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authornsensfel <SpamShield0@noot-noot.org>2018-08-31 16:00:25 +0200
committernsensfel <SpamShield0@noot-noot.org>2018-08-31 16:00:25 +0200
commitef01f7826ac3fdf8434d9e8af2eef86638b058e9 (patch)
tree48457108055df5a74c02252884a9896045063f35 /www/index.html.m4
parent0dae91de7063aa3760efb7fcaac444a3cf4680e4 (diff)
Adds a landing page.
Diffstat (limited to 'www/index.html.m4')
-rw-r--r--www/index.html.m4171
1 files changed, 11 insertions, 160 deletions
diff --git a/www/index.html.m4 b/www/index.html.m4
index 2a07872..beb297b 100644
--- a/www/index.html.m4
+++ b/www/index.html.m4
@@ -9,167 +9,18 @@
<link rel="icon" type="image/x-icon" href="favicon.ico">
<link rel="stylesheet" type="text/css" href="/css/global.css">
<link rel="stylesheet" type="text/css" href="/css/verbose.css">
+ <link rel="stylesheet" type="text/css" href="/css/landing.css">
</head>
<body>
- <header>
- <div class="main-server-logo">
- <a href="__CONF_SERVER_URL"><img src="__CONF_SERVER_LOGO"/></a>
- </div>
- <div class="main-server-version">__CONF_VERSION</div>
- <nav>
- <a href="/login/"><s>Play</s></a>
- <a href="/news/"><s>News</s></a>
- <a href="/community/"><s>Community</s></a>
- <a href="/about/"><s>About</s></a>
- <a href="/battle/?id=0">[D] Battle</a>
- <a href="/map-editor/?id=0">[D] Map Editor</a>
- </nav>
- </header>
- <main>
- <article>
- <header>What is __CONF_SERVER_NAME?</header>
- <p>
- __CONF_SERVER_NAME is a turn-based strategy game. It is free and
- open source (under the Apache 2.0 License): you can download the
- code for this website
- <a href="https://noot-noot.org/cgit.cgi/tacticians-client/"
- >here</a>
- and the code for the server-side content
- <a href="https://noot-noot.org/cgit.cgi/tacticians-server/"
- >here</a>.
- </p>
- </article>
- <article>
- <header>(Ridiculously) Early Access Warning</header>
- <p>
- __CONF_SERVER_NAME is still in its infancy: most features are
- missing, and the available ones are incomplete. For now, this
- website is intented as a way to assess the current state of the
- project, but not as a way to actually play the game. Indeed,
- users should expect frequent resets without warnings, as the
- underlying data structures may require changes and translation of
- the existing data is not deemed worthwhile.
- </p>
- </article>
- <article>
- <header>Game Modes</header>
- <p>
- __CONF_SERVER_NAME is intended to have both solo and multiplayer
- modes. Players can group up (or go alone) to face the
- story campaigns. Competitive matches are also available, with
- players invading or defending customized maps.
- </p>
- <h1>Player Progress</h1>
- <p>
- As they progress through the game, players unlock character
- customization items, equipment, achievements, additional
- campaigns, and resources to build their own maps.
- </p>
- <p>
- Map building resources are the only items that can be acquired
- multiple times, since they have to be spent. All of the other
- items can be used as many times as the player wants, once they
- are unlocked. There is no trading between players.
- </p>
- <h1>Battle Duration</h1>
- <p>
- The game is played asynchronously, in a concept similar to
- Play-By-Mail games: players are notified when it is their time
- to play, and have no need to be connected otherwise.
- Consequently, battles in __CONF_SERVER_NAME can be played in
- sequences of very small sessions. The downside being that, since
- the other players may not be readily available, games are likely
- to last a very long time. To address this issue, the players
- will be able to set time limits for turns (with a minimum of
- 25h), and multiple games can be played simultaneously.
- </p>
- <h1>Co-Operative Campaigns</h1>
- <p>
- Because of the time spent on each battle, having players grind
- on low difficulty battles with low chances of reward would
- prove to be very boring. Instead, campaigns are intended to
- be challenging, without randomness factor for their rewards.
- Campaigns will be structured as trees, with branches available
- depending on either player choice or consequences of previous
- battles (character death, secret uncovered, etc).
- </p>
- <p>
- Players characters are chosen at the start of a campaign. This
- selection cannot be changed while the campaign is in progress
- (although playing the same campaign simultaneously with a
- different selection is possible). Furthermore, any outside
- changes made to the characters have no impact on ongoing
- campaigns. Additionally, the characters are not healed or
- restored between battles, unless the scenario explicitly features
- a restoration event.
- </p>
- <p>
- Upon reaching victory in a battle, the player is offered two
- choices: either carry on to one of the next available campaign
- events, or revert the effects of the battle and attempt it once
- again in hopes of a better result. Upon defeat, the latter is
- automatically selected.
- </p>
- <h1>Players VS Players</h1>
- <p>
- As part of the early campaigns, players are given lands.
- Players are able to customize those lands by spending resources,
- which are earned either by defending their own land, or by
- invading other players'. This resource can also be used as an
- alternative way to earn some campaign rewards. Players may
- group together to build, defend, and invade larger maps. The
- number of groups a player can belong to is not limited, but, for
- obvious reasons, they are not allowed to participate in both the
- defense and the invasion sides of the same battle.
- </p>
- <p>
- Players versus players battles are subject to random events.
- For example, non-player characters may intrude on an ongoing
- battle.
- </p>
- </article>
- <article>
- <header>Business Model</header>
- <p>
- __CONF_SERVER_NAME has an open business policy, meaning that
- information on all incomes and purchases are publicly available.
- </p>
- <h1>Advantages Acquired by Paying</h1>
- <p>
- In __CONF_SERVER_NAME, the only purchasable digital goods are
- the cosmetics sold by artists. Cosmetic items do not provide
- anything other than visual boons.
- </p>
- <h1>Money Income: Sell of Cosmetics</h1>
- <p>
- The main source of income planned for __CONF_SERVER_NAME is the
- sell of cosmetics from artists in the community. Those cosmetics
- would have to be validated before being put into place, with a
- first pre-selection done by the community itself, and a final
- approval made by us.
- </p>
- <p>
- Artist remuneration is intended to go as follows: the money
- spent by the player goes through the usual taxes (government,
- payment platform share, etc), then the artist receives 75% of
- the remaining amount, and __CONF_SERVER_NAME gets the rest. The
- listed price of the item is chosen by the artist and validated by
- us.
- </p>
- <p>
- Plans include the introduction of a 15 days delay between
- purchase and the distribution of money between __CONF_SERVER_NAME
- and the artist, in an attempt at making refunds less complicated.
- How the taxes are handled in such case is still to be determined.
- </p>
- <p>
- Ownership of sold items is still to the artists, meaning that
- they do not have to use a license as permissive as
- __CONF_SERVER_NAME's for their art. As a result, those items are
- not part of __CONF_SERVER_NAME's source code, and forks of the
- project should deal with the artist directly.
- </p>
- </article>
- </main>
+ <div class="main-server-version">__CONF_VERSION</div>
+ <div class="main-server-logo"><img src="__CONF_SERVER_LOGO"/></div>
+ <nav>
+ <a href="/about.html">About</a>
+ <a href="/login/">Play</a>
+ <a href="/news/"><s>News</s></a>
+ <a href="/community/"><s>Community</s></a>
+ <a href="/battle/?id=0">[D] Battle</a>
+ <a href="/map-editor/?id=0">[D] Map Editor</a>
+ </nav>
</body>
</html>