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author | Nathanael Sensfelder <SpamShield0@MultiAgentSystems.org> | 2018-08-07 20:12:45 +0200 |
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committer | Nathanael Sensfelder <SpamShield0@MultiAgentSystems.org> | 2018-08-07 20:12:45 +0200 |
commit | e02a6d61f15ae14e89ddde03f4af5a6d9c8b51c0 (patch) | |
tree | ee8735e53cbe56dfb0279d05096a98e481b0b813 /www | |
parent | c255684ad2f8257e01855edf13df8d2aece259dc (diff) |
Moving to SCSS, theme improvements, index p. txt
Diffstat (limited to 'www')
-rw-r--r-- | www/index.html.m4 | 184 |
1 files changed, 161 insertions, 23 deletions
diff --git a/www/index.html.m4 b/www/index.html.m4 index f84d3f1..610466f 100644 --- a/www/index.html.m4 +++ b/www/index.html.m4 @@ -7,30 +7,168 @@ <meta name="keywords" content="MMO,TBT,TTB,turn based,browser game"> <meta name="author" content="__CONF_AUTHOR_NAME"> <link rel="icon" type="image/x-icon" href="favicon.ico"> - <link rel="stylesheet" type="text/css" href="/global/style.css"> + <link rel="stylesheet" type="text/css" href="/css/global.css"> + <link rel="stylesheet" type="text/css" href="/css/verbose.css"> </head> <body> - <div style="margin: 1em;"> - <img src="__CONF_SERVER_LOGO"/> - <h3>Currently running: __CONF_VERSION</h3> - </div> - <div class="popup-message"> - <h3>Welcome to __CONF_SERVER_NAME</h3> - <p>__CONF_SERVER_NAME is a turn based multiplayer strategy game.</p> - It is still in an early development phase, meaning that most of its - features are not implemented yet. - </p> - <h3>Available content</h3> - <ul> - <li><a href="/battle/?id=0">Battle System</a></li> - <li><a href="/map-editor/?id=0">Map Editor</a></li> - <li><a href="/login/">Sign-In/Sign-Up Manager</a> (Soon)</li> - </ul> - <h3>Access to the source code (Apache 2.0 License)</h3> - <ul> - <li><a href="https://noot-noot.org/cgit.cgi/tacticians-client/">Front-End</a></li> - <li><a href="https://noot-noot.org/cgit.cgi/tacticians-server/">Back-End</a></li> - </ul> - </div> + <header> + <div class="main-server-logo"><img src="__CONF_SERVER_LOGO"/></div> + <div class="main-server-version">__CONF_VERSION</div> + <nav> + <a href="/login/?act=signin"><s>Login</s></a> + <a href="/login/?act=signup"><s>Create Account</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> </body> </html> |