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192 lines (137 loc) · 6.08 KB
title Core Systems Design
summary 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.