Learn C# by Building a Simple RPG – Index

Giant Spider!
Mandatory Giant Spider!

If you want to write a Role Playing Game, but don’t know how to program, or just want to learn how to program in C#, then you’re at right the place.

These lessons will take you from a complete beginner, to being an author of a Role Playing Game, for free.

This isn’t the world’s greatest game. In fact, it’s very short and kind of ugly.

However, as you create it, you’ll learn the most common C# programming practices and techniques. Then, if you want, you can improve the game, adding more features and your own special touch to it.


NOTE: If you already know the basics of C# programming (classes, properties, functions, “if” statements, etc.), you might want to look at the newer “Build a C#/WPF RPG” lessons. The code in those lessons is more like how I would write a “real” professional program – using better design and architecture.


One of the awesome students here created a PDF document of the lessons. You can get a copy of it here. You can also download the source code files for the lessons here. Thank you, Mark!



Lesson 00.1 – What is in these lessons?

Lesson 00.2 – General information about programming in C#

Lesson 00.3 – The parts of Visual Studio

Lesson 01.1 – Defining classes and objects for the game

Lesson 02.1 – Installing Visual Studio Community 2017

Lesson 02.2 – Building the solution for the game

Lesson 03.1 – Building the first screen

Lesson 04.1 – Creating the Player class and its properties

Lesson 05.1 – Creating objects from classes

Lesson 06.1 – Creating the remaining classes

Lesson 07.1 – Inheritance and base classes

Lesson 08.1 – Setting properties with a class constructor

Lesson 08.2 – Using class constructors with derived classes

Lesson 09.1 – Using your classes as datatypes

Lesson 10.1 – Creating collections of objects

Lesson 11.1 – Using a static class

Lesson 12.1 – Add the remaining UI controls

Lesson 13.1 – Functions, procedures, and methods

Lesson 13.2 – Creating functions to handle user input

Lesson 14.1 – Variables

Lesson 14.2 – If statements

Lesson 14.3 – Foreach loops

Lesson 15.1 – Getting random numbers for the game

Lesson 16.1 – Writing the function to move the player

Lesson 16.2 – Refactoring the player movement function

Lesson 16.3 – Functions to use weapons and potions

Lesson 17.1 – Running the game on another computer

Lesson 18.1 – Future enhancements for the game

Bonus lessons (enhancements to the game)

Lesson 19.1 – Scroll to the bottom of a rich text box

Lesson 19.2 – Use a calculated value for a property

Lesson 19.3 – Clean up the source code by converting foreach to LINQ

Lesson 19.4 – Saving and loading the player information

Lesson 19.5 – Changing dropdown default values

Lesson 19.6 – Increase maximum hit points when the player gains a level

Improving SuperAdventure’s code quality by refactoring

Lesson 20.1 – Refactoring the SuperAdventure program

Lesson 20.2 – Binding a custom object’s properties to UI controls

Lesson 20.3 – Binding list properties to datagridviews

Lesson 20.4 – Binding child list properties to a combobox

Lesson 20.5 – Moving the game logic functions from the UI project to the Engine project

Adding a vendor to locations (with buying and selling items)

Lesson 21.0 – Plans for adding a vendor to locations

Lesson 21.1 – Adding a price to game items

Lesson 21.2 – Create the vendor class and add it to locations

Lesson 21.3 – Add a button and create its eventhandler in code, without the UI design screen

Lesson 21.4 – Completing the trading screen

Use SQL to save and restore player’s game data

Lesson 22.1 – Installing MS SQL Server on your computer

Lesson 22.2 – Creating database tables from classes

Lesson 22.3 – Creating the SQL to save and load the saved game data

Creating a console UI for SuperAdventure

Lesson 23.1 – Creating a console front-end for the game

Final refactoring (cleanup) of the SuperAdventure source code

Lesson 24.1 – Make the SuperAdventure source code easier to understand and modify

New game features

Lesson 25.1 – Select a random monster at a location

Lesson 26.1 Displaying a World Map

Lesson 26.2 – Hiding Unvisited Locations on the World Map


Bug Fixes

Lesson 99.1 – Preventing duplicate quests

Lesson 99.2 – Setting CurrentWeapon when the player has multiple weapons


Share your personal, expanded versions of SuperAdventure here!

407 thoughts on “Learn C# by Building a Simple RPG – Index

  1. Hey Scott!,

    I added some extra quests, but when i put 2 on the same spot it only showed the new one (i added them only by creating it in world and adding it to the location)

    1. Hello!

      To do this, you’d need to start by change the Location QuestAvailableHere property’s datatype from “Quest” to “List” (and probably rename it to “QuestsAvailableHere”, to make it clear it can hold multiple quests).

      Then, in the World PopulateLocation function, instead of saying “farmhouse.QuestAvailableHere = QuestByID(QUEST_ID_CLEAR_FARMERS_FIELD);”, you’d say “farmhouse.QuestsAvailableHere.Add(QuestByID(QUEST_ID_CLEAR_FARMERS_FIELD));”. You could add as many Quest objects to that list as you want.

      Finally, in the movement code (when the player moves to a new location), you’d need to loop through the list of Quest objects to see if the player should receive the Quest, or if they can complete an existing quest.

      Let me know if that wasn’t clear.

  2. WOW! amazing tutorial, this helped me so much to learn more about programming with C#. I would LOVE you to expand on a few things with tutorials if you have the time though. I’m pretty sure it would be great tutorials for others to learn as extras for their games also.

    1. A tutorial for an Advanced Bag system, something similar to how you did the World Map but instead for a bag holding all the items you have collected and amounts you have. So, push a button and another screen opens with all your bag items and amounts in. It would use icon pics for the item and not text for item name and then the amount maybe in one of the corners of the picture. The picture could be grayed out until you have collected it maybe?

    2. Maybe add a picture box to the main SuperAdventure design view window that shows a single picture of the location you are currently in when you enter a new area.

    3. Maybe in the text information window have options.. for example the text says.. “you have entered a house, there are two people here” then it gives option to say “talk to person 1 or talk to person 2”. The ‘person 1’ and ‘person 2’ could maybe be different colors and cickable for choosing option to talk to them. Or maybe that’s already available and you could give a tutorial on how to do that?

    In any case, thanks again for these awesome tutorials, ive learned a lot to this point from these.

    1. You’re welcome, Sylar.

      I’m not doing much more with these lessons, but am doing a new version in WPF at https://scottlilly.com/build-a-cwpf-rpg/.

      There is a bit more graphics in the WPF version, showing a picture of the location you’re at and the monster you’re fighting. Adding an inventory bag would be a cool feature to add. Adding conversations with NPCs would be another cool feature. I’ll put your suggestions on my notes for new lessons to add to the WPF course. There’s some more cleanup I want to do with the code in those lessons, once I finish a business project that’s been using up more of my time than I wish it was.

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