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Time/day-night cycle, stamina, rest, modifier stacking, currency, and guild federation systems
audience
developer
agent
designer
topics
time-system
stamina
rest
currency
guilds
modifiers
core-mechanics
prerequisites
gdd-overview.md
related
gdd-combat.md
gdd-economy.md
gdd-classes.md
last_validated
2026-01-18
Slice-of-Life RPG - Game Design Document
Overview
A single-player focused slice-of-life RPG written in C# for mobile and web platforms. Features organic class progression, personality-driven NPCs, and meaningful consequences for player actions.
1. Time & World
Day/Night Cycle
Aspect
Value
Real-time to game-time
1 hour real = 24 hours game
Minutes per game hour
~2.5 real minutes
Daytime (6am-8pm)
~35 real minutes
Nighttime (8pm-6am)
~25 real minutes
Seasons
None (climate is region-based)
Night Restrictions
Shops close
More thieves/assassins active
Nocturnal mobs spawn
Reduced visibility
Climate Zones
Climate is fixed per region (not seasonal):
Temperate, Desert, Tundra, Tropical, Swamp, Mountain, etc.
Climate affects stamina drain, available resources, creature types
Skills/classes can mitigate climate penalties
2. Stamina System
Drain Sources
Source
Drain Rate
Base (being awake)
Constant slow drain
Walking
Minimal
Sprinting
Moderate
Physical labor (planting, lifting)
Moderate
Combat
High
Crafting
Moderate-High
Activated skills
Variable (skill-dependent)
Toggle skills
Ongoing drain while active
Drain Reduction
Class levels (Farmer reduces planting cost)
Passive skills ("Efficient Labor")
Equipment (lighter tools)
Restoration
Method
Amount
Full Rest (bed)
100% + Fully Rested bonus
Nap (anywhere)
Partial
Meals
Variable by quality
Potions
Instant burst
Skills ("Second Wind")
Variable
Zero Stamina
Character collapses into forced "nap"
Outdoor naps trigger encounter roll
Wake vulnerable to thieves/mobs
Fully Rested Bonus (lasts one game day)
XP gain boost (all classes)
Health recovery boost
3. Rest System
Rest Type
Location
Duration (Real)
Time Skip
Stamina
Fully Rested?
Full Rest
Bed
2-3 min
Yes (to morning)
100%
Yes
Nap
Anywhere
Shorter
No
Partial
No
Rest Encounters
Detection chance based on stamina level when resting:
Your Stamina
Low-Level Thief
High-Level Thief
50%+
Always wake
Might not wake
20-50%
Usually wake
Rarely wake
5-20%
Sometimes wake
Almost never wake
<5%
Rarely wake
Never wake
Same mechanics for approaching mobs (detection on approach).
Adrenaline Mechanic
Triggers when woken by encounter during rest:
Trigger
Stamina Granted
Wake during encounter
Small (10-15% of max)
Adrenaline Shot (item)
Larger (30-50% of max)
Class skill
Variable
Boosted stamina regen for short duration
Modified by class, skills, items
Prevents death spiral from exhaustion
4. Modifier Stacking
All modifiers stack additively:
10% base + 5% skill + 10% item = 25% total
Modifier Hierarchy
Source
Relative Power
Base action
Baseline (100%)
Equipment
Low-Medium (+5-15%)
Passive skill
Low (+5% scaling to +15%)
Active skill
Medium-High (+15% scaling to +30%)
Consumable
Medium, temporary (+20%)
Fully Rested
Low, temporary (+10%)
Skill Scaling
Passive skills scale linearly with small increments.
Active skills scale differently (balanced to prevent early skills becoming overpowered).
Skills level via use-weighted XP pool distributed at class level-up.
5. Currency System
Denomination
Value
Typical Use
Copper
1
Common goods, food, basic supplies
Silver
10 copper
Quality goods, services, daily wages
Gold
100 copper
Luxury items, property, large transactions
Physical Currency
Takes inventory space
Can be stolen, looted, lost
Must be physically exchanged in trades
Can be deposited in Merchant Guild bank for safety
6. Guild Federation System
All guilds follow the same federated structure:
Federation Council (cross-settlement)
├── Sets inter-chapter policies
├── Resolves disputes
├── Coordinates information sharing
├── Manages trade secrets (crafting guilds)
└── No direct authority over chapters
Chapter (per settlement)
├── Independent operations
├── Local leadership
├── Own finances/membership
└── Follows federation guidelines
Guild types: Merchant, Crafting (with specialties), Thieves, Assassins, Adventurers, etc.