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authorNathanael Sensfelder <SpamShield0@MultiAgentSystems.org>2018-08-07 20:12:45 +0200
committerNathanael Sensfelder <SpamShield0@MultiAgentSystems.org>2018-08-07 20:12:45 +0200
commite02a6d61f15ae14e89ddde03f4af5a6d9c8b51c0 (patch)
treeee8735e53cbe56dfb0279d05096a98e481b0b813 /www
parentc255684ad2f8257e01855edf13df8d2aece259dc (diff)
Moving to SCSS, theme improvements, index p. txt
Diffstat (limited to 'www')
-rw-r--r--www/index.html.m4184
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>