- Added a Dialogue toggle option, which will hide character dialogue but still require the player to wait for dialogue to finish so logic gates can still work
- Added a Dialogue Volume option, which will adjust the volume of the beeping when a character is talking.
- Fixed some objects being displayed in the wrong colors due to a bug in Game Maker Studio
- Fixed an instance where two music tracks would play at once in multiplayer
- Removed the TUNNEL SERVER feature. This can be re-enabled when this game has an audience..
TUNNEL EDITOR:
- Fixed being able to move objects around from behind the level editor menu
TUNNEL DIVERS is released + Free DLC weekend until 7/9
Tunnel Divers is released! Thank you for helping me see that my game was finished. I learned a lot, and I hope it provides at least some fun for those that play it.
https://www.youtube.com/watch?v=oCGBLxQdgzQ
The DLC will be free for the weekend! If you like the ship painting or level editor, please consider buying VIP Access.
I'd also like to thank Gergely Kovács for the soundtrack for the game, and all the voice actors who offered their beautiful voice acting for free to me. Please check them out in the credits.
I'll continue to update the game as needed, if you have any problems or feedback, please post on the forums with any information you have.
- S
TUNNEL DIVERS will be released on July 6th
Hi! Here's a release date for you. Once the summer sale has passed, I'd like to release this game and call it finished for now.
I have a few ideas for content updates, but I think the game is in a really good spot for release so I'd rather do that first before breaking something.
I'm not expecting a huge rush of players, but it'd be certainly be cool to see one. I enjoyed making this game and I learned a lot, so whatever happens I'll be okay with it. I'm happy to just have 2 games on the market instead of just one, and it makes me feel a lot less like a one trick pony.
Thank you all who have all helped test the game. I'm sorry Early Access wasn't exciting but you were a great help in any case.
- S
TUNNEL DIVERS v0.9.2 is now available
Dev Log
Sorry, just another small update polishing up the map editor more with a couple new features. It now has a moving tool, which works similarly to the cloning tool, where you select a region of objects to move (instead of copy)
I have also gotten custom maps to work on the Tunnel Server, but I'm not sure yet if this will be able to stay. It will be able to past release, but the main reason I wanted to make this feature free so I can adjust as needed for any weaknesses it may have without disrupting what the player paid for and expected.
Once stabilized, NOW I'll take a break for moving, yeesh. Thanks! -S
Changelog
TUNNEL EDITOR: Added the moving tool (Hotkey: E)
TUNNEL EDITOR: You can now test with a quick button or hotkey (Hotkey: F5)
TUNNEL EDITOR: You can now quickly save (or open the save window) with a quick button or hotkey (Hotkey: F4)
Tunnel Servers now support Workshop maps, this is experimental so don’t expect it to be an official feature yet. Please make sure any workshop maps added to your map list are visible to the public.
Improved the net code’s projectile positioning
Fixed certain ship colors not showing correctly to other players
TUNNEL DIVERS v0.9.1 is now available
Dev Log
Just a small update doing some more polishing, mostly for the level editor. I added some quick buttons for the tools, and added a new tool called the cloning tool.
The cloning tool is similar to copy and paste but not as fancy. You select a region of objects to copy, then left-click again to clone the objects you have select at the position your mouse cursor dictates.
Showing the hot key help is now off by default, as new level authors can probably stumble upon it with the new set of quick buttons. You can still use the hot keys of course, but these buttons are there for the mouse if you find them to be more convenient then hot keys. The level editor guide has also been updated to reflect these changes.
Also you may notice the news window saying the game was released, it wasn't, I just updated it so I wouldn't forget to later when it is time to actually release. I guess I'm getting antsy.
I also updated the trailer on the Steam store page, go ahead and check it out and let me know what you think.
I'm moving this week, so it's time for another break. After I'm settled in my new place and I'm sure my internet service transfered and is working okay, then I will announce a release date.
- S
EDIT: I forgot to mention I added 'casual mode' for map making. What this means is you can upload your map without requirements and in any state (No spawns, no needing to complete the mission yourself, etc) to the workshop, however it will not appear at all in the in-game workshop browser, nor be tagged with a game mode tag, so players won't even know what game mode the map is until they download it. You CAN still host the map on a server, and it will prompt players who don't have it to auto-download it from the workshop.
Changelog
TUNNEL EDITOR: Added cloning tool
TUNNEL EDITOR: Added quick tool buttons
TUNNEL EDITOR: Added 'Casual mode' for map making
You can now advance the text in the intro cutscene with space bar
Added skip/advance text prompt to the intro cutscene
Updated the game credits
Fixed being able to easily drag around objects in the level editor
Fixed the par time in mission 11
TUNNEL DIVERS v0.9.0 is now available + DLC Price drop
Dev Log
Hey all, I'm excited to announce this will probably be the last 'big' update before release. Once I feel this update is stable, then I will work on updating the trailer and screenshots and get a release date going. What happens after release, I guess we'll find out.
I'd like to announce that the DLC price is now half the cost. This is because I've decided to open the Tunnel Server service to all players for free, because I feel like it doesn't have the quality I wanted to be a paid service. I'd also like to retain the right to shut down the service at any time if I feel like it's too costly or plain out doesn't work well enough for use, so keeping it free is probably better for that while we still have the chance before release.
If you are unhappy with this, that's understandable. If you wish, please try to get a refund through Steam Support. Show them this post if needed. If Steam doesn't grant you the refund, then please email me at spasman@spasmangames.com and we can try to work out a partial refund. Please note I am not forced by law to give you any refund, but I'd still like to make things right if needed. If you gifted the DLC to somebody, you're still welcome to email me. If you don't give a shit about a refund, then thank you, I really appreciate the support. I will not be supporting this refund offer after release, so keep that in mind.
Anyhow, this update is just tying up some loose ends, the largest things being the intro cutscene and campaign 'boosts'.
Campaign boosts allow the campaign missions to be a lot easier, at the cost of in-game money. Boosts provide in-game upgrades (such as the afterburner and armor upgrades) and the ability to spawn with the quad damage or invuln power up (which will act as normal power ups and not last the whole mission.) Buying boosts also negates your superior performance review, so keep that in mind. You can retry a mission with a boost as many times as you'd like, but as soon as you quit to the menu, the boosts are lost.
As for the intro cutscene, you can see my terrible writing at it's finest. If you notice any typos or grammatical errors or if something just sounds plain stupid just let me know. You can skip the cutscene by pressing ESC/Start button, or having the game skip it automatically in the options menu.
I know I said I wanted to add more items/weapons but I can't really think of anything good without a big player base to spy on. So instead of forcing it, I'd rather just release and see where the game goes before updating it further.
Anyways, thanks for your continued support, we're almost home free.
- S
Changelog
Added intro cutscene
Added option to automatically skip the intro cutscene
Added option to delete your cloud save data
Added a Boosts menu to the campaign.
The Tunnel Server feature is now free for all players to use
Increased the cool down reduction for the Wildcat passive to 2 seconds
Removed voting poll window (for now)
Fixed an integer overflow issue with player IDs
Fixed quad damage power up giving x5 damage instead of x4
Fixed the final mission not skipping the intro when you restart it from the pause menu
Fixed the mission timer not appearing on performance reviews in certain instances
Fixed Alarmers not spawning in the boss room on mission 5
Fixed the Spasman’s picks category on the workshop browser not working
Improved campaign enemy AI becoming alert when taking damage
TUNNEL DIVERS v0.8.3 is now available
Dev Log
This is just a short update to straighten some broken things out because I think I'm gonna take a long break. I'm feeling discouraged and I think it's having an effect on development. I'm also moving apartments soon so that's going to be stressful for me until its over. These changes should make Espionage mode more fair, and balance some items out that were way too powerful. I'll still push any hotfixes needed for any majorly broken things.
Changelog
You can now only have 1 pulsar projectile out at a time
Espionage mode now has a short prep phase, which can be enabled by adding an Attack Logic Gate to the map.
Added Attack Logic gate, which enables logic gates if the Espionage attack countdown is over.
Added 1 achievement
Updated Yuzil Copper Mine to implement the prep phase
Reduced the swarm missile’s ammo count
Reduced the amount of swarm missiles fired
Swarm missiles now fire from both missile bays at the same time
The wildcat passive now reduces the cooldown by 1 second for each kill
Super computers in Espionage mode now have shields
Added a new entrance for enemies on Abandoned Outpost (Gauntlet)
Fixed sounds having low quality
Fixed cloaked enemies showing target reticles when homing weapons are targeting them
Fixed being able to use the exit while destroyed
Fixed Flyswatter turrets taking damage at all without an alarm in progress
A Tunnel Divers gather is now starting!
Come join the US server if you want to help test the multiplayer. I'll be playing for the next hour or so, depends on how many people join.
Reminder: Gather tommorrow at 1:00PM MST
I humbly ask that you play TD with me tommorrow at 1PM MST. I need a good amount of players to check if the server doesn't have a memory leak anymore.
TUNNEL DIVERS v0.8.2 is now available + Gather is coming
Dev Log
This update adds the final campaign missions, bringing the campaign development nearly to a close. While I will make changes and fixes to the missions, this pretty much marks that I have achieved all the goals I set out for this game, so we can really start moving towards release.
I humbly ask all players to help me test all campaign missions. If you think a mission is too hard or too easy, if the par time needs adjusting, and so forth. I just wanted to get the rough drafts for each mission out, then we can work together to polish them up.
The Game Maker bug that would cause servers to lag has also been fixed, so I'd like to schedule a gather for next weekend, on March 24th. I need a lot of people too join, at least enough to fill 1 server so we can stress test and see if the memory leak fix was really the issue. Once we can confirm that the problem is solved, then I'm going to schedule gathers a lot more frequently, without a fear of seeing a small player turn out.
Lastly, this new Game Maker update got really wacky with the audio, so the audio quality may sound bad. This will be fixed later in the week.
Added
Added last 5 campaign missions, including the final boss and ending
Added Ironman mode for the campaign, where you only have 1 life and can only use 1 load out. Unlocked by beating the campaign.
Added 3 more achievements
Added Damage Numbers option to the options menu
Added “E-Brake” key binding. Holding down this key will significantly increase your ship’s friction. (Default: R)
Balance Changes
Increased the Sting Ray’s EMP wave radius
Sting Ray is now immune to being EMP’d
-- These buffs make the Sting Ray's passive abilities more useful, and offers a counter to EMP spam if necessary.
Concussion rockets now fire from the center of your ship
-- This makes the concussion a lot easier to boost yourself with..
Pulsar projectile is no longer destroyed when shot by energy weapons too much
-- It felt like the Pulsar module would get destroyed too quickly in combat, so now it's a lot more deadly.
Reduced knockback when taking damage
-- This should make the game feel a lot less chaotic, you can still get pushed around but not as much by primary weapons..
Changing weapons is no longer blocked mid-fire for fast paced weapons
-- This was a suggestion and it made sense since the cooldown visual effect never appears on short fire rate weapons.
Campaign Changes
Nerfed some campaign enemies (Less accurate, shoots less, etc)
Increased mission 10’s par time to 3:00
Lowered mission 9’s par time to 3:30
Added a secret to mission 6
Fixed
Fixed the evac timer in mission 11
Fixed secrets hidden inside secret walls not showing up on the map when you have the map upgrade
Fixed the memory leak for sending UDP packets (GMS v1804)
Tunnel Editor
Added a object properties menu, hover over an object and right click it to edit it’s properties (Button timers, angle, etc)
Fixed logic lines in the map editor displaying incorrectly
You can now drag objects with left click if no object is selected from the left menu
Alt key now functions backwards when you are dragging an object
Changed middle mouse click from dragging objects to dragging the camera in the map editor
Explosion logic events will now explode again if they are deactivated by logic gates and activated again.