Room Categories - wwestlake/Labyrinth GitHub Wiki
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Basic Room: Standard rooms with no special properties. They serve as simple connectors or generic locations in the game.
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Special Room: Rooms with unique features or purposes that distinguish them from basic rooms. These could include hidden passages, secret chambers, or puzzle rooms.
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Combat Room: Rooms designed for encounters with enemies or hostile creatures. These could be arenas, monster dens, or ambush sites.
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Puzzle Room: Rooms that require players to solve puzzles or riddles to progress. These rooms often contain traps or challenges that test the player's wits.
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Treasure Room: Rooms that house valuable items or loot. These are often well-guarded or hidden and can include treasure chests, hidden alcoves, or vaults.
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Shop or Merchant Room: Rooms where players can buy, sell, or trade items. These could be marketplaces, trading posts, or blacksmith shops.
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Healing Room: Safe rooms where players can rest and recover health or mana. These could include temples, shrines, or taverns.
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Transport Room: Rooms that provide a means of fast travel or teleportation to other parts of the game world. Examples include teleportation chambers, magical gates, or portals.
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Quest Room: Rooms tied to specific quests or storylines. They can include NPCs that provide quests, items needed for quests, or significant quest-related events.
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Environment-Specific Room: Rooms that reflect specific environmental themes, such as underwater rooms, lava-filled caverns, icy passages, or dense forests.
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Boss Room: Rooms designed for challenging encounters with powerful enemies or bosses. These are often climactic areas that conclude a level or quest.
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Resource Room: Rooms where players can gather or harvest resources, such as mining areas, fishing spots, or herb gardens.
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Social Room: Rooms designed for player interaction, socializing, or role-playing. These might include taverns, inns, or community halls.
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Training Room: Rooms where players can practice skills, train with NPCs, or engage in non-lethal combat. Examples include training grounds or archery ranges.
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Mystical Room: Rooms with magical or supernatural elements, such as enchanted libraries, alchemy labs, or areas with illusions and hallucinations.
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Historical Room: Rooms that provide background lore or history, such as museums, ancient ruins, or archive chambers.