Sample Spec
Plunk & Plunder
Example of the kind of specification DEVCO develops before a project enters plunking.
This sample is adapted from the live Plunk & Plunder game specification and condensed
into a website-friendly client document.
Genre
Turn-based naval strategy in the spirit of Risk, focused on sea control, adjacency, reinforcements, and elimination.
Players
Up to 8 total players, with any slot configured as human or bot at match start.
Delivery Shape
Single-scene runtime-generated board, deterministic map generation, and pure C# simulation for core rules.
Product Summary
Players command fleets across a stylized ocean board made of named seas grouped into named oceans.
Each player starts distributed across the map, expands by capturing adjacent seas, and earns
reinforcements from both territory count and complete ocean control.
Core Loop
- Lobby first: no splash screen or menu maze, just slot selection and Start Game.
- Match boot: map generates, starting seas are auto-assigned, and each player begins with three fleets of ten ships.
- Turn structure: reinforce, move and attack, then pass to the next active player.
- Victory condition: last player standing after all opponents have lost their final sea.
Map & Board Rules
- Fourteen named oceans, each containing six to fifteen named seas.
- Map is generated entirely in C# at runtime rather than loaded from static JSON assets.
- Game logic runs at the sea level; hex tiles are visual structure rather than gameplay entities.
- Adjacency is explicit and determines all valid movement and attack options.
Combat & Reinforcement Model
- Reinforcements follow a Risk-style formula: max of three ships or one-third of controlled seas, plus ocean bonuses.
- Combat resolves instantly when attacking into an enemy sea using attacker and defender dice pools.
- Defender wins ties, captures occur when defenders are reduced to zero, and players can continue pressing attacks within the same turn.
AI Behavior
- Prioritize reinforcement on pressure points and near-complete oceans.
- Attack where advantage is clear, roughly two-to-one or better.
- Expand into empty neighboring seas when safe.
- Finish ocean sets when a single capture closes the loop.
Presentation & Controls
- Perspective camera, fixed angled overhead view, zoom by height rather than FOV tricks.
- Ownership shown through sea tint, fleet markers, and ship count labels.
- HUD communicates current player, phase, turn count, remaining reinforcements, and recent combat results.
Implementation Notes
- Pure C# simulation for turns, combat, reinforcement, and bot decision-making.
- MonoBehaviours reserved for rendering, input, camera, and UI surfaces.
- Compile-clean checkpoints gate progress during plunking so the build stays shippable throughout execution.