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==Potential Problems==
 
==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.
 
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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==Important Ideas==
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Variations in customer demand<br>
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Perishable resources<br>
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Variation of prices (both materials and final product)<br>
      
==Wishlist Ideas==
 
==Wishlist Ideas==
 
Weather patterns impacting sales<br>
 
Weather patterns impacting sales<br>
 
Making change (introduction to currency/fractions/small decimals)<br>
 
Making change (introduction to currency/fractions/small decimals)<br>
Advanced mode: changing the recipie for your "lemonade"<br>
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Advanced mode: changing the recipe for your "lemonade"<br>
 
Bargaining/haggling<br>
 
Bargaining/haggling<br>
 
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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===Cool Random Events===
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Cool Random Events:
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Ants steal your supplys
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Ants steal your supplies
     -10% suger
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     -10% sugar
 
A lemon truck crashes in front of your stand
 
A lemon truck crashes in front of your stand
 
     +10 lemons
 
     +10 lemons
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==Design Decisions==
 
==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.
 
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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==Contacts==
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[[Anthony King|User:Epsilon748]]
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