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RPG Programming with XNA Game Studio 3.0

Book Description

RPG Programming Using XNA Game Studio 3.0 provides detailed information on role-playing games (RPGs) and how to create them using Microsoft’s XNA Game Studio 3.0. The book examines the history of the genre and takes a piece-by-piece approach to producing a 2D tile-based game, demonstrating how to create the various components that make up an RPG and implement them using C# and XNA Game Studio 3.0. By the end of the book, readers will have built a complete toolset that can be used to create data for their own RPGs. Learn how to: * Creating the characters and monsters that populate RPG worlds * Add stats and skills to allow game entities to perform actions * Populate the game world with items and treasures. Construct a conversation editor to add another degree of interaction * Create a multiple-step quest system to give players goals to research during gameplay * Creating a tile engine for displaying the world Populating the game world with items and treasure * Implementing a sound and music system * Adding multiplayer support

Table of Contents

  1. Contents
  2. Foreword
  3. Acknowledgments
  4. Introduction
    1. Who Should Read This Book?
    2. Conventions
    3. System Requirements
    4. Installing and Using the Code
    5. Support for This Book
  5. Chapter 1 RPG Basics
    1. A (Relatively) Brief History of Computer RPGs
    2. What Makes Up an RPG?
    3. Designing an RPG
      1. The Design Document
      2. Decisions to Make
      3. Our Design Document
        1. Game World Overview
        2. Camera
        3. Game Characters
        4. User Interface
        5. Items
        6. Music
        7. Single-Player Game
        8. Multiplayer Game
    4. Next Up
  6. Chapter 2 RPG Entities — Characters, NPCs, and Monsters
    1. Stats
    2. Races
    3. Entity Classes
    4. Entities
    5. The Toolset
    6. Summary
  7. Chapter 3 Skills
    1. The Skill Class
    2. Creating and Storing Skill Data
    3. Learning Skills
    4. Using Skills
    5. Summary
  8. Chapter 4 Magic
    1. The Spell Class
    2. Learning Spells
    3. Using Magic
    4. The Spell Book
    5. Summary
  9. Chapter 5 Items and Loot
    1. The BaseItem Class
    2. The Item Class
    3. The Weapon Class
    4. The Armor Class
    5. The Chest Class
    6. The EntityItem Class
    7. The Inventory Class
    8. Summary
  10. Chapter 6 Combat (or “It ’s Clobberin’ Time”)
    1. Ready… Fight
    2. The Combat Engine
    3. The Combat Simulator
    4. There’s Always Room for Improvement
    5. Summary
  11. Chapter 7 Audio
    1. Playing Sounds with the SoundEffect and SoundEffectInstance Classes
    2. Playing Songs
    3. XACT
      1. Creating Sounds with XACT
    4. Playing 2D Sound
    5. Summary
  12. Chapter 8 Creating the Tile Engine and Level Editor
    1. Tiles
    2. The Level Class
    3. The Level Editor
    4. Summary
  13. Chapter 9 Interface
    1. The Toolbar
    2. The Inventory Window
    3. GUI Libraries
    4. Areas for Improvement
    5. Summary
  14. Chapter 10 Quests
    1. The Quest Class
    2. Entity Class Changes
    3. Creating Quests
    4. Summary
  15. Chapter 11 Conversations/Scripting
    1. The Conversation Class
    2. Testing the Conversation
    3. Summary
  16. Chapter 12 Multiplayer Considerations
    1. Who’s the Boss?
    2. Multiple-Player Party
    3. GM-Controlled Game
    4. Players as Both Good and Bad Entities
    5. Setting Up for Multiplayer
      1. Getting Started
      2. In-Game Chat
      3. “I sense a presence…”
      4. Session Management
    6. Summary
  17. Chapter 13 Putting It All Together
    1. Making It Better
  18. Appendix Additional Resources
    1. RPG Development Links
    2. Community Sites
    3. Blogs
    4. Game Development Resources
    5. AI Resources
    6. AI Middleware Links
    7. Source Code Control
  19. Index