Monday, 1 June 2026

In the sewers

Sewers are a great example of how crazy roguelike development is. I added sewers I think couple of decades ago, but only now I'm starting to implement them... Until now a sewer has just been an object type with a pit and a lid. The lid is actually a door, it's just on top of the sewer. So now I have to figure out stuff like if the lid is closed then the character wont fall in the sewer and so on. Another thing I finally have to add is how to get up from a sewer. I think there will be a climb command which changes the action mode of a creature to climbing. There are a bunch of action modes and none of them are working at the moment, but it's getting there.

Sewers will store objects like containers, so you could in theory use them as a stash. An unreliable one. One of the craziest idea I have is that you could enter a sewer which would be a mini-sized level of maybe a maze type, but the current engine does not support this kind of wacky idea. It's so bananas to think about how much there is still to do, even on basic level like this, just to get game objects to work. Then again, maybe sewers are a special case, because I think they just were left unfinished. After all the game does have working doors, containers and that kind of stuff.

I'm going to post again when I get out of the sewers.