Lemonade Stand: Difference between revisions
Added lots of ideas |
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* Incorporating counting of money (bills and coins) to make change | * Incorporating counting of money (bills and coins) to make change | ||
* Cool Random Events: | * Cool Random Events: | ||
** Ants steal your supplies | ** Ants steal your supplies (-10% sugar) | ||
** A lemon truck crashes in front of your stand (+10 lemons) | |||
** A lemon truck crashes in front of your stand | |||
* Weather patterns impacting sales | * Weather patterns impacting sales | ||
* Making materials perishable to increase difficulty | * Making materials perishable to increase difficulty | ||
=====In progress===== | =====In progress===== | ||
* Creating seasons to vary prices and product demand<br /> | * Creating seasons to vary prices and product demand<br /> | ||
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=====Wishlist===== | =====Wishlist===== | ||
* Random events that may influence supplies and/or cost and/or customers<br /> | |||
* Advanced mode: changing the recipe for your "lemonade"<br /> | * Advanced mode: changing the recipe for your "lemonade"<br /> | ||
** Strawberry Lemonade | |||
* "Tools" to buy to increase efficiency | |||
** Juicer reduces lemon requirement of recipies by 1/2 | |||
* Hidden values 'advertising' and 'loyalty' | |||
** Upgrading the stand / buying more recipies increases advertising (does not decrease) | |||
** Prices close to customer's expectations / satisfying demand increases loyalty (decreases over time) | |||
** Both could act as a multiplier to customer demand. (base demand x advertising x loyalty = actual demand) | |||
* Implementing Bargaining / Haggling<br /> | * Implementing Bargaining / Haggling<br /> | ||
* Potential use of network, competitive, or cooperative modes<br /> | * Potential use of network, competitive, or cooperative modes<br /> | ||
* Choosing location of Lemonade Stand within the town, would influence sales, cost of supplies, etc.<br /> | * Choosing location of Lemonade Stand within the town, would influence sales, cost of supplies, etc.<br /> | ||