When you begin you choose a class (6 of them at the moment, 5 functioning (I will list them if you want to), a name and a skin color. After that is done, you go to the spawn area (The safe island) and train in there. Train will have certain options to level up certain stats such as strength, defense, health and accuracy. Whilst that is being trained, you will gain experience points and when a certain number of experience points are received, the player levels up.
After that, certain classes have certain weapons such as a sword for the samurais and ninjas, Bow and arrow for the Archers and bullets for the Gunman.
If you are out of a safe area and a user is near you, you can either;
Attack them
Stealth Kill (If you have the invisible scroll enabled)
Give Energy
Fire an Arrow (If archer)
Throw Shrunken (If Ninja)
Shoot (If Gunmen)
You will also get experience points when you kill a user, and if the killed is you, you go to the reception desk to be reborn.
Also the items in game range from swords, power orbs, and scrolls. For example a power orb could give you double of your strengths maximum for a short period of time, a explosion scroll make an explosion and damages the people in a 3x3 view.
My game also has a great anti AFK system so that people don't AFK train like in those crappy DBZ games we used to have. Also offers a great selection of Administration verbs but the game doesn't use a log view, it is a simple not pad document which is separated into a Day by Day log. My game does also have a Date and Time system which the time is taken off the hosts computer.
![](http://img641.imageshack.us/img641/6793/skinpreview.png)
My Skin
So thats my game so far. I wanted to see if this game is okay so far and if there are any improvements I could make to this game.
Thank you for reading this post.
The problem with 'those crappy DBZ games' is that they had the need to grind if you wanted to play.
There are many alternatives to training. You can make the game skill-based, so that they master the usage of certain techniques and skills.
Or you can go with the 'scheduled training' approach so that direct training isn't necessary at all. An example of scheduled training would be Eve Online's character advancement system.
Or you can make all advancement in the game gained purely through combat, though that'll drive a lot of gamers away...