|
@@ -1,6 +1,6 @@
|
|
|
= greenberet
|
|
|
-:author:
|
|
|
-:revnumber:
|
|
|
+:author:
|
|
|
+:revnumber:
|
|
|
:revdate: 2016/03/17 20:48
|
|
|
:relfileprefix: ../../
|
|
|
:imagesdir: ../..
|
|
@@ -10,7 +10,7 @@ ifdef::env-github,env-browser[:outfilesuffix: .adoc]
|
|
|
|
|
|
== GreenBeret game
|
|
|
|
|
|
-This is the up-comming chaper from game making Series
|
|
|
+This is the up-comming chaper from game making Series
|
|
|
|
|
|
Part II: chapter 8 - GreenBeret Steath action game
|
|
|
|
|
@@ -35,123 +35,123 @@ Topic :
|
|
|
|
|
|
==== Disclamed
|
|
|
|
|
|
-3D Models
|
|
|
+3D Models
|
|
|
|
|
|
|
|
|
== Researches
|
|
|
|
|
|
-Improving Guard Behaviour in a Top-Down 2D Stealth Game
|
|
|
+Improving Guard Behaviour in a Top-Down 2D Stealth Game
|
|
|
|
|
|
-[1] Konami, “Metal Gear, Konami, 1987.
|
|
|
+[1] Konami, “Metal Gear, Konami, 1987.
|
|
|
|
|
|
[2] Konami, “Metal Gear Solid 2: Sons of Liberty,
|
|
|
-Konami, 2001.
|
|
|
+Konami, 2001.
|
|
|
|
|
|
-[3] Guinnes World Records, “First Stealth Game to Feature
|
|
|
-Collective Artificial Intelligence, 2008. [Online].
|
|
|
+[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].
|
|
|
+[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].
|
|
|
+2007. [Online].
|
|
|
|
|
|
-Available:
|
|
|
-link:http://aigamedev.com/open/article/hfsm-gist/[http://aigamedev.com/open/article/hfsm-gist/].
|
|
|
-[Accessed March 2013].
|
|
|
+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.
|
|
|
+[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.
|
|
|
+[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].
|
|
|
+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:
|
|
|
+[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].
|
|
|
+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].
|
|
|
+[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].
|
|
|
+[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].
|
|
|
+[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.
|
|
|
+Eidos Interactive, 1998.
|
|
|
|
|
|
-[14] T. Leonard, “Building an AI Sensory System:
|
|
|
+[14] T. Leonard, “Building an AI Sensory System:
|
|
|
Examining The Design of Thief: The Dark Project,
|
|
|
-2003. [Online]. Available:
|
|
|
+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].
|
|
|
+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,
|
|
|
+[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.
|
|
|
+[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].
|
|
|
+[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.
|
|
|
+[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:
|
|
|
+[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].
|
|
|
+ear.pdf. [Accessed March 2013].
|
|
|
|
|
|
-[20] GSC Game World, “S.T.A.L.K.E.R.: Shadow of
|
|
|
-Chernobyl, THQ, 2007.
|
|
|
+[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.
|
|
|
+[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.
|
|
|
+[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].
|
|
|
+lly-Layered-MP-Bot_System.pdf. [Accessed March
|
|
|
+2013].
|
|
|
|
|
|
|
|
|
== Process
|
|
|
|
|
|
|
|
|
-==== Tutorial timeline
|
|
|
+=== 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 1: Review and design, sketch
|
|
|
. Part 2: Assets
|
|
|
. Part 3: Code the main
|
|
|
. Part 4: Code the gameplay
|
|
@@ -177,13 +177,13 @@ This section arrange the process and parts into a timeline to suite better with
|
|
|
== Programming
|
|
|
|
|
|
|
|
|
-==== Core
|
|
|
+=== Core
|
|
|
|
|
|
|
|
|
=== Stage
|
|
|
|
|
|
|
|
|
-===== Cam
|
|
|
+==== Cam
|
|
|
|
|
|
|
|
|
=== States
|
|
@@ -213,7 +213,7 @@ This section arrange the process and parts into a timeline to suite better with
|
|
|
=== Activities
|
|
|
|
|
|
|
|
|
-===== Timed
|
|
|
+==== Timed
|
|
|
|
|
|
|
|
|
=== Probality
|
|
@@ -225,7 +225,7 @@ This section arrange the process and parts into a timeline to suite better with
|
|
|
=== AI Sensors
|
|
|
|
|
|
|
|
|
-===== Line of Sight
|
|
|
+==== Line of Sight
|
|
|
|
|
|
link:http://www.redblobgames.com/articles/visibility/[http://www.redblobgames.com/articles/visibility/]
|
|
|
|
|
@@ -236,7 +236,7 @@ link:http://www.redblobgames.com/articles/visibility/[http://www.redblobgames.co
|
|
|
=== Visibility & LevelOfDetail
|
|
|
|
|
|
|
|
|
-===== Ranged
|
|
|
+==== Ranged
|
|
|
|
|
|
|
|
|
===== Piority Ordered
|