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FireWarrior

@FireWarrior

Joined June 7th, 2026

  • 5Devlogs
  • 2Projects
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The Warrior of Fire :D An avid game coder looking to publish some sick stuff
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7h 37m 47s logged

Devlog 4

Play it at: digwars.hackclub.app

Changes:

  • Added a hella sick background with moving tanks! (Image attached)
  • Fixed 3-4 crucial bugs and made the game run way faster
  • Fixed problems with bots being too conservative and not attacking afk players and such

Im sorry that this devlog is hella short, I fractured my ring finger so I cant type much :(

I really hope that this game succeeds and becomes at least a little popular (io-game popular); Ive spent way too much time for this and built too many projects to just quit this.

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6h 22m 27s logged

Devlog 3

Play at digwars.hackclub.app!

Added:

  • Satchels
  • Made game more compact instead of such a big map
  • Planned out for shop

Satchels:

  • Satchels are kind of like backpacks behind players that show how much gems a player is holding so people with more gems has a more high risk play.

I also fixed a BUNCH of bugs and got the game to run at around 75fps (which is an improvement from 50-60fps)

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18h 16m 54s logged

Devlog #2

Hi guys! Not sure why Im logging so many hours at a time, but regardless this is a another devlog for my gamer.

Play it at www.digwars.hackclub.app!

Anyways, Ive done a LOT of stuff since my last devlog.

1. SFX

All sfx were created by me using bfxr.net and exported as WAV files and imported into my game. I currently have 16 total sfx!

List:

Shooting SFX - Basic pew sound for shooting

Drone Spawn - A little modern/motorised whirring type sound, lasts very short duration

Rock Hit - Something that sounds like a rock being chipped except more 2d/gamified

Rock Break - A light explosion/destroyal sound when a rock is destroyed

Ore Break - Similar to rock break except a little more high pitched for a rock break which has gem(s) inside it

Gem Pickup - A coin collecting type sound or a nice ding for a currency collecting type sound

Satchel Full - A warning type sound that only sounds for like 1.5 seconds to notify the user to bank their gems

Deposit Tick - A repeated tick sound that plays when depositing gems

Deposit Done - A celebration or “yay” kinda sfx when the gems have all been deposited.

Bank Celebration - Another nice ding except more intense as an achievement

Combat Hit - A adrenaline rushing boop collision noise

Combat Hurt - A health lowering typa sfx

Combat Kill - Another adrenaline rushing exciting noise (srry cant describe lol)

Death On Screen - Similar to combat kill, less intense

Button UI Click - Just ur normal mouse click sound

Rammer Movement - A whirring sound that is calm and low

Also added sound options, as in screenshot 1.

2. Bots

Not much to say here I added bots which move very much like human players and play like them, they were heavily tested, and improvised by analyzing where they got stuck, what they were missing, etc.

Total of 40 bots for now due to the massive arena size.

Initially added chat mechanics for the bots using deepseek api but that didnt go well.

3. Improved tutorial + New UI

I did a complete overhaul on the UI and made it look pretty much new (though I have to improve it more it still looks slightly bad)

Also made a WAYYY better tutorial! Its really awesome, gives u a nice small sandbox like arena just to learn every single one of the game mechanics. It uses a tiny part of the cpu and ram from the overall nest server.

Thanks for reading this! Check out my game if yall want to as well; Cya next time!

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33m 38s logged

Sub-Devlog #2

Not really a devlog, but just wanted to post a link for you guys to try out my game, will obviously make more devlogs on updating the game until I publish it officially.

https://digwars.hackclub.app/#dw

**Domain is based in europe, so it will lag in non-europe region, but its interpolated so other than input delay there shouldnt be any other problems.

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89h 37m 3s logged

Hi guys! 👋

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.

💎 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.

🚩 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.

🧠 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!

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