programming Wisdom 3, S. 
Rabin,  Ed., Boston, Charles River  Media, 2006,  pp. 
351-364.

[8]   A. J. Champandard,  “Understanding Behaviour Trees,
2007.  [Online].  Available: 
link:http://aigamedev.com/open/article/bt-overview/[http://aigamedev.com/open/article/bt-overview/]. 
[Accessed March 2013]. 

[9]   B.  Knafla,  “Introduction to Behavior Trees, 2011. 
[Online].  Available: 
link:http://www.altdevblogaday.com/2011/02/24/[http://www.altdevblogaday.com/2011/02/24/] introductio
n-to-behavior-trees/. [Accessed April 2013]. 

[10]  A. J. Champandard,  “Planning in Games:  An Overview 
and Lessons Learned, 2013.  [Online].  Available: 
link:http://aigamedev.com/open/review/planning-in-games/[http://aigamedev.com/open/review/planning-in-games/]. 
[Accessed March 2013]. 

[11]  A. J. Champandard,  “The Power  of Sequences for 
Hierarchical  Behaviors, 2007.  [Online].  Available: 
link:http://aigamedev.com/open/article/sequence/[http://aigamedev.com/open/article/sequence/]. 
[Accessed April 2013]. 

[12]  A. J. Champandard,  “The Flexibility  of Selectors for 
Hierarchical  Logic, 2007.  [Online].  Available: 
link:http://aigamedev.com/open/article/selector/[http://aigamedev.com/open/article/selector/]. [Accessed 
April 2013]. 

[13]  Looking  Glass Studios, “Thief:  The Dark  Project,
Eidos Interactive, 1998. 

[14]  T. Leonard, “Building an AI Sensory System: 
Examining  The Design of Thief: The Dark  Project,
2003.  [Online].  Available: 
link:http://www.gamasutra.com/view/feature/131297/buildi[http://www.gamasutra.com/view/feature/131297/buildi]
ng_an_ai_sensory_system_.php. [Accessed March 
2013]. 

[15]   D. Isla, “Probabilistic Target Tracking and Search 
Using Occupancy Maps, in AI Game Programming 
Wisdom 3, S. Rabin, Ed.,  Boston, Charles River  Media, 
2006,  pp. 379-387.

[16]  W. v. d. Sterren, “Squad Tactics: Team  AI and 
Emergent  Maneuvers, in AI Game Programming 
Wisdom,  S. Rabin, Ed.,  Hingham,  Charles  River Media, 
2002,  pp. 233-246. 

[17]  D. D.  Corkill,  “Blackboard Systems, 1991.  [Online]. 
Available:  link:http://gbbopen.org/papers/ai-expert.pdf[http://gbbopen.org/papers/ai-expert.pdf]. 
[Accessed April 2013]. 

[18]  Monolith Productions, “F.E.A.R,  Vivendi  Universal, 
2005. 

[19]  J. Orkin,  “Three States and a Plan: The A.I. of 
F.E.A.R.,  2006.  [Online].  Available: 
link:http://web.media.mit.edu/~jorkin/gdc2006_orkin_je[http://web.media.mit.edu/~jorkin/gdc2006_orkin_je] ff_f
ear.pdf. [Accessed March 2013]. 

[20]  GSC  Game  World, “S.T.A.L.K.E.R.:  Shadow of 
Chernobyl, THQ,  2007. 

[21]  Geurrilla  Games,  “Killzone  2, Sony Computer 
Entertainment  Europe, 2009. 

[22]  T. Verweij,  “A hierarchically-layered  multiplayer  bot 
system for a first-person shooter, August 2007. 
[Online].  Available: link:http://www.guerrilla[http://www.guerrilla]-
games.com/presentations/VUA07_Verweij_Hiera rchica
lly-Layered-MP-Bot_System.pdf.  [Accessed March 
2013]. 


== Process


==== Tutorial timeline

This section arrange the process and parts into a timeline to suite better with a tutorial format. You can read it day by day, week by week until you complete.

.  Part 0: Download and Setup
.  Part 1: Review and design, sketch 
.  Part 2: Assets
.  Part 3: Code the main
.  Part 4: Code the gameplay
.  Part 5: Physics
.  Part 6: AI
.  Part 7: Cinematic
.  Part 8: Scripting
.  Part 9: Data


== Design


=== MindMap


=== States


=== Screens


== Programming


==== Core


=== Stage


===== Cam


=== States


=== World


=== Map


==== Logic


=== Sensor


=== Trigger


==== Routine


=== Path


=== Activities


===== Timed


=== Probality


==== AI


=== AI Sensors


===== Line of Sight

link:http://www.redblobgames.com/articles/visibility/[http://www.redblobgames.com/articles/visibility/]


===== Hearing


=== Visibility & LevelOfDetail


===== Ranged


===== Piority Ordered


=== AI Behaviours
