anchor.diff:  == Programming
   
   
  -==== Core
  +=== Core
   
   
   === Stage
   
   
  -===== Cam
  +==== Cam
   
   
   === States
  
positive.code: === Visibility & LevelOfDetail
  
  
  ===== Ranged
  
  
  ===== Piority Ordered
  
negative.code: 
  ==== 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].
  
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  Reusability, 2007.  [Online].  Available:
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  [Accessed March 2013].
  
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  2007.  [Online].
  
  Available:
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  [Accessed March 2013].
  
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  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].
  
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  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
  