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How to Make an RPG is a project-based learning resource for building SNES-era-style 2D RPGs, delivered as an ebook plus a complete development kit. It promises to take learners from zero to a finished role-playing game, and includes graphics engine source code, a LuaJIT scripting environment, art assets, and more than 200 runnable example projects. The text also states that the book has been used as a reference text for related lectures in Harvard’s CS50 game development course.
The course is organized into three main stages: Introduction, Exploration, Combat, and Quests, covering topics such as the origins of RPGs, development philosophy, architecture, world building, tilemaps, UI, menus, NPCs, trigger zones, state machines, combat flow, equipment, parties, monsters, quest states, saving/loading, and world maps. Each stage culminates in a mini-RPG, following a typical “learn by building” path. This is not a live course, recorded video course, or 1-on-1 coaching program; rather, it is a combination of a book tutorial, source-code project, and sample projects, making it better suited to learners who can study independently and debug code on their own.
The price is a one-time $46, which includes the book, engine, source code, art and sound assets, and 200+ example projects, with $2,500+ worth of assets listed. A 30-day risk-free refund is also offered. Based on the disclosed information, it appears to offer good value if the learner’s goal is specifically to build retro 2D RPGs. However, payment methods are not stated, and there is no mention of installment plans, enterprise licensing, or educational discounts.
Its main strength is completeness: it does not just explain concepts, but also provides runnable projects, assets, and modifiable multi-platform C++ engine source code. It also uses LuaJIT, whose syntax is relatively lightweight and suitable for quickly implementing game logic. The material also emphasizes that the architecture patterns learned can be transferred to other platforms or languages. The limitations are that there is no information about certificates, Q&A, or community support; the content is in English, which may be a barrier for Chinese-speaking learners; and if the goal is Unity, Unreal, or commercial 3D game development, this resource will be less directly applicable.
It is suitable for developers who want to create JRPGs, retro 2D RPGs, or small indie games, as well as learners with some programming background who want a systematic understanding of RPG architecture. Complete beginners may need to supplement it with additional programming and toolchain knowledge. Access from mainland China, network stability, and payment availability are not disclosed in the text, so they should be considered unknown. Alternative options include Unity Learn, the official Godot tutorials, RPG Maker tutorials, GameDev.tv courses, and the CS50 game development course.
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