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  1. What is an Action RPG?

    Action RPGs give the player realtime control over game characters.

  2. Polish 07 - Using Spells and Items Outside of Combat

    This is the seventh article in a series that takes the RPG from the “How to Make an RPG” project and adds a little more polish to one element.

  3. Polish 06 - Magic Menu

    This is the sixth article in a series that takes the final mini-RPG from the “How to Make an RPG” project and adds a little more polish to one element.

  4. Polish 05 - Bitmap Text

    This is the fifth article in a series that takes the RPG from the “How to Make an RPG” project and adds a little more polish to one element.

  5. Polish 04 - Stat Numbers

    This is the fourth article in a series that takes the RPG from the “How to Make an RPG” project and adds a little more polish to one element.

  6. Designing a Realtime Combat System

    Combat in an action RPG aka ARPG seems simple; avoid enemy attacks while dishing out your own but even a simple system is made up of many design decisions!

  7. Polish 03 - Combat Numbers

    This is the third article in a series that takes the RPG from the “How to Make an RPG” project and adds a little more polish to one element.

  8. Free JRPG Art: Skeleton Warriors

    It’s hard to find high quality free art for your games.

  9. Customizing the "Dungeon" RPG

    The How to Make an RPG book teaches you how to make three different small RPGs.

  10. Polish 02 - Bitmap Numbers

    This is the second article in a series that takes the final RPG code from the “How to Make an RPG” project and adds a little more polish to one element.

  11. Where to Get Art for Your Game

    You’ve got three main options when it comes to procuring game art: Continue reading “Where to Get Art for Your Game”

  12. Polish 01 - Cutscene Dialog Skipping

    The book “How to Make an RPG” shows you step-by-step how to make three fully featured RPGs.

  13. How to Make an RPG: Release!

    The How to Make an RPG project is now at a state where it’s ready for public release.

  14. RPG Conversation: Never Winter Nights Implementation Part II

    In the previous article we used the How to Make an RPG game code to build a simple conversation engine like Never Winter Nights.

  15. RPG Conversation: Never Winter Nights Implementation Part I

    In a previous article we looked at the Never Winter Nights conversation system and broke it down a little.

  16. RPG Conversation: Never Winter Nights

    A major component of RPG games is talking to people, uncovering motives, accepting quests, learning secrets and talking your way out of tricky situations.

  17. How to Make an RPG: Early Access v0.5

    Hello!

  18. Classes In Lua

    The How to Make an RPG book uses Lua.

  19. Techniques to Create Interesting RPG Characters

    Do you find it hard to know where to start when developing a character?

  20. How to Make an RPG: Early Access v0.4

    Hello, as you probably know if you’re visiting this site, I’m writing a book about how to make an RPG.

  21. Postmortem: Ion Storm's Deus Ex

    The internet tends to forget, so I saved a copy of this post-mortem incase the original link ever dies.

  22. Better Than Dice

    Do you use random numbers in your game?

  23. How to Make an RPG: Early Access v0.3

    Hello, as you probably know if you’re visiting this site, I’m writing a book about how to make an RPG.

  24. The Gateless Gate: Commentary on Deus Ex

    Deus Ex is one of the best western RPGs.

  25. Avoid Bush-like Quests

    Everyone loves finding interesting quests; they drive change in the world and progress the game.

  26. How do Video Games Work? Basic Architecture.

    How are games put together at a high level?

  27. How to Make an RPG: Early Access v0.2

    The How to Make an RPG book is currently available in early-access mode.

  28. What do players want from an RPG?

    RPGs provide different players with different experiences according to their playstyle.

  29. Develop From a Kernel of Fun

    Game design is enjoyable.

  30. Elements of Computer Role-playing Games

    Breaking games into genres is a fool’s errand; the delineations are unclear and they’re constantly shifting.

  31. Source Control for Game Developers

    It’s very easy to describe source control to a game developer.

  32. What Makes a Good Dialog Box?

    Dialog boxes are one of the staple elements of RPGs.

  33. Seven Sins of the Eternal Dev

    Develop and ship.

  34. JIT World Building

    Computer science has some really rich concepts and metaphors.

  35. Look to Pixar

    Pixar got something right.

  36. Put Your Name on It

    Own your creations.

  37. What Can Mice Teach You About Game Design?

    Video games change as technology improves and designers have new ideas but do you know the one thing that remains constant?

  38. Skinner's Laws

    B.F.

  39. Completionism

    Video games are a young medium.

  40. State Machines

    Games are complex pieces of software.

  41. Let Yourself Win

    Do you ever beat yourself up because you think you’re not working hard enough?

  42. Corridors

    The internet is full of great resources for game developers.

  43. Finishing a Game. Case Study: Guild of Dungeoneering

    Guild of Dungeoneering is a game, with board game and RPG roots, that came out recently.

  44. One Month, Thirty Stories. What Do the Results Look Like? Part 2/2.

    This is the second part of the first 30 stories I wrote to complete the Thirty Stories a Month Challenge.

  45. One Month, Thirty Stories. What Do the Results Look Like? Part 1/2.

    You become better at what you continually do.

  46. What is a Hub World?

    A hub world is a special level that you continually return to and has exits that lead to new game levels.

  47. Sine of the Times

    Get an intuitive understand of sine waves and you’ll be able to add animations to your game that feel very natural and smooth.

  48. The Power of One

    In Egyptian mythology there’s a story of how the goddess Isis gained power by tricking Ra into revealing his true name.

  49. Bosses Should Awe Your Players. Find Out How.

    Boss battles should never be boring, they should be a singularity pulling all the plot points of a game together, something the makes player question if they’re really witnessing what’s happening.

  50. Hello Lua

    Let’s learn some Lua.