HTML Shards of Mirrors [v0.0.3] [WiseGothGames]

3.00 star(s) 1 Vote

WiseGothGames

Newbie
Game Developer
Apr 23, 2025
33
71
banner.png

Overview:
Shards of Mirrors takes place in a fictional city in post-apocalyptic South America. You awaken in a city park with no memory of your past. Your history may be a mystery—but your future is entirely in your hands.
Step into a world of thrilling adventures, powerful factions, and forgotten secrets. Choose your path: take on quests, build relationships, earn wealth, work various jobs, or align yourself with different groups. The choice is yours.
Thread Updated: 2025-07-25
Release Date: 2025-07-25
Developer: WiseGothGames - -
Censored: No
Version: 0.0.3
OS: Windows
Language: English
Genre:
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Installation:
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Changelog:
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Developer Notes:
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Last edited by a moderator:
Jul 1, 2020
464
723
What software are you using for the maps? I have noticed those graphics on other games before. Is it cheap? (Asking since I have a friend in game dev and the ability to make maps without having to draw them would help them out)
 
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Fstop

Newbie
Dec 29, 2016
80
43
Personally hidden interactable are the bane of my existence having the run the mouse over a whole screen to find out where to click is not fun. Couldn't find the the vanilla thief (I guess I moused over the spot to fast to see the Quest marker appear), so I open the html file to see if I could find a hint of what I'm supposed to mouse over. Making the interactable always visible if active is just a better play IMO.
 

TheDevian

Svengali Productions
Game Developer
Mar 8, 2018
15,583
36,887
I noticed you missed the nipples here.
While there are a number of ways to add them, some take a lot more work than others, like the Headlights addon (though, to me the results are worth it, YMMV), at the bare minimum, you should have access to the default 'Nipples' slider shown here.
1748224539444.png

If you would like more help, feel free to send me a DM.
 

nononomaybe

Newbie
Jun 6, 2018
97
262
Hi WiseGothGames, I downloaded and gave this game a shot.
Unfortunately I am stuck trying to find Leo the police officer's house. Clicked on every roof on the screen. Either it's bugged or whatever the player is supposed to find is way too tiny.

I took a peek at your code and have a suggestion. Use Text instead of Numerical Values for variables where doing math on the variable does not make sense.
For example you've got conditional statements like:
Code:
<<switch $active.interaction.id>>
<<case 10>>
Once home to a powerful minister ...
<<case 11>>
Nestled in a worn-down worker
The id here is being used to decide what text to display, and it would never make sense to add, subtract, multiply, or divide from id. Instead these Flags should be Text. Like case "minister" and case "wornWorker".
Using words or phrases makes this code much easier to understand, maintain, and easier to catch bugs. You won't need to try and figure out "Was the peasant house id 13? Or 15?" It should be "peasantHouse", and it's easier to detect if there is a typo or the incorrect value.

If you're using a variable to store something like Health, it makes perfect sense to do math on that variable, so numbers are appropriate. If you've using a variable as a flag to check what dialogue to display, or what stage of a quest the player is on, use descriptive text, not numbers.

I tend to see this habit in people who learned to code in older language that had strict variable types. Sugarcube/Javascript doesn't care. Overwrite an int with a string, the language doesn't mind.
 

WiseGothGames

Newbie
Game Developer
Apr 23, 2025
33
71
First of all, thank you everyone for trying out my game!

The software I used for the map is called Campaign Cartographer 3. You might recognize it from other games, as there aren’t many map editors available out there. I chose this one specifically because it includes a city planner—not just a dungeon designer.

I originally hid a quest interactable in the tutorial to hint to players that it’s worth hovering the mouse over the map. My goal is to eventually add hidden interactions and item drops this way (nothing implemented yet, but I thought it could be a cool feature). That said, I now realize that hiding it in a simple tutorial quest might be a design flaw. I’ll be addressing this in the next release. For now, I’ve added two screenshots showing the locations of the policeman and the thief.
roxy.png police.png

TheDevian — Thanks for pointing that out. Honestly, I hadn’t even noticed that detail after rendering. I’ll keep it in mind for future renders and will check out the recommended addon.

nononomaybe — I see your point. I decided to use IDs in that case because the InteractEngine determines what sub-code to execute based on the ID range (e.g., /10–99: buy house, 100–299: vendor, 300–399: ?, 500–699: school, 700–999: ?, 1000+: hire hero/).
 
3.00 star(s) 1 Vote