OpenKKnD/docs/GAMEPLAY.md

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Pitchwell — gameplay

Repo: OpenKKnD. In-game title: Pitchwell (never ship “KKnD” in UI, VO, or maps).
Genre loop: 1990s two-faction wasteland RTS. Original setting, names, and art only — see IP-FENCE.md.

Engine: Godot 4. Net: ENet (MultiplayerENet). Briefings: original video ≥1280×720.

Pitch (one paragraph)

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.

Match loop

  1. Briefing (campaign) — HD FMV, then load.
  2. Open — HQ + 4 workers. 500 Pitch. Scout with the fifth build.
  3. Seed — one extra worker, first Sump Well, housing, T1 producer.
  4. Expand — second well, T1 army, one turret on the choke.
  5. Tech — T2 producer + one siege or AA before the opponents push.
  6. Break — raid workers or snipe tech or mass T3. Do not turtle past pop cap.
  7. End — enemy HQ dead, or annihilation (no production + no army).

Skirmish/MP skip step 1. Target length: 1220 min 1v1, 2035 min 2v2.

Economy

Item Rule
Resource Pitch only. No power grid.
Nodes Sump Wells — finite (2500 each), slow seep (+0.4/s while claimed).
Carry Worker load 100. Trip time is the real cost; wells in fog are the prize.
Drop-off Faction refinery or HQ. Refinery next to the well wins.
Start 500 Pitch, 10 pop, 80 pop cap.
Housing +8 pop per shack. Cap 80.
Costs Worker 50 / 12s. T1 75120. T2 200350. T3 450700. Turret 150.

Staff harvests slower (15%) but Well-Walkers walk rough ground at full speed.
Host harvests faster (+10%) and vacuums wreck piles for +25 Pitch. Treads crawl in crooked woods.

Claim a well by finishing a refinery in radius. Neutral wells are contestable. Last refinery standing holds the seep.

Combat

HP + damage, 20Hz sim. Four armor tags: Hide, Plate, Ward, Air.

Attacker \ target Hide Plate Ward Air
Bolt / small-arms 100% 60% 80% 40%
Hex / splash 130% 70% 50% 80%
Shell / siege 70% 130% 110% 40%
Flak / kite 50% 50% 80% 140%

Splash is Staffs edge. Single-target armor is Hosts. No Warcraft-style skirmish heroes. Campaign officers are VO + a flag on a normal unit.

Fog of war. Radar / familiar reveals a blob, not the roster. Cliffs and woods block ground; air ignores both.

Tech (three tiers)

Shared beat: T1 swarm → T2 push → T3 closer. Unlock by building the tier hall, not by researching a global age.

Tier Staff hall Host hall You should have
T1 Coven Yard Bolt Hall workers, scouts, one turret
T2 Hex Circle Dynamo siege or AA, second well
T3 Eclipse Spire Core Stack air + one super shot

Supers are once-per-5min, visible charge, dodgeable. They are not instant GG.

Campaign

Two campaigns × 8 missions (0 = tutorial, 17 = war). Same maps, opposite briefings. No mirrored clone of any commercial campaign.

# Staff beat Host beat
0 Walk, gather, build a Font Walk, gather, build a Press
1 Hold two wells vs raiders Smash a feral wreck-camp
2 Night woods, Crookhounds Tread through slag ridges
3 Rescue a coven, escort Steal a Fonts Pitch
4 First air (Kite-Familiars) First Rotor-Cans
5 Defend Eclipse charge Core Dump a Bend Keep
6 Island wells, air-only closer Naval-bridge treads + Sky-Hooks
7 Break the Scrap Spire Break the Bent Keep

Win: listed objective. Default fail: HQ lost, or timeout on escort.

Briefings (FMV)

Spec Value
Resolution ≥1280×720, 16:9. 1080p preferred.
Length 2090s. Skip with Enter after 2s.
Picture Original live-action or own 3D render.
Audio Original VO + score. No commercial rips.
Fallback Still 1280×720 + VO if the movie is missing (dev only).

Forbidden: 480p, SMK/Bink dumps, “AI upscale” of someone elses frames, Nintendo likenesses, named characters from other games.

File layout: media/briefings/<campaign>/<nn>_<slug>.ogv (+ .license). Credits in CREDITS.md when that file exists.

Multiplayer (ENet)

Spec v1 later
Transport Godot ENet MultiplayerENet, UDP 7777 same + dedicated
Model Host-authoritative, 20Hz lockstep + hash desync dump
Size 1v1, 2v2 (4 peers) 3v3
Lobby LAN browse + IP join NAT punch / relay
Sync Pitch, pop, unit ids, orders replays
Disconnect 8s timeout → AI take-over or defeat

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.

Pause is campaign-only. MP never pauses.

Cheats (pitch 9999) are offline-only.

Modes & victory

Mode Victory
Campaign Scripted objective
Skirmish HQ kill or annihilation (toggle)
MP same as skirmish

Draw if both HQs die in the same second.

Camera & input (v1)

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 09.

Build slices

Slice Ship
v0 One map, both workers, one well, T1 melee, fog, win on HQ
v1 Full T1T2, turrets, 2 skirmish maps, LAN 1v1 ENet
v2 T3 + air + one super, campaign 03 with HD briefings
v3 Campaigns complete, 2v2, lockstep experiment

Do not start v2 art until v1 plays in LAN.

Out of scope

Story novels, four factions, naval as a third army, loot RPGs, user-generated FMV, anything that needs a proprietary ISO.