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"Where were you when the universe ended?"

I Miss the Sunrise is an all-new prequel to 2009's The Reconstruction. Featuring strategic battles, player-created weapons, and unique gameplay around every turn, I Miss the Sunrise is an RPG experience like no other. The full game is available as of July 22nd, 2012.

Version 1.51 released August 12th, 2012.

FEATURES
-No typical HP & MP drudgery. Instead, all battlers have Hull, Systems, and Pilot ratings that serve as both health and fuel for weapons. Reducing any of them to 0 means defeat, so spacefarers beware!
-Create your own pilot. Give 'em a name, then choose your gender, race, and customized personality, all of which determine how you interact with other denizens of the universe.
-Get to know your allies better through dialog interaction and performance in battle. But be careful: some allies may be less receptive to your chosen personality.
-Assemble your own weapons. Use salvaged components to customize and outfit your own weapons, name them whatever you want, and use their blueprint codes to share your creations with other players!
-Fast-paced, strategic turn-based battles reward careful positioning and targeting over brute force. Exploit your enemies' vulnerabilities while covering your own!
-Random exploration maps let you take part in battles and exploration any time you please.
-Customizeable AI lets you determine just how ruthless the enemy can be.

TV Tropes page available here! Spoilers ahoy!

Unofficial Wiki available here! Spoilers here too!

New! Fanfiction!: 1 | 2 (Spoilers, of course!)

Latest Blog

Out with the Old

Happy Nauruan Independence Day, everybody!

For anyone still watching, I've expunged my old site in order to concentrate on my new one (Sungazer Software) full time. Plus, I had a lot of insane rambling from 2009 or so that I didn't want hanging around, so it had to go.

If there were any posts you absolutely cannot live without, or if you object loudly enough, then I could be goaded into having a "greatest hits" archive left intact somewhere. Swayed, even. Until then, though, consider any links to Tilde-One.com to be defunct. (Actually they'll just redirect to the new front page.)

Good night, and keep watching the skis! Uh, skies.

Posts

Deltree
doesn't live here anymore
4556
Hmm, that's probably a limitation of the variables themselves. Did the merit at least trigger correctly?

There is one for taking 500,000 damage in total.
author=argh
is there a merit for taking 1 million damage, by the way?).


pincushion achievement unlocked

I feel kind of lame since i think i can count the number of merits i got on one hand...
Yeah, I got the merit alright. It just seems like after that, the variable looped (it's at 33,478 now).

There is one for taking 500,000 damage in total.

Hrm...looks like I have a ways to go then.

I feel kind of lame since i think i can count the number of merits i got on one hand...

Eh, don't feel bad, a lot of them are pretty difficult to find. Though the battle logs help a bunch in that regard.

Oh, and random comment, Deltree: I remember a while back you were thinking about changing the "miss" mechanics so that they weren't as punishing. I remember playing a sci-fi themed RPG-type thing a while ago that had an accuracy stat, but instead of missing entirely, attacks would "graze" for half damage. Perhaps you could do something similar, like an automatic resist (although I think crit-chainers would hate that even more than a miss...).
Deltree
doesn't live here anymore
4556
I have considered that, but I don't want to eliminate missing entirely since that's one of the trade-offs of C-Type weapons, and if their graze damage was about the same as a regular A-Type shot for instance, then there wouldn't be any incentive to use anything else. Also, since being out-of-range lowers accuracy, I don't want to trivialize that mechanic.

I've also considered an accuracy boost if you're going to hit a weakness.
Hm, perhaps they couldn't be used at all if accuracy was dropped to zero? I suppose it's not as simple as I thought, yes...but surely there must be something that will work. If you want a strategically-oriented game, it's very very bad to have a mechanic that forces people to waste a turn based on nothing more than random chance...but you probably already knew that.
Deltree
doesn't live here anymore
4556
Well, part of the strategy is the random chance. Certain enemies have higher RT values and swinging at them carelessly with C-type weapons is risking using up health and AP (which is why it tells the chance to hit before you commit to it). You can use a more accurate weapon, or gradually overcome this with more ZoC or a higher critical chain, or more trust/weapon skill/ACC+ added effects ahead of time.

The number does show up red if accuracy happens to be zero, which is hopefully a not-subtle hint. I could say that if the magic die roll ends up within +/-50 points, it's a glancing blow. Then I just have to worry about if I want critical hits to still count (since that's kind of contradictory) or if criticals should get a base accuracy bonus anyway. Or both!
Hm. Well, I'm sure you'll figure something out.

By the way, a question: The manual says that there are very rare X-types that can have multiple properties. So far, I've seen two of these, and they've both been special items obtained from a code or sidequest. However, in future episodes, will it be possible to gain high-quality X shells or something so that the player can make these double-modules as well? Or perhaps an X shell that can have both a property and a boost?
Deltree
doesn't live here anymore
4556
The latter might be possible; I'd have to scrutinize how I'm handling the resistance factor and if I can make it work with the added effects. Two resistances will be highly unlikely though, since the crafting interface doesn't have that many slots and I don't want to redesign the whole thing.
A question: You said that you lowered the threshold for the "Backstabbed" merit to 20. However, I'm still using the latest beta build, and my record says I have 23 enemy advantages. Does this mean I can never trigger it if I install the new build? Or do you have a contingency for that (i.e. it would trigger the next time I got an enemy advantage or something)?

Also, which splice contains emitter chambers? I've been sniffing around Splice 7 but to no avail. I'm just getting polished cubes and plasmatic bars.

Also also...

I believe you said that Soran resets after every story mission. This seems to be correct as far as I can tell (he seems to reset after bounty hunts as well). I was wondering why you made him non-renewable when every other thing that resets every mission is triggered by random missions as well. It's especially noticeable since it takes so long to get him in the first place, and it's entirely possible to miss him outright. The later you get him, the less use you're going to get out of him. Is there a specific reason you structured him this way?
Deltree
doesn't live here anymore
4556
It should be a greater-than-or-equal-to thing, so if you already had 20 then the next time you get it it will trigger.

Hmm, I can't tell exactly where they should show up. In the next update I will spread them around. It looks like I started off with "tiers" of junk, then abandoned that idea and just started piling everything in, so I might have inadvertently missed that one.

As for part 3:
I didn't want him to be able to spawn seemingly-unlimited bonus items since you can get him so early on. But now that you mention it, I will probably change it to be in line with all the other post-mission reset things.

Phew, that's a relief. I was a bit worried for a moment there.

Eh, the bonus items aren't that great...he doesn't give out awesome things like AP Boosters, and I never use the offensive stat boosters anyway, which seem to be his most common gifts.

Idea: Perhaps you could make his gifts scale with the episode? So, like, by episode 5 he might be giving out things like Reaction Boosters. Or even high-level versions of the normal effects, like Harden X or something.

Edit: By the way, have you fixed Kara yet? After her final conversation, I can't initiate conversation. She just ignores me. D:

Edit 2: The installer says "launch episode two" instead of "episode three" at the end. Might want to fix that.

Edit 3: Ah. Whoops. It seems like the "download now" button contains episode two, not three. Might want to fix that. I hope I haven't just screwed up my game...
Deltree
doesn't live here anymore
4556
It was over the size limit so I replaced it with a megaupload link; I figured it'd do it automatically. I'll look at it when I have a chance (you can nab it from the web site in the meantime).
I see. Yeah, I got the correct build from your site. Glad to see I can talk to Kara again, even if she doesn't say much.

By the way, is there a particular pattern to the items sold in the black market? The only added effects I've gotten thus far are Jamming Modules and Crushing Modules. Maybe I'm just super unlucky.

By the way, do you think it would be a good idea to add another merchant that sells boost effects? Or would that be overkill/too gamebreaking?

Edit: Oh, also, a question: in your latest blog post, you mentioned how you originally planned for there to be a lot of filler-esque "adventures IN SPACE" missions. What were they like? Could you give an example of one you cut? Were they basically just like the random missions?

Edit 2: I may have found a bug: the Typelog fragment about the Lessers in packs repeats. It's in both the 3/4/5 list and the 6/7 list, in the exact same spot too (number 3 on the first page).
Deltree
doesn't live here anymore
4556
Let me know if you continue to only see those types of effects. It's supposed to choose a random value within a certain range for what it will offer (with a 1 in 10 chance of the item being a tier above), but the added effects are handled slightly differently and there might be something wrong with how it's generating.

There is a merchant who sells boost effects! He's in hiding in plain sight. See if you can find him.

The episodes I had in mind were sort of filler and general dogoodery; I decided to focus on the remaining "superpowers" instead. One I can think of involved some kind of sentient plant life creeping in and taking over pilots and their ships (like that one mushroom that can mind control ants or something). I decided that was drifting too much into <i>Star Trek</i> type stuff, since I wanted to keep the "alien" presence to a comparative minimum. The bounty hunts are already pushing the "goofy shit" quota, but they're at least building toward something in the future.

I was afraid some of those messages would creep through. When I decided to make them collectible, I basically rearranged what I had and then went through by hand looking for repeats so I could replace them (originally there was sort of a "blurring" so some from Splice 5 would show up in Splice 6, etc.) Thanks for catching it; I'll replace the one in 6/7 with something new next update.
There is a merchant who sells boost effects! He's in hiding in plain sight. See if you can find him.

Oh, I see it now. That's, uh, interesting. I seem to be encountering the ignoring bug, though; after the first conversation, they won't talk to me again. Interacting does nothing.

I wonder why they need to disguise themselves, though. Will that ever be explained, or will it be an unresolved mystery? :p I am just going to assume they're a fih'jik (or their predecessors) until conclusive proof is given otherwise.
Deltree
doesn't live here anymore
4556
Hmm, thought I had whipped that convo bug. Noted!

And he's definitely someone already in-game. You may have spoken to him once already!

I know how much you love those catmen, and I'm sorry that they only play a small (but mildly important) part, but you might get to meet one next episode!
I <3 cats. Dogs are nice too though.

I know how much you love those catmen, and I'm sorry that they only play a small (but mildly important) part, but you might get to meet one next episode!

I suppose I have kind of flooded the WMG page with speculations about them, haven't I? I didn't realize just how many of my speculations related to them until recently. I just know they have to show up sometime, though! Their absence is just so conspicuous. There's been ample foreshadowing too, and now a religious phrase for an episode title...

And he's definitely someone already in-game. You may have spoken to him once already!

Huh, really? And they're male, hm. I'll think about who they might be once I can talk to him again.

Edit: By the way, have you thought of making a Formspring? Might help keep the gamepage clutter down.

Edit 2: Another fragment-related bug: the "immortal, all-knowing, omnipresent" one shows up in the 8/9 list as well once it's found.

Also, something I noticed a while ago but just remembered: some of the weapon names get cut off. Even leaving aside the ones that don't have space for a "+", there's "Traumatic Barrag" and "Hypertox Scatte" for example. Not sure how you might go about fixing this, or if it's even worth it, but just bringing it to your attention.
Deltree
doesn't live here anymore
4556
Sorry for the delay; missed your edits (I only check in if the Notices button is flashing).

Discussion here is fine. Fewer outlets for me to worry about.

Uh, hmm. I don't think the 8/9 list should show anything at all yet, since the highest Splice you can get to is 7. If it does, they're probably all repeats because I just copy pasted the code and didn't actually fill in the text yet. Interesting!

Yeah, there is a character limit on the weapon names and I didn't bother going through every possible permutation of shells/properties/quality levels to make sure they were all within the limit. I'll clip down some of the longer words.
Hm. Yeah, Formspring is terrible anyway.

Also, a question...does the weapon creation cap apply to all games, or is it reset for new ones? Because I'm planning on a replay, and I seem to already be over 250 weapons as-is...
Deltree
doesn't live here anymore
4556
Just your current save file. It's using RM's built-in "weapons" array (because I am lazy) and saves it to that one save file so there's no crossover between saves.