Hi guys! đź‘‹
Test out my game here: https://digwars.hackclub.app/#dw (based in europe)
I still have to roll out around 10 features and other bug fixes, so its obviously just a demo url, not the final game!
This is my first devlog for my game, I’m sorry if it’s too long, I had to encompass around 90 hours of coding into one devlog.
This is a comprehensive summary of my game and all of the functions of it.
🪨 What is Dig Wars?
Dig Wars is a 2 team tank battle game where the whole map is a giant rock that never stops growing back :D You mine through it to collect gems, carry them back to your base vault to bank them, and fight the other team for control of the tunnels.
🌋 The Living Wall
Every rock cell has health, and destroyed cells grow back after ~35 seconds over ~7 seconds, physically expanding and pushing tanks out of the way. Trapped between two growing rocks? You get crushed :D
Tunnels heal from the walls inward, so active tunnels stay open while abandoned ones seal up. The side with more holes regrows faster, keeping the front line drifting back to center.
⛏️ Mining
Every tank class has its own mining rate. Snipers and destroyers are excellent miners, drone classes are great escorts, drum classes barely scratch the rock.
There’s a per player mining budget too, so you can’t spray clear a wall with an octo. Focused digging is fast. And the deeper you go, the harder the rock gets.
đź’Ž Ore and Gems
~15% of rock cells contain ore. Four tiers:
- Copper - surface, ~40 gems
- Azurite - mid depth, ~90 gems
- Core Shards - deep, 400+ gems, glows through rock
- Emeralds - only 3 in the wall at once, server wide announcement when mined
Breaking ore spawns gems exactly where the crystals are drawn. I had to keep four mirrored Voronoi implementations bit identical. Nightmare but it works :D
🎒 The Satchel
Gems ride on your tank as a growing money bag others can see. You’re a target, an escort mission, and a gambling problem all at once.
- Cap of 4000 with a pulsing “Gem limit reached, please bank it!” warning
- Heavy gems slow you up to ~20%
- Die and you drop 60% of what you carried. Painful. :D
🏦 Banking
The vault pad has a full UI: Carried, Already banked, and an input box for banking a custom ammount of gems. Deposits at 300 gems/sec, damage interrupts, so those last seconds are tense. A team war bar compares blue vs red banked totals with a live frontier notch.
⚡ The Rifts
2 Canyons, one towards the top and one towards the bottom going all the way from left to right, acting as tunnels for people too lazy to mine, which naturally makes it a hub for fighting.
đźš© Forward Outposts
Hold a banner beacon for 30 seconds to capture a pocket in the wall. Gives forward respawn, field banking at 80%, and a no regrow radius. Enemies can shoot the beacon, and the wall always grows over it.
🗺️ World Map
Fortnite style vector minimap and full screen map showing terrain, craters, bases, outposts, and the Rift.
🔊 Audio
Fully procedural sound engine using the Web Audio API, no audio files. Rock cracks pitch up near death, breaking rock crunches, gems chime. Distance attenuation and stereo panning included.
đź§ The Tech
The TerrainGrid tracks every rock cell’s health, alive state, ore tier, and deposits. Regrowth tracks death time, generation counters for re rolling ore, growth progress, and crush mechanics. Growing rocks have scaled collision so a 20% grown rock doesn’t block bullets. Trapping someone during regrowth is a strategy :D
🚀 What’s Next
Core chambers and heists (crack a sealed chamber, erupts a gem fountain), a shop with drill tiers and consumables, bounties, war effort, and events. Plus a real playtest pass :D
Thanks for reading all the way through! If you have questions or ideas, comment below or msg me on discord (fire_warriorx).
Cya next time!
Comments 17
yoo 89h in a single devlog?? …
@RanDK yep! I started building this project on June 8th and later decided to submit my game to the star dance challenge. Thanks for liking my devlog post btw, appreciate it!
didn’t stardance count only 10 hours max for a single devlog? did the full 89 hours log or only 10?
@mincych Only 10 counts towards the prizes, but 89 hours gets added to my project time. I honestly want to post some updates here for people to see what Im doing and getting feedback, and prizes are not my main reason to post devlogs (though they are one smirk smirk). Thanks for looking at my devlog btw, appreciate it <3
90 hours in a single log is wild
@nic Lol ty <3
I think Im gonna make a demo url so yall can play this
you should
waiting to play this game
@Miyako Thanks!
Guys, I just got a demo link! Go test it out here https://digwars.onrender.com/#dw @Ishaan_Jha @Miyako
i tested the game and it lags
game is very cool! and reminds me a lot of arras.io :)
its very laggy though, probably cus of render’s shit specs. take a look at nest!
https://guides.hackclub.app/index.php/Frequently_Asked_Questions
2 cores, 2 GB memory and 16 GB storage, way better than render’s free tier (if that’s what you’re using :))
@MaxMadeGG Yep its hella laggy, running on 0.1 cpu lol
OMG @gusin9113 Ill check that out RN, TYSM!!! Also, yes! It is a combination of arras.io and digdig.io mixed with my imagination!
this HAS to be a world record
@izyaan_sohaib lmao ty <3
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