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author | nsensfel <SpamShield0@noot-noot.org> | 2018-08-31 16:00:25 +0200 |
---|---|---|
committer | nsensfel <SpamShield0@noot-noot.org> | 2018-08-31 16:00:25 +0200 |
commit | ef01f7826ac3fdf8434d9e8af2eef86638b058e9 (patch) | |
tree | 48457108055df5a74c02252884a9896045063f35 | |
parent | 0dae91de7063aa3760efb7fcaac444a3cf4680e4 (diff) |
Adds a landing page.
-rw-r--r-- | src/css/src/landing.scss | 50 | ||||
-rw-r--r-- | www/about.html.m4 | 175 | ||||
-rw-r--r-- | www/index.html.m4 | 171 |
3 files changed, 236 insertions, 160 deletions
diff --git a/src/css/src/landing.scss b/src/css/src/landing.scss new file mode 100644 index 0000000..573e5c4 --- /dev/null +++ b/src/css/src/landing.scss @@ -0,0 +1,50 @@ +@import 'shared/colors'; +@import 'shared/parameters'; +@import 'shared/sanitize'; +@import 'shared/shadows'; + +body +{ + flex-direction: column; + flex-wrap: wrap; + justify-content: center; +} + +html, body, .fullscreen-module +{ + min-height: 450px; +} + +.main-server-version +{ + font-size: 1em; +} + +.main-server-logo img +{ + margin-top: 4em; + height: 15em; +} + +nav +{ + margin-top: 2em; +} + +nav a +{ + display: block; + font-size: 1.5em; + font-weight: bold; + text-decoration: none; + margin-bottom: 0.2em; + padding: 0.2em 0.5em 0.2em 0.5em; + border-radius: 5px; + background-color: rgba(0,0,0,0); + transition: background-color ease-out 0.5s; +} + +nav a:hover +{ + background-color: rgba(0,0,0,0.5); +} diff --git a/www/about.html.m4 b/www/about.html.m4 new file mode 100644 index 0000000..2a07872 --- /dev/null +++ b/www/about.html.m4 @@ -0,0 +1,175 @@ +<!DOCTYPE html> +<html> + <head> + <title>__CONF_SERVER_NAME - Landing Page</title> + <meta charset="UTF-8"> + <meta name="description" content="Turn-based tactics browser MMO."> + <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="/css/global.css"> + <link rel="stylesheet" type="text/css" href="/css/verbose.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> + </body> +</html> 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> |