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==Important Ideas==
 
==Important Ideas==
 
Variations in customer demand<br>
 
Variations in customer demand<br>
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Perishable resources<br>
 
Variation of prices (both materials and final product)<br>
 
Variation of prices (both materials and final product)<br>
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Random events that may influence supplies and/or cost and/or customers<br>
 
Random events that may influence supplies and/or cost and/or customers<br>
 
Potential use of network, competitive or cooperative modes<br>
 
Potential use of network, competitive or cooperative modes<br>
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==Weekly Milestones==
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4/24: Have everyone look at the current implementations.
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5/1: produce a basic 'sugarized' build to work from.  Implement price fluctuations.
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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.
    
==Code so far==
 
==Code so far==
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     today += 1
 
     today += 1
 
</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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