Please make sure your game is updated before starting! Otherwise it will crash trying to connect to my server.
This is because I made improvements to the cloud saving's security, so please let me know if your save gets corrupted and I will be able to restore it for you. Unlikely for it to happen though.
I also improved projectile hitreg, where the projectile will actually hit you when you get damaged by it. Flaring homing missiles is a little better but still not perfect.
Changelog
Added Bot Team option to hosting menu. Use this if you want to play against bots with your buds.
Added visual effect for flare cooldowns
Added beep for when your module is ready
Bots are now enabled for Tunnel Servers. Yay!
Increased the Pulsar projectile's speed (it goes farther now)
Improved security for cloud saving
Improved hit registration for attacking projectiles
Removed friendly forcefields from mission 10
Fixed The Master’s placeholder subtitle
Fixed the evac event not starting in mission 8
Fixed being able to restart missions too soon when it ends
TUNNEL DIVERS v0.8.0 is now available
Dev Log
So I'm pretty bad with version numbers, so I jumped this update to a version number I thought reflected better where I think I am from release.
A couple lame things about this update is the removal of voice chat (or whatever was left of it) and turning down the lighting engine.
Voice chat never really seemed to work, and I have no idea how to improve it. Maybe it's Game Maker or maybe I'm just not smart enough. On top of that, the recent Game Maker update also broke microphones and I don't know when they'll fix it. So I'm just going to remove it for now. I may revisit it one day (i can toggle it on and off at will), but its FUBAR for now.
Secondly, the lighting. I have removed 'meshes' from the lighting set up, which would block headlights and stuff from bleeding over the walls. It's hard to explain, so just look at the differences below in the screenshots:
Before
After
I did this for a few reasons:
Helps the FPS. I should probably be looking out for my audience with lower end computers, and shadow meshing probably wasn't helping their frames
Compatibility. When I run the game in Linux or on a Mac, the meshes don't even work. If I ever plan on releasing the game on these operating systems, I might as well keep the lighting consistent across all versions. Meshes also broke when I tried to import the game into Game Maker Studio 2, which I might do eventually.
Doesn't it.. look nicer? I don't know, you can actually see the walls and the Pitch Black setting for the map editor doesn't look like total crap anymore. Maybe I'm just bad at cinematic lighting.
I think all of those reasons justifies it pretty well to tone it back.
Also there are 15 campaign missions now! I'll need a lot of help setting tough, but fair par times. So if these initial par times are too easy/hard, please let me know. I'm also done with the game's final mission, but it will kept in the shadows until all campaign missions have been released.
Lastly, the next gather will be scheduled when Game Maker Studio has its memory leak fixed. They usually make a release once a month, and the last one was about a week ago. Once that's fixed, then we can test if the servers come to a crawl again after an hour of high activity.
Change log
Added
Added 10 more campaign missions (mamma mia)
Added new logic event: Evac Refresh. Restarts the timer for evacuate events when activated by a logic gate. Can only be triggered once.
Added new logic events: Explosion and Big Explosion. When these are activated by a logic gate, they will detonate into their respective explosions. Can only be triggered once.
Added new logic event: Destroy Super CPU. When activated, this will instantly destroy ALL activated supercomputers. Can only be triggered once.
Added new trigger area: Crate. When a crate enters this trigger area, it will activate all logic gates attached to it, then deactivating them if no crates are detected.
Added new decor object: Large Jets
Added new selection to the Modules option in level editor. This will let you disable cooldowns for modules
Added new config option in the level editor, Infinite Ammo. Self-explanatory.
Added new config option in the level editor, Afterburner. This will let you disable the afterburner in your level, or make it last infinitely.
Added new config option in the level editor, Evacuate Timer. This will let you set how much time the player has to escape an evacuation event.
Balance
Increased Laser Rifle damage
-- The laser rifle should have increased damage to match its slow projectile speed, it should also be pretty decent as a starter weapon
Increased EMP missile count
Increased EMP fire rate
-- I was nervous of EMP missile spam, but that doesn't really seem to be a problem. These buffs should allow it to be used more often.
Increased Grenade Rifle’s damage
-- Again, a slow fire rate should be matched with a decent amount of damage.
Increased Tri Shot Cannon’s fire rate
-- The Tri-Shot has wildly fluctuating damage, but this should help it do more damage then not.
Increased Spike Cannon’s damage
-- This should make the Spike Cannon more forgiving if you don't get the double damage every shot.
Increased Spread Blaster’s projectile count
Decreased Spread Blaser’s spread
-- This should increase the spread blaster's range and overall damage as it was spread too thin with a wide cone.
Increased Flak Rifle’s fire rate
-- The Flak Rifle still needs work, so this won't be the last buff you see from it. This should let you output more shield damage.
Increased Dumb Missile’s damage
-- Dumb Missiles didn't justify use over homing weapons, so a large damage boost should make it more enticing to use.
Increased Gatling Gun’s damage
-- The Gatling Gun felt a little weak despite being a hitscan weapon, so this should allow you stand a chance in long range encounters, especially against the magnetic cannon.
Reworked the Scanner module to be more useful
-- Possibly the most useless module up until this point. These changes will allow the player to see all enemies, cloaked or off screen. This should be useful in single player, and multiplayer.
The Prairie Dog’s passive now supports infinite flares
The Prairie Dog’s passive no longer carries “super flares”
-- The Prairie Dog will need a lot of work to justify using such a fragile ship. This will be the first buff, of possibly many. This will also make the ship a good counter against homing weapon spam.
Flares now have a cooldown
-- A cooldown has been introduced to flares so the Prairie Dog isn't ridiculously spamming with them.
Increased the Rhino’s hull integrity
-- Somebody mentioned how the hull of the Rhino was the same as the Dragon, so it has been increased to accurately reflect what kind of ship its suppose to be.
Increased the Sting Rays hull integrity
Decreased the Sting Rays shields
-- This isn't a change in total health, but a change that will allow the Sting Ray to pop its EMP passive more often.
Fixed
Fixed needing to enter the server password again on a map change
Fixed screamers not exploding after a certain amount of time (on dedicated servers)
Fixed hitscan weapons not keeping the damage buff when they bounce
Waves 25 and 50 will now increase the total amount of allowed enemies on the level at once
Fixed after-projectiles not getting damage buffs from their originals
Fixed the Gauntlet shieldless mutator not working
Fixed shadows appearing on secret walls while shadow detailing was turned off
Fixed enemies with explosive weapons blowing themselves up against walls
Enemy AI will now begin their attacks at any distance when alerted
Setting a levels light level to “Bright” will now essentially turn off the lighting engine for optimization
Activated conveyor belts will now take depth-priority over deactivated ones (IE they will appear on top)
Made improvements to the auto-map camera
Disabled lighting shadow meshes
Disabled voice chat… for now?
A Tunnel Divers gather is now starting!
The gather is starting! Please come join "[US] Spasman's Server" in the server list if you want to help playtest the multiplayer.
If it's somehow full (I don't think it will be), then just join one of the other servers and I'm sure others will follow. The point of this is to play with eachother, not just with me. I probably spectate most of the time anyhow.
I'm going to start doing this almost every weekend, so if you missed today don't feel bad. We have a discord server, so come join if you want to be up to date on gathers: https://discord.gg/XARR493
Thanks for your support!
- S
Tunnel Divers Gather - This Sunday (2/11)
Hi, I'd like to make a gather for this sunday. If you don't know what that is, its when our small playerbase gets together to playtest the game.
I'll post another announcement when I'm about to play.
- Spasman
TUNNEL DIVERS now available on GameJolt
Today I worked on getting this game onto other non-Steam platforms, starting with GameJolt. While GameJolt users can't use the Workshop, or buy the DLC, I think if it picks up it can supply a good stream of F2P players regardless if they want to convert to the Steam version or not.
If you want to check out the GameJolt version, go here: https://gamejolt.com/games/tunnel-divers/210940
It supports GameJolt trophies (they're the same as the Steam achievements) and cloud saving, based on your GameJolt account. Keep in mind it WON'T transfer your Steam save over. I might add an import feature later, but it'd probably be for importing to Steam from GameJolt.
Since we're slowly approaching release, this can mark the beginning at my attempts to market the game. I'm not very good at it. My eyes are set on itch.io next because their API looks useful but we will see.
Thanks for your support!
- S
TUNNEL DIVERS v0.1.1 is now available
Dev Log
This update is just adding a few more features and a lot of polishing. Once I find this patch to be stable, I think I'm gonna take a little break.
I think we're getting pretty close to a full release, the major things I want to finish is the campaign and whether 16 players in a server won't freak the hell out. If anyone has the ability to get a full server going that would be a big help to me, otherwise I'll have to plan some aggressive gathers to get people to play.
Lastly, you may have noticed some extra servers in the server list. I'm using a free trial for Amazon Web Servers, and it's pretty great. For those who haven't seen, I have started up servers in other countries, such as Brazil and Australia. Let me know how they are.
Thanks for playing and your continued feedback, we're almost there!
Added features
- Added Shadow Detailing option. Leave this turned off if you get Out of Memory errors
- Added Screen Shake option. Turn this off to disable the screen shaking effect.
- Added Camera Type option. You can now switch between the camera following the cursor (Like B-Man) or your ship (Like other games)
- Added new type to the Mission Timer feature, which doesn’t pause if the game is paused.
- Added new enemy, Burner. Uses a napalm launcher, and is immune to most fire damage
- Added new enemy, Protector. Protectors give a shield buff to nearby enemies.
- Added new level editor option, God Mode. Enabling this will make all players in the level invulnerable.
Balance Changes
- Increased Tri-Shot’s damage
- Increased Pulse Missile’s ammo count
- Increased Swam Missile’s ammo count
General Changes + Fixes
- Fixed electricity fields not harming laggy players
- Fixed the Wildcat refresh icon displaying incorrectly
- Fixed multiple tunnel ball spawns not spawning their own entities
- Fixed the Dragon being damaged by ground fire.
- Teammate’s ground fire now appears greenish
- Changed Tri-Shot’s attack sound
- Renamed “Sentinel” enemy to “Launcher”
- Updated the level editor guide
VIP Access Free Weekend (Until 1/16)
The VIP access DLC is free until January 16th (Tues)
If you like the map editor and/or other features, please consider buying the DLC:
http://store.steampowered.com/app/626491/TACCORP_VIP_Access/
Make me some maps!
-S
TUNNEL DIVERS v0.1.0 is now available
This is a big update! So I'll just go through some of the high lights.
Voice Chat
Never before seen in a commercial Game Maker game before (as far as i know), I am now testing voice chat in Tunnel Divers. There are volume and mic testing options under the audio menu, and you can bind a Push-To-Talk key in the key bindings menu. I've tested it over a laggy environment and it seems to get choppy, but works very well otherwise. If it causes the servers too much distress or if it's just too buggy then I might have to remove it becausse I don't think I can make it any better then it is now, due to Game Maker's already strict limitations with voice recording.
New Gamemode: Tunnel Ball
Tunnel Ball is a pretty standard soccer-like game mode where you need to hit the ball into the enemy goal to score points. The ball can be pushed by ships and weapons. I'm still tweaking the ball physics and netcode, and it's extremely difficult for me to make it anymore responsive in hitting the ball then it already is, so please be patient if it's not working quite right.
New Gamemode: Gauntlet
Similar to Survival mode, the goal is to stay alive as long as possible against campaign enemies. As the match goes on, it will obviously get harder so to help you and your wing out you can collect scrap metal from fallen enemies to build defenses on these blue platforms called Construction Tiles. On top of that, after wave 10 each wave will sometimes have a mutator, such as giving every player infinite ammo or making enemies faster for the duration of that wave. You can also play Gauntlet in solo mode which can be accessed from the Solo menu. If you beat all 3 maps by yourself, you'll be awarded 500k credits (and achievements when I get around to those)
New Weapon: The Javelin
The Javelin is an explosive spear that can be detonated by the player. It does massive amounts of damage on direct hits and can stick to walls.
New Weapon: Concussion Rockets
These rockets do no damage but have a much larger pushback power then other missiles. So you can attempt to "rocket jump" off of walls to reach extreme speeds. There also may be other uses for it, but I've tasked the community in finding those for me.
New Weapon: Flak Rifle
A slow, multi-projectile weapon that does more shield damage then hull damage.
New Module: Sentry
This module will deploy a small green sentry to help you and your allies. You can tell if a personal sentry is hostile when its tracking you, or flashes red when its about to attack. Friendly turrets will flash green instead.
Two new campaign missions
As always, these new missions are a work in progress like the other ones. If you find the par times for these missions to be too easy or hard, please let me know in the forums or w/e
Two new campaign enemies: Trapper + Destroyer
The trapper will fly around the map and plant mines. It will flee from players and use flares to evade homing missiles and stuff. He's a very squirrelly enemy. The Destroyer is the opposite of that, which is a tanky enemy that can fire a barrage of homing missiles at it's target. This will probably be considered the strongest non-boss enemy in the game.
Conveyors and crates, oh my
Conveyors are no longer just decorative objects and can actually move boxes and barrels around. You can also use the new crate spawner/destroyer objects to infinitely create crates on the map for puzzle solving and stuff.
Thats about it for the major stuff. You can read the full patch notes below. The map editor guide hasn't been updated yet with the new stuff, but feel free to screw around with all of it as much as you like.
Added
Added voice chat. Yes, as in with a microphone. This might be unstable so don’t get mad if I have to remove it.
Added Push-to-Talk key binding (Default: B)
Added Voice Volume setting and Test Microphone feature
Added new gamemode, Tunnel Ball. Get the tunnel ball into the enemy team’s goal to score a point.
Added new map for Tunnel Ball, “Tunnel Ball Arena”
Added new gamemode, Gauntlet. Survive each wave and see how long you can last, with special mutators randomly activating to change things up. Collect scrap metal to build defenses.
Added Gauntlet option to the Solo menu, you can play it on your own for achievements and money. Gauntlet progress is saved over the cloud.
Added a new weapon, Flak Rifle, which focuses on doing ship shield damage
Added a new weapon, Javelin. The Javelin can fire explosive spears that can be detonated by the player by pressing the fire button again.
Added a new missile, Concussion Rocket. This missile is non-lethal, with its purpose to push yourself and enemies with its blast.
Added a new module, Sentry. You can now deploy a small sentry turret that will fight for you. Sentries friendly to you flash green before they attack (you can also tell when they are alerted to your presence)
Added 2 new enemies to the game, the Trapper and the Destroyer
Added Test Area option to the Solo menu, use this when you want to test a loadout quickly.
Added Gamemode filtering to the Steam Workshop menu.
Added animations and visuals to the weapon HUD
Added the mission name to the ending performance sheet screen
Added (Map Editor)
Added new map editor object, Construction Tile. These are used to build defenses in Gauntlet mode by players
Added new map editor option for Gauntlet mode: Starting Scrap. Sets the starting scrap when the Gauntlet map begins.
Added new map editor option for Gauntlet mode: Winning Wave. This indicates if the players should win if they reach the inputted wave number for your map.
Added 2 new decor objects, Team Tiles and Goal Tiles. These tiles choose a color depending on what team they’re apart of.
Added new asset, crate spawner. This will spawn a crate at a time. You can place a conveyor belt under it to move it away from the spawner.
Added new asset, crate destroyer. Any crates that touch this object will "fall" into the hole, or something.
Added new asset, Tunnel Ball Spawn. This will spawn a Tunnel Ball if there isn’t one detected.
Added new trigger area, Tunnel Ball. This area will activate logic gates attached to it if a Tunnel Ball touches it.
Added 2 new logic gates: Score Goal 1 and Score Goal 2. When activated, these logic gates will score a goal in Tunnel Ball mode, for whatever team they’re apart of.
Added a new music track to select in the map editor. This track has special usage in the campaign, so it’s not selected when you pick the random soundtrack option. Another track remained unplayed due to a bug, so it’s like you’re getting 2 new tracks!
Balance Changes
You can no longer switch weapons/missiles while your current weapon/missile is in between shots
The Wildcat passive can no longer “store” its ability refresh
The Prairie Dog’s passive now makes it immune to it’s own explosion damage
Increased the cool down of the Auto-Target module
Increased Pulse Rocket’s fire rate
Increased shield damage of the Laser Rifle
Increased the Charge Cannon’s base damage
Increased the Grenade Rifle’s fire rate
Increased the Magnetic Cannon’s ammo count
General Changes
Wreckage decor objects no longer have collision
Changed the menu background
You can now see little yellow lights on each ship’s missile bays which indicate which bay the next missile will come out of.
Crates and conveyor belts are now under the “ASSET” tab in the map editor
Crates and barrels can now be moved with a conveyor belt object
Conveyor belts can now be toggled on and off with logic gates
Crates can now press buttons
Fixed
Fixed nanobots module not healing the user on Dogfight mode
Fixed the Barrier module’s shield taking hull damage instead of shield damage
Fixed enemies not being properly destroyed for client players in some instances
Fixed shadow detailing for walls
Optimized lighting engine for lava
Optimized logic gates and logic-related objects
Fixed Screamer enemy not self-destructing correctly
Fixed enemies not dealing damage after they’ve been destroyed
Fixed some lights not fading in or out properly
Fixed Flyswatter turrets being pushed around
Adjusted the movement physics, so it might feel different to move around.
Fixed Mission maps not applying the Mission tag when updating the workshop. Please update your Mission maps to make sure they’re appearing properly.
Fixed Track D not having a chance to be played when a map would randomly select a track
Early Access Dev Log #2
This weekend I started making a new game mode called Tunnel Ball.
If you've seen the gif, you probably already know what it's like. Here it is: https://i.imgur.com/jvQhRB4.gifv
If you're not entirely clear, don't worry I'll explain how it'll work.
In Tunnel Ball, the objective is to get the green ball into the enemy's goal. You can focus on trying to keep enemies off the ball by fighting them, or getting hte ball into the goal yourself. You can shoot the ball and bump into it to make it move.
For the map editor, I could've made some boring goal objects that had 1 purpose, but instead I made a trigger area specifically for the tunnel ball, and if a ball enters those trigger areas they can enable logic gates. I made a "Score Goal" logic gate you can attach to it for a typical Tunnel Ball map, but with this trigger area you can also use tunnel balls in Mission maps for puzzles and stuff.
My main concern with this mode will be lag obviously, I've tested a bit with a poor network environment and hitting the ball around can be.. unsatisfying since it will have a delay. It works well obviously when you have a healthy connection to the server, but that's not always the case with actual players.
There will also be one more game mode on the way, which will similar to Survival mode. You'll be able to play it in single player and with co-op. That's all I'll tease about that for now.
I'll also try to add more weapons/ships/modules along the way, but I'm not going to force it if I don't have any good ideas. I appreciate everyones weapon/item ideas but I'm a bit weird with that sort of feedback because it feels like I'm "stealing" the idea from the player. But I dunno keep em coming because maybe it'll spark something more original for me.
I think we're getting closer to release, as after all of that, I'll only need to finish the campaign. That itself will take a while, especially since my creativity for single player levels is pretty dull. I would like to add an rcon system for servers before release, but I think I should release, test for networking problems and then add it otherwise it'll just make the networking headache worse.
If you remember, I made a post about the lack of players, but I deleted it because I suppose I was too forthcoming about it. I'd still like to addendum here about it, so like I said before an Early Access release isn't a full Steam release since you don't get on the front page. On actual release day, it will show up on the front page of the store and that should bring in a crowd (hopefully).
That's all from me, thanks for your continued support.
-S
TUNNEL DIVERS v0.0.4 is now available
- Fire weapons now leave behind flames that can catch ships on fire and explode when contacted by the Fuel module
- The Thunder Arc projectile now bounces off of walls (this includes the pulsar module!)
- Increased Thunder Arc's damage
- Increased Thunder Arc's range
- Removed the EMP Stun from the Thunder Arc
- Increased Spread Blaster's damage
- Increased Pulse Missile's damage
- Espionage mode now more properly supports multiple super computers
- Decreased the super computer's Espionage health back to the Campaign's value
- Super computers no longer regenerate health in Espionage mode
- Reworked Yuzil Copper Mine map (esp1.tmap)
- Removed Research Station Omega (esp2.tmap)
- Removed "Team Defense" espionage mode option from the level editor, team 2 (Foxtrot) will now always be on defense
- Alarm system, security camera and laser are now enabled for Espionage mode, see the map manual for more details.
- You can now "deactivate" super computers, see the map manual for more details.
- Every weapon, ship and module should now have dialogue when you bring it into the test area from the TAC-CORP Armory. Let me know if I forgot one.