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Sharmaine Arabelle Marcos

Syvil San Pablo

Introduction
Pervert Adventure is a role-playing game where your character is a pervert
who moves around the map to find chicks to rape, allowing him to level up his
pervertedness. His main goal is to be the Pervert King by beating the present
Pervert King, Celon, who can only spawn once the characters pervertedness level
has reached 100.
At the start of the game, you can name your perverted character and allocate
his stats, so as to make a unique pervert. Based on ecchi animes, perverts with no
special qualities are never cool!
This game does not require a high-end machine to be able to run, as perverts
have more important ecchi things to buy than expensive laptops/PCs. A laptop that
can be used to watch ecchi/hentai/porn would be enough to run this game.
So as not to give the perverted player a hard time, simply typing make in
the terminal moves the html files to the /var/www/html/ folder and the c files to
the /usr/lib/cgi-bin folder. It also compiles all the c files used, so the perverted player
could start raping chicks as soon as possible.
There you go. You can now start raping!
PS: Do not try to beat Celon in real life. His pervertedness is over 9000. He is simply
unbeatable.
Division of Labor
Sharmaine coded the menu screen, map screen and thought of the game lore
while Syvil coded the battle screen.
Implementation
Menu Screen
Added buttons to home screen
IF New Game
Proceed to create new pervert
//Show introduction (lore)
//Get pervert name
//Allocate pervert stats
//INITIALIZE all stats to 1
//Store stats in database

//WHILE alloc_points>=0
//Retrieve stat values from database
//INCREMENT stat value of the stat the player chose to
upgrade
//UPDATE stat values in database
//ENDWHILE
Proceed to Map Screen
ELSE
//Save Game Implementation
//Copy saved stats to save_1/save_2/save_3 table (depending on save
slot)
//DISPLAY Name, HP, MP, Level on the main save screen
Load saved pervert progress
//Retrieve saved stats from save_1/save_2/save_3 table (depending on
load slot)
//Copy saved stats to main table
Proceed to Map Screen
ENDIF

Map Screen
INITIALIZE grid
IF first time to load
DISPLAY sprite in a random location
//grid[random row][random column]
// Set grid[random row][random column]=1
//IF grid[random row][random column]=1
//DISPLAY sprite
//ELSE
//DISPLAY  
//ENDIF
Save sprite location in database

Use spawn function


//IF spawn!= 1
//DISPLAY activated arrows
//ELSE
//DISPLAY disabled arrows
//Use function to get chick level
//Store chick level to database
//Display fight or flight prompt
//IF fight
//redirect to battle screen
//ELSE
//get success using function
//IF success==1
//Display prompt message
//redirect to map screen
//ELSE
//redirect to battle screen
//ENDIF
//ENDIF
//ENDIF
ELSE
Retrieve sprite location from database
Use arrow keys to move sprite
//CASE expression OF
//up arrow key:
//IF row number!=0
//row number -1
//down arrow key:
//IF row number!=8
//row number -1

//left arrow key:


//IF column number!=0
// column number -1

//right arrow key:


//IF column number!=8
// column number +1
//OTHERS:
//ENDCASE
DISPLAY sprite in grid[row number][column number]
//Set grid[row number][column number]=1
//IF grid[row number][column number]=1
//DISPLAY sprite
//ELSE
//DISPLAY  
//ENDIF
Save sprite location to database
Use spawn function
//IF spawn!= 1
//DISPLAY activated arrows
//ELSE
//DISPLAY disabled arrows
//Use function to get chick level
//Store chick level to database
//Display fight or flight prompt
//IF fight
//redirect to battle screen
//ELSE
//get success using function
//IF success==1

//Display prompt message


//redirect to map screen
//ELSE
//redirect to battle screen
//ENDIF
//ENDIF
//ENDIF

Battle Screen
SET equation for chick stats
Store chick stats in database
INITIALIZE pervert_hp and bitch_hp
Retrieve Pervert and Bitch stats from database
SHOW disabled save and exit buttons at the top of the screen
PRINTF Pervert and Bitch Stats beside battle image
IF Submit button pressed
Retrieve Pervert and Chicks stat from database
Parse data
CASE action OF
attack:
IF hit success
Decrease bitch_hp using cur_health function and
dmg_attack function
Decrease pervert_hp using cur_health function and
dmg_attack function
ELSE
PRINT Missed
ENDIF
Update pervert_hp and bitch_hp in database
Redirect to new battle screen without the initializer
Defend:

IF hit success
Decrease pervert_hp using cur_health function with two
times the dmg_reduction function
ELSE
PRINT Missed
ENDIF
Update pervert_hp in database
Redirect to new battle screen without the initializer
Skill:
IF hit success
Decrease bitch_hp using cur_health function and
dmg_skill function
Decrease pervert_hp using cur_health function and
dmg_skill function
ELSE
PRINT Missed
ENDIF
Update pervert_hp and bitch_hp in database
Redirect to new battle screen without the initializer
Run:
Get success value
IF success==1
Redirect to map screen
ELSE
PRINT This bitch wont let you go.
Redirect back to battle screen without initializer.
ENDCASE
IF bitch_hp==0
PRINT Bitch raped!
Add 1 to player level
Update player level in database

Redirect to stat allocation screen


Proceed to map screen
ELSE IF pervert_hp==0
Redirect to game over screen
ENDIF
Problems Encountered
During the stat allocation, they didnt know how to retrieve the data from the
database as she didnt know what the placeholder [%.*s] meant (simply copying the
sample code from the online resource provided worked for ME6). Up to now, she still
didnt know what it meant but she realized that storing everything on the same
string, overwrites the value obtained by the string which would allow her to get only
the value from the last row. She took advantage of this and used a query that would
put the value she needed in the last row, which she was now able to retrieve.
The fight or flight prompt wasnt put on an iframe because it was hard to get
out of the iframe and when redirecting, only the iframe redirects and not the map
screen.
While coding the battle screen, the pervert was unable to flee because of the
redirect to battle page call after the switch case. The redirect to battle page was
transferred to each of the cases needing it so as not to prevent redirection to the
map screen if fleeing is successful.
At first, they thought that there is something wrong with the way they used
the damage algorithms but it only seemed like the hp isnt affected because of the
hp initializer in the battle screen. Two battle pages were used, the other one with an
hp initializer and the other one without.

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