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Dev Update 2: Concepts & Implementations

Dev Update 2: Concepts & Implementations

Welcome back! If you're just joining our journey: we're making Project Trinity, India's first live-service AA+ Action RPG for PC and Consoles. Be sure to check out our first dev update below!

Dev Update 1: Foundations
We’re making Project Trinity, India’s first live-service AA+ Action RPG for PC and Consoles. Drawing inspiration from Destiny 2’s cooperative multiplayer DNA, but top-down instead, set in Ancient India.

Drawing inspiration from Destiny 2's cooperative multiplayer DNA, but top-down instead, set in Ancient India. It's a game we'd want to play ourselves, and one we believe the market is truly ready for.

Technical Progress

A. Two Distinct Player Classes

1. The Archer Class has combos for a heavy bow shot and a light bow shot, with each attack in the combo timed to a rhythm
2. The Warrior Class has a button mash mechanic during the wind-up of their heavy attack and ability cast to extend attack duration / damage
3. The Archer Class uses a Bow for ranged attacks, and the Warrior Class uses a Mace for melee attacks.

A preview of the two classes in action

B. Assets and Visual Development

  1. Shaders Work - Shadow Volumes (10 Sec Youtube Showcase) (Blog Post)
  2. Shaders Work - See through 3D assets when the player is obscured & a wind effect (20 sec Youtube Showcase)
Screenshot From 2026-06-04 23-58-21.pngIndian Mace Screenshot From 2026-06-16 15-30-44.pngIndian Bow Screenshot From 2026-06-16 15-56-36.pngCharacter Models
Screenshot From 2026-06-16 15-33-19.jpg1st Area Decoration Screenshot From 2026-06-16 15-34-13.jpg2nd Area Decorations Screenshot From 2026-06-16 16-00-42.png3rd Puzzle Factory

C. Additional Systems Added

1. Finalised pipelines for character animations with hand-crafted placeholders

2. Added custom Behaviour graphs and enemy dynamics in the 1st area (Blog Post)

3. Added a Puzzle System for the 2nd and 3rd Areas, heavily integrated with the player modifiers system.
This is the foundation for our multiplayer cooperative gameplay: players must juggle unique timed modifiers and give each other callouts to solve the puzzles

4. Added a basic objective system to guide the player, integrated into the 1st Area

5. Cut-scene System that plays different cut-scenes based on the player's class, integrated into the 1st Area

Narrative World Building

We have also planted the seeds for our fantasy world. Heavily inspired by thousands of hours of Destiny 2, we adapted the formula to our game's needs.

"...I couldn't believe myself when I first laid eyes on Ajantyam, but instead of building the halls with rocks as normal, the whole Dharmashala is carved into the side of a mountain..." (blog post)

The foundational lore today is a collection of memoirs from a student traveller, journeying across the lands of Ancient India, commenting on the themes of spirituality and magic that pervade people's general lives.

"... says that He is truly an enlightened individual, that the Gods have blessed him with unmatched knowledge and valour ... I do not believe this to be true, don't they say that about every King that comes along? ..." (blog post)

What's Next for Project Trinity?

This quarter, we stabilized our processes for technical and artistic development. As of today, it's just the two of us with some helping hands for art and animation. We are happy with our progress and we are focusing on the following things for the next quarter:

1. Further improvements to animations, combat and multiplayer
2. Completion of the 3rd Area puzzles and enemies, including the Boss
3. Adding more visual development to the 2nd and 3rd Areas
4. Finalise and onboard an Audio Artist for our demo

If you like what we have so far...
Checkout our full concept and idea on our website!