From 54711b4d5af79a902691d0114917860564eaef24 Mon Sep 17 00:00:00 2001 From: Jeroen Schweitzer Date: Wed, 11 Feb 2026 01:12:52 +0100 Subject: [PATCH] docs(decisions): add D-031 time system, resolve Q-009 10 ticks = 1 game-minute, 4 day phases (Morning/Afternoon/Evening/Night), diegetic time display on insert HUD. Unblocks daily routine pipeline (#88) and all time-dependent systems. Workshop consensus from Tyre and Gestalt. Co-Authored-By: Claude Opus 4.6 --- DECISIONS.md | 17 ++++++++++++++--- 1 file changed, 14 insertions(+), 3 deletions(-) diff --git a/DECISIONS.md b/DECISIONS.md index e5dee2038..8bdc3a698 100644 --- a/DECISIONS.md +++ b/DECISIONS.md @@ -344,6 +344,19 @@ This document tracks confirmed decisions, open questions, and rejected alternati - **Raised by:** Tyre (architecture), Hoshe (testability analysis). Full workshop endorsed. - **Dissent:** GUT vs gdUnit4 resolved in Hoshe's favor — Tyre explicitly changed position. No remaining dissent. +### D-031: Time system — game clock and day phases +- **Date:** 2026-02-11 +- **Decision:** The v0.1 time system uses the following model: + - **Tick-to-time mapping:** 10 simulation ticks = 1 game-minute (at 10 tps, 1 real second = 1 game-minute). A 30-minute real-time play session covers ~12-18 game-hours — enough for a full NPC daily cycle. + - **Day phases:** Four phases drive routine transitions: Morning, Afternoon, Evening, Night. NPCs transition between routine activities at phase boundaries (e.g., go to work in Morning, to the bar in Evening). + - **Time display:** Diegetic — shown on the player's neural insert HUD. The character checks their insert to see the time, consistent with D-013. + - **Pause:** Available in single-player. Simulation freezes, UI stays responsive. Compatible with future multiplayer (D-009) where pause would be disabled or vote-based. + - **Time-skip:** Deferred for v0.1. The "wait/stake out" mechanic (if implemented) would advance time while the player observes from a fixed position. +- **Not in scope for v0.1:** Deep time (years/decades), day/night lighting, seasonal cycles, time zones between locations. +- **Resolves:** Q-009 +- **Raised by:** Tyre (technical proposal), Gestalt (day-phase design). Confirmed in Round 18 Gap Analysis Workshop with full team consensus. +- **Dissent:** None. + ### D-004: Team composition confirmed - **Date:** 2026-02-08 - **Decision:** Team of 8 agents + Team Leader. @@ -400,9 +413,7 @@ This document tracks confirmed decisions, open questions, and rejected alternati - **Assigned to:** Team Leader ### Q-009: Time system -- **Status:** Not yet discussed -- **Question:** How does time flow? Real-time with pause? Turn-based (days/weeks/months)? How do we handle deep time / decades passing? -- **Assigned to:** Gestalt, Gore +- **Status:** Resolved → D-031 ### Q-010: Storyteller AI design - **Status:** Not yet discussed