From ef01f7826ac3fdf8434d9e8af2eef86638b058e9 Mon Sep 17 00:00:00 2001 From: nsensfel Date: Fri, 31 Aug 2018 16:00:25 +0200 Subject: Adds a landing page. --- www/about.html.m4 | 175 ++++++++++++++++++++++++++++++++++++++++++++++++++++++ www/index.html.m4 | 171 ++++------------------------------------------------ 2 files changed, 186 insertions(+), 160 deletions(-) create mode 100644 www/about.html.m4 (limited to 'www') 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 @@ + + + + __CONF_SERVER_NAME - Landing Page + + + + + + + + + +
+ +
__CONF_VERSION
+ +
+
+
+
What is __CONF_SERVER_NAME?
+

+ __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 + here + and the code for the server-side content + here. +

+
+
+
(Ridiculously) Early Access Warning
+

+ __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. +

+
+
+
Game Modes
+

+ __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. +

+

Player Progress

+

+ As they progress through the game, players unlock character + customization items, equipment, achievements, additional + campaigns, and resources to build their own maps. +

+

+ 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. +

+

Battle Duration

+

+ 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. +

+

Co-Operative Campaigns

+

+ 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). +

+

+ 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. +

+

+ 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. +

+

Players VS Players

+

+ 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. +

+

+ Players versus players battles are subject to random events. + For example, non-player characters may intrude on an ongoing + battle. +

+
+
+
Business Model
+

+ __CONF_SERVER_NAME has an open business policy, meaning that + information on all incomes and purchases are publicly available. +

+

Advantages Acquired by Paying

+

+ 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. +

+

Money Income: Sell of Cosmetics

+

+ 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. +

+

+ 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. +

+

+ 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. +

+

+ 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. +

+
+
+ + 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 @@ + -
- -
__CONF_VERSION
- -
-
-
-
What is __CONF_SERVER_NAME?
-

- __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 - here - and the code for the server-side content - here. -

-
-
-
(Ridiculously) Early Access Warning
-

- __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. -

-
-
-
Game Modes
-

- __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. -

-

Player Progress

-

- As they progress through the game, players unlock character - customization items, equipment, achievements, additional - campaigns, and resources to build their own maps. -

-

- 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. -

-

Battle Duration

-

- 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. -

-

Co-Operative Campaigns

-

- 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). -

-

- 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. -

-

- 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. -

-

Players VS Players

-

- 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. -

-

- Players versus players battles are subject to random events. - For example, non-player characters may intrude on an ongoing - battle. -

-
-
-
Business Model
-

- __CONF_SERVER_NAME has an open business policy, meaning that - information on all incomes and purchases are publicly available. -

-

Advantages Acquired by Paying

-

- 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. -

-

Money Income: Sell of Cosmetics

-

- 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. -

-

- 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. -

-

- 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. -

-

- 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. -

-
-
+
__CONF_VERSION
+ + -- cgit v1.2.3-70-g09d2