This is your basic "Lemonade Stand" style game, where the player manages a lemonade stand (or similar such store) and tries to make as much money as possible. The game is designed to incorporate money and fractional math skills to teach basic operations.
Localization will be implemented in the final phase, with the stand being written to use more regional ingredients and products.
The project has just been re-written and should be a bit easier to localized in the future.
Any interest in helping can be directed towards project leader Nathaniel Case as well as the other listed members below, under contacts. Lemonade Stand is to be considered an open project, with updates varying based on availability. Nathaniel will continue to have interest in the project and will continue to provide assistance and input as time allows.
We're looking to create a workable prototype with the ability to buy materials and sell a product.However, the most important goal is to have a working game. While possibly not feature complete, the game should have basic functions working.
Additional Ideas & Features
(Based on available time)
- Creating a GUI based game
- Incorporating counting of money (bills and coins) to make change
- Cool Random Events: Ants steal your supplies
A lemon truck crashes in front of your stand
- Creating seasons to vary prices and product demand
- Weather patterns impacting sales
- Making materials perishable to increase difficulty
- Making the program more intuitive so that it can be easily learned
- Advanced mode: changing the recipe for your "lemonade"
- Implementing Bargaining / Haggling
- Random events that may influence supplies and/or cost and/or customers
- Potential use of network, competitive, or cooperative modes
- Choosing location of Lemonade Stand within the town, would influence sales, cost of supplies, etc.
Localization is likely to be a big problem in this game. Not simply translating the words, but also translating the idea, ie. finding out what kind of shop would be reasonable to open in a country, what it might stock, etc.
This becomes even more difficult when moving to a graphical environment. For every localized region we will need a different set of graphics depending on what the stand is selling.
Updates and Milestones
4/28: Wiki reorganized, content added 12/03: 1.1 release imminent
4/24: Have everyone look at the current implementations.
5/1: produce a basic 'sugarized' build to work from. Implement price fluctuations.
5/8: Move to a 'graphical interface' based off of pyGTK or pygame. Add any art we have managed to collect where it seems appropriate.
5/15: Finishing code sugarization
Is lemonade made at the beginning of the day (make all available lemonade at once) or on the fly (a customer asks for lemonade and it is made for them)? This is important as it impacts the resources from day to day. In the former, normally non-perishable objects like cups will be used if they can make another drink (even beyond demand), however in the latter, it makes the game easy if you stock up on resources and slowly sell them each day. This is usually mitigated by having perishable resources (lemons, etc) and variable prices.
4.N.4 Select, use, and explain models to relate common fractions and mixed numbers (1/2, 1/3, 1/4, 1/5, 1/6, 1/8, 1/10, 1/12, and 11/2), find equivalent fractions, mixed numbers, and decimals, and order fractions
4.N.6 Exhibit an understanding of the base ten number system by reading, naming, and writing decimals between 0 and 1 up to the hundredths.
4.N.10 Select and use appropriate operations (addition, subtraction, multiplication, and division) to solve problems, including those involving money.
4.D.3 Construct, draw conclusions, and make predictions from various representations of data sets, including tables, bar graphs, pictographs, line graphs, line plots, and tallies
- Nathaniel Case
- Mitchell DeMarco
- Anthony King
- Anthony Lubrani
- Jonathan Sanger
- Steven Schoenfeld
- Justin Lewis