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 <noreply@anthropic.com>
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@@ -344,6 +344,19 @@ This document tracks confirmed decisions, open questions, and rejected alternati
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- **Raised by:** Tyre (architecture), Hoshe (testability analysis). Full workshop endorsed.
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- **Dissent:** GUT vs gdUnit4 resolved in Hoshe's favor — Tyre explicitly changed position. No remaining dissent.
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### D-031: Time system — game clock and day phases
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- **Date:** 2026-02-11
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- **Decision:** The v0.1 time system uses the following model:
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- **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.
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- **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).
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- **Time display:** Diegetic — shown on the player's neural insert HUD. The character checks their insert to see the time, consistent with D-013.
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- **Pause:** Available in single-player. Simulation freezes, UI stays responsive. Compatible with future multiplayer (D-009) where pause would be disabled or vote-based.
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- **Time-skip:** Deferred for v0.1. The "wait/stake out" mechanic (if implemented) would advance time while the player observes from a fixed position.
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- **Not in scope for v0.1:** Deep time (years/decades), day/night lighting, seasonal cycles, time zones between locations.
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- **Resolves:** Q-009
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- **Raised by:** Tyre (technical proposal), Gestalt (day-phase design). Confirmed in Round 18 Gap Analysis Workshop with full team consensus.
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- **Dissent:** None.
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### D-004: Team composition confirmed
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- **Date:** 2026-02-08
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- **Decision:** Team of 8 agents + Team Leader.
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- **Assigned to:** Team Leader
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### Q-009: Time system
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- **Status:** Not yet discussed
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- **Question:** How does time flow? Real-time with pause? Turn-based (days/weeks/months)? How do we handle deep time / decades passing?
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- **Assigned to:** Gestalt, Gore
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- **Status:** Resolved → D-031
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### Q-010: Storyteller AI design
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- **Status:** Not yet discussed
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