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RPG Programming With XNA Game Studio 3.0 (Wordware Game and Graphics Library) Paperback – June 19, 2009

ISBN-13: 978-1598220650 ISBN-10: 1598220659 Edition: 1st

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Product Details

  • Series: Wordware Game and Graphics Library
  • Paperback: 316 pages
  • Publisher: Jones & Bartlett Learning; 1 edition (June 19, 2009)
  • Language: English
  • ISBN-10: 1598220659
  • ISBN-13: 978-1598220650
  • Product Dimensions: 8.9 x 5.9 x 0.8 inches
  • Shipping Weight: 12.8 ounces (View shipping rates and policies)
  • Average Customer Review: 2.9 out of 5 stars  See all reviews (9 customer reviews)
  • Amazon Best Sellers Rank: #1,670,607 in Books (See Top 100 in Books)

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Customer Reviews

2.9 out of 5 stars
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Most Helpful Customer Reviews

9 of 11 people found the following review helpful By Andriy Drozdyuk on January 27, 2010
Format: Paperback Verified Purchase
One can really feel that the author cares and is passionate about the RPG theme, so this is definitely a great book for rpg lovers. The title "RPG Programming USING XNA Game studio 3.0" is not "XNA Game studio 3.0 - RPG style!" for a good reason.

This book is NOT about setting up your 2D camera and drawing Rectangle()s. This can be clearly deduced from the page 191 where the author STARTS to implement the graphical part of the game: "The reason I've held off with graphics is partly because I'm of the opinion that graphics are one of the least important parts of an RPG."

The first almost 200 pages focus completely on building the RPG architecture for the game, having NOTHING to do with XNA. They are just C# classes, data types etc, structured in a well thought out and organized fashion.

The reason I am rating this 4/5 is because I think it shows an important concept of separating logic from graphics. There are some really nice tricks of how to do this throughout the book.

Unfortunately, the book suffers from very little detail in this respect. A lot of time is spent on describing the usual RPG terminology (like dexterity and strength) while some of the more fun XNA related bits (using sprite-batches and other XNA resources outside of the Game-class environment, making use of xna component system, reasons for structuring your project in a certain manner) are glossed over and you are directed towards code.
While reading the book I felt as if any one chapter after page 200 could be expanded into a book of it's own (which I certainly hope the author does, and which I would be glad to read!). Format similar to that of "XNA 3.0 Game Programming Recipes: A Problem-Solution Approach" would suit perfectly the authors succinct writing style.
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9 of 12 people found the following review helpful By Martin L. Contreras on July 18, 2009
Format: Paperback
I found the book to be very informative. It's not a beginner's book by any stretch of the imagination, but it does cover a lot of very key points dealing with structuring a role-playing game.

Use this book as a reference only and not as a complete guide to role-playing development.

In all I would recommend this book as a must have for those individuals who already create games, but want to break into the role-playing genre.
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2 of 3 people found the following review helpful By Mackenzie W. Mickelsen on February 22, 2011
Format: Paperback Verified Purchase
I really enjoyed this book. If you are looking to develop a object model for a RPG look no further. If you are looking for something to tell you about how to develop a graphic engine or how to make your game multi player you will find this book disappointing.
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2 of 3 people found the following review helpful By Eddie Carrie on June 27, 2010
Format: Paperback Verified Purchase
A great book for an RPG game approach. A lot of new and advanced concepts here. The book was informative, full of the necessary creativity and original thinking that a good game requires. I feel if someone is interested in making an RPG game this could work as a nice template, the result would definitely be a solid RPG.
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By George on February 1, 2014
Format: Kindle Edition Verified Purchase
Has this guy ever made a game? Most of it is full of nonsense about how the author would improve D&D and very little about programming or how to structure data in an rpg. Long descriptions of how the author's variant of D&D is more "realistic" (something crazy to consider when creating any rpg much less a crpg) and totally improved over D&D and issues relevant to making a game are glossed over. Avoid.
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