Quote:
"guild house" is the only fitting one.
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In World of Warcraft we call it:
or Guild Vault, those are some other fitting names.
About the Sword Art Online dungeon system: I really hope you can make this work (I don't mean the scripting side, that should be easy for you. I mean thematically).
Let me explain:
Vulcanus was designed to be a "vertical dungeon". You clear a floor, then go deeper into the next floor, until you reach the boss at the bottom.
On paper that sounds cool.
But we all know that Rappelz don't have a Z-axis, there is no way to put things on top of eachother (meaning it's technically impossible to make floors on top of each other.).
And this is where Vulcanus loses it's charm. Players can clearly see the other floors in the minimap, and they can clearly see that they're just teleporting to the next room horizontally. It's like walking into the next room of the Labyrinth.
They don't feel the progress of going into a deeper/more challenging floor.
So in the end: Vulcanus is just like anyother dungeon in the game.
I really hope that you find an artistic way to make it feel like you're actually moving vertically between floors.
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To try to help: Here is an even older game (called Metin2) that don't have a Z-axis. But it has a Demon Tower dungeon that manages to fool the brain into thinking that you're progressing vertically.
Video Link: (Skip to 0:45)
The main reasons for this are:
1/ The entrance to the dungeon is a big ass tower. So your brain thinks that you're going in there.
2/ All floors have that core in the center that supports the building's weight. This gives a real inside-a-tower feel.
3/ You can't see anything else in the minimap other than your floor. you can't see a teammate who's in another floor.