Sewers is the first level of Remixed Dungeon (depths 1-5). It serves as the tutorial area and introduces basic game mechanics.
Level/Dungeon Branch
Level Generation: SewerLevel.java
Level Transition: Dungeon.java
Boss Level: SewerBossLevel.java
Level Factory: Dungeon.java
Bestiary Spawns: Bestiary.json
"levels": {
"1": { "mobs": {"Snail": 1} },
"2": { "mobs": {"Snail": 1, "Rat": 1, "DeepSnail": 0.03} },
"3": { "mobs": {"Rat": 1, "Gnoll": 1, "Crab": 0.5, "Albino": 0.03, "Swarm": 0.02} },
"4": { "mobs": {"Rat": 1, "Gnoll": 2, "Crab": 1, "DeepSnail": 0.1, "Thief": 0.01} },
"5": { "mobs": {"Goo": 1} } // Boss level
}
Level Objects: `assets/levelObjects/` - Pedestals, statues, wells, barricades, traps
English (values/strings_all.xml):
<string name="Sewer_TileWater">Murky water</string> <string name="Sewer_TileDescDeco">Wet yellowish moss covers the floor.</string> <string name="Sewer_TileDescBookshelf">The bookshelf is packed with cheap useless books. Might it burn?</string> <string name="WndStory_Sewers">The dungeon is located exactly under the city, the upper levels are effectively the city sewers. Being conditionally part of the city, these levels are not so dangerous. Of course they can't be called safe either, but at least here you don't have to worry about dark magic.</string>
Russian (values-ru/strings_all.xml):
<string name="Sewer_TileWater">Мутная вода</string> <string name="Sewer_TileDescDeco">Влажный желтоватый мох растянулся по полу.</string> <string name="Sewer_TileDescBookshelf">Полки заставлены дешёвыми бесполезными книгами. Интересно, загорится?</string> <string name="WndStory_Sewers">Подземелье расположено точно под городом, верхние уровни фактически являются канализацией города. Будучи условно частью города, эти уровни не столь опасны. Конечно безопасными их тоже не назовёшь, но, по крайней мере, здесь не приходится волноваться о зловещей магии.</string>
SewerLevel generation:
// SewerLevel.java public class SewerLevel extends RegularLevel { @Override protected void createMap() { // Water pool generation // Grass patch placement // Standard room/corridor layout } @Override public String tilesTex() { return "tiles/sewer.png"; } }
Boss level check:
// Level.java public boolean isBossLevel() { return false; } // Overridden in SewerBossLevel.java (which extends SewerLevel) public boolean isBossLevel() { return true; }