Merge pull request #613 from kyokutei/master

Splash page rewritten
This commit is contained in:
Tyler Renelle 2013-03-10 09:18:22 -07:00
commit c0c4ef141b

View file

@ -39,7 +39,7 @@
<div class='jumbotron masthead'>
<div class='container'>
<h1><img src="/img/logo/habitrpg_pixel.png" alt="HabitRPG"/></h1>
<p>Habit tracking which treats your goals like a Role Playing Game. Level up as you succeed, lose HP as you fail, earn money to buy weapons and armor.</p>
<p>A habit building program which treats your life like a Role Playing Game. Level up as you succeed, lose HP as you fail, earn money to buy weapons and armor.</p>
<a href="/?play=1" class='btn btn-primary btn-small'>Play</a>
</div>
</div>
@ -82,29 +82,29 @@
<div class="page-header">
<h1>Habits</h1>
</div>
<p class="lead">Habits are goals that you constantly track. For some habits, it only makes sense to gain points (eg, "1h Productive Work"). For others, it only makes sense to lose points (like "Eat Junk Food"). For the rest, both gain and loss apply (eg, for "Take The Stairs", stairs is a gain, elevator is a loss).</p>
<p class="lead">Habits are situational goals that you constantly track. You can either try to break bad habits or reinforce good ones. You may encounter some habits multiple times a day (like "Floss After Eating"), and some you may not encounter often at all (like "Replace the Toilet Paper When it Runs Out"). For some habits, it only makes sense to gain points (like "Do One Hour of Productive Work"). For others, it only makes sense to lose points (like "Eat Junk Food"). For the rest, both gain and loss apply (like for "Take The Stairs", taking the stairs would be a gain while taking the elevator would be a loss).</p>
</section>
<section>
<div class="page-header">
<h1>Dailies</h1>
</div>
<p class="lead">Dailies are goals that you want to complete once a day. At the end of each day, non-completed Dailies dock you points. If you are doing well, they turn green and are less valuable (experience, gold) and less damaging (HP). This means you can ease up on them for a bit. But if you are doing poorly, they turn red. The worse you do, the more valuable (exp, gold) and more damaging (HP) these goals become. This encourages you to focus on your shortcomings, the reds.</p>
<p class="lead">Dailies are goals that you want to complete once a day, building them into your routine (like "Workout for 30 Minutes"). Unlike Habits, Dailies may only be checked off once a day. Also unlike habits, at the end of each day non-completed Dailies will cause damage, making you lose Hit Points. If you are doing well and consistantly check off a Daily day after day, it will turn green and earn less gold and experience, though it will also cause you to lose fewer Hit Points if you skip it. This means you can ease up on it for a bit. Conversely, if you are doing poorly and fail to check something off every day, it will turn red. The worse you do, the more experience and gold that Daily is worth and the more hit points it takes away if left uncompleted. This encourages you to focus on your shortcomings, the reds. Oh, and don't worry. You can make a Daily active only for certain days of the week, so weekday tasks won't pester you on the weekends. Or you can make a Daily active only on Mondays, thus creating a weekly task.</p>
</section>
<section>
<div class="page-header">
<h1>Todos</h1>
</div>
<p class="lead">Todos are one-off goals which need to be completed eventually. Non-completed Todos wont hurt you, but they will become more valuable over time. This will encourage you to wrap up stale Todos.</p>
<p class="lead">Todos are one-time goals which need to be completed eventually (like "Wash the car" or "Buy milk"). Non-completed Todos wont hurt you, but they will become more valuable over time. This will encourage you to wrap up stale Todos.</p>
</section>
<section>
<div class="page-header">
<h1>Rewards</h1>
</div>
<p class='lead'>As you complete goals, you earn gold to buy rewards. Buy them liberally - rewards are integral in forming good habits. But only buy if you have enough gold - you lose HP otherwise.</p>
<p class='lead'>After youve played for a while, you unlock the <strong>Item Store</strong> under the rewards column. You can now buy weapons, armor, potions, etc. Armor decreases HP loss (by an increasing amount wich each upgrade). Weapons increase experience gain. Potions recover 15 HP.</p>
<p class='lead'>As you complete goals, you earn gold to buy rewards that you create (like "An Hour of Video Games"). Create plenty of rewards and buy them liberally! Rewarding good performance is the best way to reinforce good habits. If you really need a reward but don't have enough gold, you can still make a purchase. But be careful because it will cost you Hit Points!</p>
<p class='lead'>After youve reached level 3, you unlock the <strong>Item Store</strong> under the rewards column. You can now buy weapons, armor, and potions. Armor keeps you protected by reducing how much damage you take from failed tasks. Weapons increase how much experience you gain for completing a task. Potions recover 15 HP, for when you've piled just a little too much onto your schedule.</p>
</section>
<section>