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| {{TOCright}} | | {{TOCright}} |
| ==Group Members== | | ==Group Members== |
− | *[[User:Qalthos|Nathaniel Case]]
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− | *[[User:Jsang1|Jonathan Sanger]]
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− | *[[User:Mdd8919 | Mitchell DeMarco]]
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− | *[[User:Epsilon748 | Anthony King]]
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− | *[[User:Echo35 | Anthony Lubrani]]
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| ==Description== | | ==Description== |
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| We're looking to create a workable prototype with the ability to buy materials and sell a product. | | We're looking to create a workable prototype with the ability to buy materials and sell a product. |
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− | Other goals include: | + | Other goals (based on time) include: |
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| - Creating a GUI based game<br /> | | - Creating a GUI based game<br /> |
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| - Possibly making materials perishable to increase difficulty<br /> | | - Possibly making materials perishable to increase difficulty<br /> |
| - Making an intuitive program that can be easily learned, and which has replay value | | - Making an intuitive program that can be easily learned, and which has replay value |
| + | - Weather patterns impacting sales<br> |
| + | - Advanced mode: changing the recipe for your "lemonade"<br> |
| + | - Bargaining/haggling<br> |
| + | - Random events that may influence supplies and/or cost and/or customers<br> |
| + | - Potential use of network, competitive or cooperative modes<br> |
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− | However, the most important goal is to have a working game, while possibly not feature complete, does function as intended.
| + | - Cool Random Events: |
− | | |
− | ==Potential Problems==
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− | 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.
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− | | |
− | ==Wishlist Ideas==
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− | Weather patterns impacting sales<br>
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− | Making change (introduction to currency/fractions/small decimals)<br>
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− | Advanced mode: changing the recipe for your "lemonade"<br>
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− | Bargaining/haggling<br>
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− | Random events that may influence supplies and/or cost and/or customers<br>
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− | Potential use of network, competitive or cooperative modes<br>
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− | | |
− | Cool Random Events: | |
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| Ants steal your supplies | | Ants steal your supplies |
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| +10 lemons | | +10 lemons |
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| + | However, the most important goal is to have a working game, while possibly not feature complete, does function as intended. |
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− | | + | ==Potential Problems== |
| + | 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. |
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| ==Weekly Milestones== | | ==Weekly Milestones== |
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| 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. | | 5/8: Move to a 'graphical interface' based off of pyGTK or pygame. Add any art we have managed to collect where it seems appropriate. |
| + | |
| + | ==Design Decisions== |
| + | 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. |
| + | |
| + | ==Contacts== |
| + | *[[User:Qalthos|Nathaniel Case]] |
| + | *[[User:Jsang1|Jonathan Sanger]] |
| + | *[[User:Mdd8919 | Mitchell DeMarco]] |
| + | *[[User:Epsilon748 | Anthony King]] |
| + | *[[User:Echo35 | Anthony Lubrani]] |
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| ==Code so far== | | ==Code so far== |
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| </pre> | | </pre> |
− |
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− | ==Design Decisions==
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− | 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.
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− |
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− | ==Contacts==
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− | [[Anthony King|User:Epsilon748]]
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