docs+game: staff-lore factions gameplay cinematics pitch
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docs/GAMEPLAY.md
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# Pitchwell — gameplay
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Repo: **OpenKKnD**. In-game title: **Pitchwell** (never ship “KKnD” in UI, VO, or maps).
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Genre loop: 1990s two-faction wasteland RTS. Original setting, names, and art only — see `IP-FENCE.md`.
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Engine: Godot 4. Net: **ENet** (`MultiplayerENet`). Briefings: original video **≥1280×720**.
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## Pitch (one paragraph)
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After the Bent War, the land leaks **Pitch** — black well-tar that both remaining powers can burn. The **Crooked Staff** drinks it as tincture and walks ley cracks. The **Rust Host** packs it into reactors and walks on treads. Same map, same wells, different conversion. Whoever holds the wells fields the army.
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## Match loop
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1. **Briefing** (campaign) — HD FMV, then load.
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2. **Open** — HQ + 4 workers. 500 Pitch. Scout with the fifth build.
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3. **Seed** — one extra worker, first **Sump Well**, housing, T1 producer.
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4. **Expand** — second well, T1 army, one turret on the choke.
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5. **Tech** — T2 producer + one siege or AA before the opponent’s push.
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6. **Break** — raid workers *or* snipe tech *or* mass T3. Do not turtle past pop cap.
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7. **End** — enemy HQ dead, or annihilation (no production + no army).
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Skirmish/MP skip step 1. Target length: 12–20 min 1v1, 20–35 min 2v2.
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## Economy
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| Item | Rule |
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|------|------|
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| Resource | **Pitch** only. No power grid. |
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| Nodes | **Sump Wells** — finite (2 500 each), slow seep (+0.4/s while claimed). |
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| Carry | Worker load 100. Trip time is the real cost; wells in fog are the prize. |
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| Drop-off | Faction refinery *or* HQ. Refinery next to the well wins. |
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| Start | 500 Pitch, 10 pop, 80 pop cap. |
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| Housing | +8 pop per shack. Cap 80. |
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| Costs | Worker 50 / 12 s. T1 75–120. T2 200–350. T3 450–700. Turret 150. |
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**Staff** harvests slower (−15%) but Well-Walkers walk rough ground at full speed.
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**Host** harvests faster (+10%) and vacuums **wreck piles** for +25 Pitch. Treads crawl in crooked woods.
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Claim a well by finishing a refinery in radius. Neutral wells are contestable. Last refinery standing holds the seep.
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## Combat
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HP + damage, 20 Hz sim. Four armor tags: **Hide**, **Plate**, **Ward**, **Air**.
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| Attacker \ target | Hide | Plate | Ward | Air |
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|-------------------|------|-------|------|-----|
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| Bolt / small-arms | 100% | 60% | 80% | 40% |
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| Hex / splash | 130% | 70% | 50% | 80% |
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| Shell / siege | 70% | 130% | 110% | 40% |
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| Flak / kite | 50% | 50% | 80% | 140% |
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Splash is Staff’s edge. Single-target armor is Host’s. No Warcraft-style skirmish heroes. Campaign officers are VO + a flag on a normal unit.
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Fog of war. Radar / familiar reveals a blob, not the roster. Cliffs and woods block ground; air ignores both.
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## Tech (three tiers)
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Shared beat: **T1 swarm → T2 push → T3 closer**. Unlock by building the tier hall, not by researching a global age.
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| Tier | Staff hall | Host hall | You should have |
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|------|------------|-----------|-----------------|
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| T1 | Coven Yard | Bolt Hall | workers, scouts, one turret |
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| T2 | Hex Circle | Dynamo | siege *or* AA, second well |
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| T3 | Eclipse Spire | Core Stack | air + one super shot |
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Supers are once-per-5 min, visible charge, dodgeable. They are not instant GG.
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## Campaign
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Two campaigns × **8** missions (0 = tutorial, 1–7 = war). Same maps, opposite briefings. No mirrored clone of any commercial campaign.
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| # | Staff beat | Host beat |
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|---|------------|-----------|
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| 0 | Walk, gather, build a Font | Walk, gather, build a Press |
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| 1 | Hold two wells vs raiders | Smash a feral wreck-camp |
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| 2 | Night woods, Crookhounds | Tread through slag ridges |
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| 3 | Rescue a coven, escort | Steal a Font’s Pitch |
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| 4 | First air (Kite-Familiars) | First Rotor-Cans |
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| 5 | Defend Eclipse charge | Core Dump a Bend Keep |
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| 6 | Island wells, air-only closer | Naval-bridge treads + Sky-Hooks |
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| 7 | Break the Scrap Spire | Break the Bent Keep |
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Win: listed objective. Default fail: HQ lost, or timeout on escort.
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## Briefings (FMV)
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| Spec | Value |
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|------|--------|
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| Resolution | **≥1280×720**, 16:9. 1080p preferred. |
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| Length | 20–90 s. Skip with Enter after 2 s. |
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| Picture | Original live-action **or** own 3D render. |
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| Audio | Original VO + score. No commercial rips. |
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| Fallback | Still 1280×720 + VO if the movie is missing (dev only). |
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Forbidden: 480p, SMK/Bink dumps, “AI upscale” of someone else’s frames, Nintendo likenesses, named characters from other games.
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File layout: `media/briefings/<campaign>/<nn>_<slug>.ogv` (+ `.license`). Credits in `CREDITS.md` when that file exists.
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## Multiplayer (ENet)
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| Spec | v1 | later |
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|------|----|--------|
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| Transport | Godot **ENet** `MultiplayerENet`, UDP **7777** | same + dedicated |
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| Model | Host-authoritative, 20 Hz | lockstep + hash desync dump |
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| Size | 1v1, 2v2 (4 peers) | 3v3 |
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| Lobby | LAN browse + IP join | NAT punch / relay |
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| Sync | Pitch, pop, unit ids, orders | replays |
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| Disconnect | 8 s timeout → AI take-over or defeat | — |
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Orders are the wire format (select, move, attack, build, rally). Do not replicate every transform if lockstep lands. Until then, host sim is truth; clients interpolate.
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Pause is campaign-only. MP never pauses.
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Cheats (`pitch 9999`) are offline-only.
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## Modes & victory
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| Mode | Victory |
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|------|---------|
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| Campaign | Scripted objective |
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| Skirmish | HQ kill **or** annihilation (toggle) |
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| MP | same as skirmish |
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Draw if both HQs die in the same second.
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## Camera & input (v1)
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RTS camera, 3D world, min view 1280×720. WASD / edge pan, wheel zoom, LMB select, RMB move/attack, B build, H hold, S stop, Ctrl-groups 0–9.
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## Build slices
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| Slice | Ship |
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|-------|------|
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| **v0** | One map, both workers, one well, T1 melee, fog, win on HQ |
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| **v1** | Full T1–T2, turrets, 2 skirmish maps, LAN 1v1 ENet |
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| **v2** | T3 + air + one super, campaign 0–3 with HD briefings |
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| **v3** | Campaigns complete, 2v2, lockstep experiment |
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Do not start v2 art until v1 plays in LAN.
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## Out of scope
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Story novels, four factions, naval as a third army, loot RPGs, user-generated FMV, anything that needs a proprietary ISO.
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