3 min read

Dev Update 3: Bringing It Together

Dev Update 3: Bringing It Together

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. This is our 3rd quarterly dev update, be sure to check out our previous dev updates 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.
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: FoundationsWe’re making Project Trinity, India’s first live-service AA+ Action RPG for PC and

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

Class & Enemies System Expansion

A lot of work this quarter was just getting enemies and players to work as expected in a multiplayer setting.

  1. Class and Super Ability Visual was added for Warrior, Archer and Boss.
  2. Added class specific customized animations for Warrior class.
  3. Added Mash Mechanics (warrior character only) for Class & Super Ability supporting multiplayer.
  1. Added multiplayer support in level puzzle system (all 3 levels)
  2. Added first iteration of audio for demo (Links to early audio samples?)
  3. Lighting setup finalized and optimization for 1st, 2nd and 3rd Level
SP1 - 1.jpg 1st Area Visual Work SP1 - 2.jpg1st Area Visual Work MP2.jpg3rd Area Visual Work
MP1 - 2.jpg2nd Area Visual Work MP1 - 3.jpg2nd Area Visual Work MP1 - 1.jpg2nd Area Visual Work

More assets added making up to 6 enemy types, including super and class ability for the Boss (top left in the above picture), 1 ranged enemy, 1 melee enemy, 1 ranged bear, 1 melee bear and 1 level puzzle related enemy. These are all working, with different behaviours implemented, working in multiplayer.

Narrative World Building

We have also expanded the historic chronicles for our fantasy world. Inspired by thousands of hours of Destiny: Grimoire Anthology, we are developing our own world with the same passion.

With the established canon of DeviChandra 1 through 5, the most influential overarching character of the times is explained and developed.

"In a late and drowsy hour, the Shaka king, like a snake without a shred of shame, flicked with a blade that should never have moved..." (blog post)
"I want you to know the face of Adharma Viyagi, the unrighteous conqueror that brings an end to your despicable breath." (blog post)

What's Next for Project Trinity?

This quarter, we expanded multiplayer support and overall implementation completion for the demo. As of today, it's just the two of us with some helping hands for sound 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. Develop the soundscape further
3. Scope the first open world functionality of the game
4. Further enrich the lore
5. Implement progression systems

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