HTML Shards of Mirrors [v0.0.4] [WiseGothGames]

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harem.king

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Aug 16, 2023
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where can I buy salt? I am told I can buy oil and salt in goldtown. But I can only find meat, lard, and oil there. no salt
 

WiseGothGames

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Game Developer
Apr 23, 2025
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91
thanks
it would be nice if interactable locations were marked on the map. currently its quite frustrating to comb through each location to see what places are clickable.
A lot of players requested visible map icons, but since more and more buildings will gain functions, I don’t want the whole map covered with them. Instead, in the next update I’ll add a shadow effect to all interactable buildings. Hopefully this will be a good middle ground between invisible interactions and a map cluttered with icons.
mapsigns.png
 
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harem.king

Forum Fanatic
Aug 16, 2023
4,203
7,369
A lot of players requested visible map icons, but since more and more buildings will gain functions, I don’t want the whole map covered with them. Instead, in the next update I’ll add a shadow effect to all interactable buildings. Hopefully this will be a good middle ground between invisible interactions and a map cluttered with icons.
View attachment 5216616
sounds reasonable.
maybe with a settings in options that changes those into a more visible color while on. or a button that can be pressed to temporarily highlight every clickable in the current map which only lasts until you move
 

WiseGothGames

Newbie
Game Developer
Apr 23, 2025
45
91
soM v0.0.5 – Dev News #1
Planned release: 09/26/2025 or 10/03/2025

As I want to publish the first version of the fight engine in this update, I decided to leave a buffer week in case I need extra time. That’s why the release is currently set for either the last week of September or the first week of October. I’ll clarify the exact date once I see how progress goes.

Talking about progress, here is how the fight engine looks right now. On the right side you can see that I added terrain defense info for the selected unit. Also, you may notice fewer command buttons compared to earlier screenshots: the move, fight, and shoot buttons disappeared. That’s because they are now fully integrated into the map itself. You simply click on your unit, then click where you want to move or on an enemy, and the scripts will automatically execute the actions, saving many clicks.
1.png

When you move by clicking on a hex in your range (red hexes), your movement range is automatically recalculated based on your remaining movement points. The same is true for your shooting range (shadow hexes). This means you don’t have to spend all movement points at once. You can return to the unit later in the same turn and use what’s left until you press the End Turn button, giving you more strategic flexibility in planning your moves.
2.png

Since the fighting scripts are not ready yet, for now I just move back to the middle of my castle and hit the Deselect button on the right. This lets me click one of the castle hexes around my hero without moving him there. Doing so reveals the Recruit button on the right panel. Time to call in a unit!
3.png

You can also summon your heroes to aid you. Unlike units, which have fixed stats, your heroes are fully customizable. They can equip any weapon you give them, and their damage, strikes, resistances, and even defensive templates depend on their skills and traits. Be careful to arm them before the battle, though. The clothing and inventory system plays a huge role here as well, since different clothes grant different skill points. Combined with training, this lets you create unique fighters for all kinds of roles.
4.png

Last but not least, I added a shadow effect to all interactable buildings on the city map. Many of you requested a way to easily spot interactable places without having to run circles around the ever-growing districts, and this solution should make navigation much smoother.
5.png

That’s all for this week. Next week I’ll be focusing on completing the fighting scripts. Have a nice weekend!
 
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2.50 star(s) 2 Votes