Well first I'd make people come and buy the lemonade and then you have to make it, you know squeeze the lemon add the water add the sugar that sort of thing. And I don't know if you've got this yet but if when you get to $200 you start making cookies so you have different levels, I don't know if this is exactly te hel you wanted if it is GREAT:) if it's not
sorry
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maybe you could make the costumers say if it is too sour, too cold, too warm, too bitter, ect. and you could change the recipie for the lemonade based on what they think.
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you could make a perfect recipie for lemonade and make variables for all of the ingredients, so if they add too much sugar, ice, or not enough, the people would complain. if the variables equal what the perfect recipie is, nobody will complain.
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Some thoughts:
I would actually put a margin of error in the customers, so that they don't all think the same recipe is perfect.
When a purchase is made, the program checks the ingredients.
Lemon (take away) Sugar gives Bitterness/Sweetness, with zero ( and 1 either side of it)being just right.
A small positive number (2-3?) and customers complain about it being a little too bitter.
A large positive number (4+) and customers complain about it being much too bitter.
And vice verso for "a little too sweet" and "much too sweet".
"A little" wrong means that person won't buy again. "Much too" wrong means they will tell 2 of their friends and thus reduce your future sales.
(Lemon plus Sugar) take away Water gives Stickyness/Wishywashiness, with zero being just right.
Works the same as Bitterness/Sweetness.
Ingredients wise:
Choice of "Budget Lemons" (cheap), Ordinary lemons (medium) and Luxury Lemons (expensive). All come in small, medium and large bags - a larger bag costs less per lemon, but a proportion of unused lemons rots each week.
Same for sugar.
Using the Budget ingredients gives a small random modifier to the bitterness/sweetness result, so that you are slighty more likely to get dissatisfied customers. There should be a slight random element to the result with ordinary lemons/sugar, with only luxury ingredients being consistent every time.
Random number of customers each day, generated using a bell curve (eg rather than random 1-12, use random 1-6 plus random 1-6, so you get more results in the middle of the range.
The amount of tolerance for too sticky/sweet might be tempered by how cheap your lemonade is.
Really great lemonade will come when you have the sales to afford the best ingredients bought in the biggest bags so you can sell it for less whilst still being excellent.
/half tempted to make a similar game of my own, now.
Last edited by Mayhem (2008-02-02 11:57:02)
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Heh - I've had a go at this (without putting the player controls in) and its become horribly complicated with a couple of dozen variables...
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I'd recommend separate variables for "sourness" (the acid from lemons) and "sweetness" (from sugar), as they are really independent dimensions of taste.
You might want to offer Meyer lemons and Eureka lemons. The Meyer lemons have a less acid, more delicate taste, but are harder to find and more expensive (except in Northern California).
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