| summaryrefslogtreecommitdiff | 
diff options
| 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> | 


