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!

430 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.

  3. Hi Scott!

    I could really use your help, as I’m in chapter 16.3 and for some reason I constantly get errors for rtbMessages and it wouldn’t run my code.
    I tried looking at from every angle, but I just can’t figure it out!
    I’ve uploaded it to https://github.com/bence0307/RPG-Game

    Could you please tell me what I did wrong and where? What I need to fix this?

    Thank you very much for your help!

    Kind Regards


    Fresh C# student.

      1. Hi Scott,

        I updated my GitHub, adding the solution .sln file to the list and a few more files, just in case.

        Thank you for your help.

        Kind Regards


        1. Hi Bence,

          I found two problems. The main one was in the MoveTo() function. One of the closing parentheses was in the wrong place. So, if the location did not have a quest, the program also tried running the code to give the player the quest at the location – cause a null reference exception. Also, the Engine project was .NET Standard, and will need to be .NET Framework. This might cause problems when you try to add the images for the map. So, I created a .NET Framework version of the project in the fixed solution.

          You can get a fixed version here: https://www.dropbox.com/sh/15uzvauhl6isslj/AAAM_vuF_GHTxMm47VGkL8hta?dl=0 This version does not have the music or background image, since I didn’t see those files in GitHub.

          Let me know if you try this and have any problems or questions.

  4. Hi Scott,

    Thank you very much. Thanks to the solution you provided I was able to see where my error was, and my teacher today helped me with the music issue I had.
    For some reason before I was able to play the music by just calling the title it, but Today I’ve added the location as well and that helped it to reach it and play it as well.

    So thanks to you, everything is working superbly now.

    I only have one more question.

    In the World class when we call on the rat variable:
    “Monster rat = new Monster(MONSTER_ID_RAT, “Rat”, 5, 3, 10, 3, 3);”

    Just to make sure I understand everything correctly (as I would like to expand it, once I completed your tutorial.)

    When we open the parenthesis we give the first 4 details based on the Monster class, and the last three comes from the LootItem class that comes from the Item class.
    I know that I must not understand something from my own, and that may be coming from that I’m not a mother tongue English speaker and sometimes that results in some errors and misunderstanding from my part.
    But I don’t understand that the chance where is coming from, I’m guessing it’s either the last ‘3’ or the ‘3’ beforehand.

    The thing I don’t get that how does this gets the data that is being referred to.

    Thanks again 🙂


    1. Hi Bence,

      You’re welcome. This is a good demonstration of why it’s best to make functions small, without too many levels of parentheses. We do improve this code in later lessons, which makes it easier to read and decreases the chance of errors.

      For the rat variable, when you instantiate an object (use “new” on a class), the parameters in the parentheses match the parameters in the constructor. So, those values are passed into these parameters:

      public Monster(int id, string name, int maximumDamage, int rewardExperiencePoints, int rewardGold, int currentHitPoints, int maximumHitPoints)

      The rat’s possible loot items, and their chance to appear, are in the next two lines in World.cs:

      rat.LootTable.Add(new LootItem(ItemByID(ITEM_ID_RAT_TAIL), 75, false));
      rat.LootTable.Add(new LootItem(ItemByID(ITEM_ID_PIECE_OF_FUR), 75, true));

      If you look at the constructor for the LootItem class, the second parameter is the dropPercentage value (75% for these two lines).

      Let me know if that is not clear, or if you have any other questions.

      1. Thank you Scott, I understand it now!

        I think the problem was that I got a bit confused that where does the rat get its function the parenthesis.
        I’ll continue the tutorial and if I have other questions I’ll let you know. 🙂

        Thanks Again.


  5. Hi Scott!

    Sorry to bother you but I have ran into some issues which I don’t quite understand.
    Currently I’m on chapter 20.3-20.4 and I have some issues in the SuperAdventure.cs.
    I get errors for the .PropertyName all of the .Any-‘s, and lastly it doesn’t understand the _player.PropertyChanged += PlayerOnPropertyChanged; at the Potions.
    I’ve uploaded my current solution to GitHub.
    If you have the time could you please check it for me?
    What am I missing? Why doesn’t it work? What do I need to change?


    Thank you again for your help 🙂

    Kind Regards


    1. Hi Bence,

      I found a few problems in SuperAdventure.cs. I uploaded a version that should be fixed to: https://www.dropbox.com/sh/15uzvauhl6isslj/AAAM_vuF_GHTxMm47VGkL8hta?dl=0

      The problems were:
      1. “using System.Linq;” and “using System.ComponentModel;” needed to be added to the top of the file
      2. Missing a closing curly-brace on line 512
      3. In the PlayerOnPropertyChanged function, the datatype of second parameter needs to be PropertyChangedEventArgs
      4. Lines 223 and 336 have typos in the function name “AddExperiencePoints”

      Let me know if that doesn’t fix the problems, or if you have questions.

  6. Hi Scott,

    I am brand new at learning c#. I am working through Mosh’s beginner course. This question feels like it should be obvious but what workload should I be using to create an RPG if I am using Visual Studio 2019 and why? So far I have only worked in Console App(.Net Core).
    I see that you said to use the Windows Form Application but there are two workloads like this to choose from. They are .Net Framework and .Net Core.

    Thank you!

    1. Hi Alyssa,

      You can use this course with Visual Studio 2019. Just make sure you select the “.NET Framework” projects – for both the UI and Engine class library projects. If you select “.NET Core”, or “.NET Standard”, there are a couple things that won’t work with this source code.

  7. Hey there Scott,

    I’m interested in learning some C# and getting familiar with the language but don’t want to dive into the .NET environment right now with all of the ASP.NET stuff etc

    Would this still be current enough to get going?

    1. Hi Jason,

      What are you worried about with ASP.NET? Microsoft is switching to .NET 5 around the end of this year, which is based more off of .NET Core than .NET Framework. This course is several years old, and uses .NET Framework and Windows Forms. There is a newer version of the course that uses .NET Framework and WPF at https://scottlilly.com/build-a-cwpf-rpg/.

      If you want to learn .NET Core, you might look at courses by Tim Corey https://www.youtube.com/user/IAmTimCorey. He has more videos on .NET Core and some on Blazor (a new UI technology).

      But, if you take this course, you should still get a good knowledge of C#, which is mostly the same in the .NET Core version of C#.

  8. Hi Scott,

    Sorry to bother you at this time of hour. I could really use your help. My rtbMessages does not show any message when I click the movement button.
    I’ve upload to https://github.com/Nelson2306/RPG

    Could you please explain for me what is the problem?

    Thank you for your kind help.



    1. Hi Nelson.

      I don’t see the files for the SuperAdventureConsole project in GitHub. Can you check if you can upload them? If there are problems doing that in GitHub, you can post the files to a file-sharing site (like Dropbox).

    1. Thanks for letting me know.

      I didn’t see any obvious problem with those pages, but will work on them after I finish my client work for the day. There isn’t anything tricky about those pages, so I hope it won’t take long to fix.

  9. Hi I was wondering where to find the link to these files on github?, and I was also wondering how to go about adding different character classes in this text adventure, or is it possible, thank you much for your time.

    1. Hi Jon,

      If the lesson has code on GitHub, there will be a link at the bottom of the lesson saying “Source code on GitHub” or “Source code on Dropbox”. If you want to get the final source code for the completed project, it’s available on GitHub at: https://github.com/ScottLilly/SuperAdventure.

      These lessons don’t use a character class to do anything different, but you could create a new “CharacterClass” property on the Player class and use that in the rest of the code – maybe add spells that can only be used by wizards.

      There is a WPF version I’m actively working on at: https://scottlilly.com/build-a-cwpf-rpg/. I’m about to expand the Player class in those lessons to include more attributes (strength, wisdom, etc.) and character class.

  10. Hello! I have a quick question, and it is going to sound silly. Honestly, you probably referenced it somewhere in the instructions, but I cannot find it.

    I see where we mapped out the locations in pseudocode.. and I am aware that we store our current location as a variable in the code. However, where did we create the “map” of the world within the program? I guess, what I am asking is, how does the code know which locations are “to the East of our current location”, etc.

    I hope that made sense.

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