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| 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> | 


