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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> |