Room Categories - wwestlake/Labyrinth GitHub Wiki

  1. Basic Room: Standard rooms with no special properties. They serve as simple connectors or generic locations in the game.

  2. Special Room: Rooms with unique features or purposes that distinguish them from basic rooms. These could include hidden passages, secret chambers, or puzzle rooms.

  3. Combat Room: Rooms designed for encounters with enemies or hostile creatures. These could be arenas, monster dens, or ambush sites.

  4. 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.

  5. 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.

  6. Shop or Merchant Room: Rooms where players can buy, sell, or trade items. These could be marketplaces, trading posts, or blacksmith shops.

  7. Healing Room: Safe rooms where players can rest and recover health or mana. These could include temples, shrines, or taverns.

  8. 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.

  9. 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.

  10. Environment-Specific Room: Rooms that reflect specific environmental themes, such as underwater rooms, lava-filled caverns, icy passages, or dense forests.

  11. Boss Room: Rooms designed for challenging encounters with powerful enemies or bosses. These are often climactic areas that conclude a level or quest.

  12. Resource Room: Rooms where players can gather or harvest resources, such as mining areas, fishing spots, or herb gardens.

  13. Social Room: Rooms designed for player interaction, socializing, or role-playing. These might include taverns, inns, or community halls.

  14. Training Room: Rooms where players can practice skills, train with NPCs, or engage in non-lethal combat. Examples include training grounds or archery ranges.

  15. Mystical Room: Rooms with magical or supernatural elements, such as enchanted libraries, alchemy labs, or areas with illusions and hallucinations.

  16. Historical Room: Rooms that provide background lore or history, such as museums, ancient ruins, or archive chambers.