This is the Depths of Trivium Development Blog. Here is the current High-Concept Outline for the Game:

*Edited 02/20/2017

Working Game Title: “The Depths of Trivium”

Team Name: Shiro Fox [白狐]

Team Members:
Josh Follis [Team Lead/Design Lead]
Maryam Aswad [Concept Artist]

Target Audience: Teen to Young Adult

Gamer Type: casual gamer, story gamer

Number of Players: One (No Multiplayer)

Game Engine: Unity 3D

Target Platforms:
Stage 1: PC Standalone
Stage 2: MAC Standalone, Web
Stage 3: Mobile App (IOS, Windows, Android)

Genre: Visual Novel, Story Driven, 2D dungeon adventure

Projected Release Date: Pending
Game Concept Statement:

A story based adventure game set on a continent almost entirely unexplored by humans and under the rule of sword and magic. An adventure were the player takes the role as a young witch/wizard burning with the desire to dive into the unexplored. Using custom player made spells to combat an array of fantasy villains and monsters. Exploring barren lands and crumbling dungeons seeking things from a forgotten past.

High Concept Statement:

The player takes control of a young witch/wizard who desires to explore the continent in a thirst for knowledge and adventure. The protagonist is driven by their need to uncover the disappearance of their parents and the desire to live free like their parents.

The player clicks through a visual novel style interface progressing through the story until certain plot route choices are reached. At these plot route choices, the player will choose an option and the story will progress down the chosen route. After the player, has made it through the first ark (Prologue) of the game the player will have access to a world map and multiple locations. Starting in act two the player will be able to explore the world and certain locations. At certain locations combat, will happen in which the player will be able to use basic spells and allies to defeat enemies and gain experience and items. Once the player has gained enough experience to level up a certain number of levels custom spell creation will become available. From that point the game will move into act three where the locations the player explores will affect the story line and abilities of the character. The game will conclude in fourth act with a climax based on the choices made during the previous acts.

The game is meant to evoke a feeling of adventure and creativity. Allowing the player to explore the world and create their own spells. The spell creation itself is a unique and key feature of this game. Being able to take elements, spell magnitude, and spell shape to create unique spell allows players immerse themselves into world and the character.

Feature Set:

– Visual Novel Style Story Presentation
– Plot/Story Tree
– Plot/Story Route Choice Options
– Spell Creation System
– 2D Grid & Turn Based Exploration & Combat

Player Experience Goals:

-Create a world player feels apart of through the use of multi-route story line and player plot route choices.
– Display characters and world in way that players find comfortable and links game characters with story and the player.
– Engage player through the use of multi-route story line, custom spell creation, and dungeon/area exploration.


Art Roles:
CG background creation
Character creation
Combat avatars creation
Spell & status effect creation
Interface creation

Design Roles:
Multi-route story creation
Character line creation
World map creation
Dungeon creation
Combat system design creation
Stat system design creation
Spell creation system creation

Technical Roles:
Visual Novel game engine creation
Combat system creation
Inventory system creation
Stats system creation
Spell creation system creation
Movement system creation
Overarching Game Engine creation


‘The Depths of Trivium’ is inspired by a world and character
created in a character development class. That world based
around a protagonist who is a hot headed mage with a thirst for
adventure due to her parents never returning from a adventure.
The story and structure of that world is combined with the
visual novel style games popular in Japan. That story driven
game type is augmented with a dungeon exploration system, turn
based combat system and custom spell creation system to allow
for a more immersed experience.

Game Setting:

The city of Trivium, the gateway city, is a place of many crossings and separations of all sorts. The continent of Trevelyan is a vast wilderness with the ruins of many past empires littering its lands. In current times the majority of Trevelyan’s population lives in coastal cities. Most travel and transfer of goods on Trevelyan used to happen by boat or by costal barges. This however cost merchants and the guilds they were a part of a lot of money during bad weather and winter times since boats ether could not travel or would be lost to the waters. The various guilds of Trevelyan devised a plan to open up the center of the continent by building the fortress city of Trivium. Trivium is located near the center of the continent, setting where the edge of the western forests meets the eastern grasslands. The city itself was the first city to be founded and run in whole by the guild collective council and became many guilds home bases. With the establishment of Trivium and an extensive road network merchants and travelers could move across the continent with ease. The opening of long forgotten areas of the continent sparked numerous new guilds seeking to rediscovery the treasure of Trevelyan while the number of bandits and thieves rose with the increase of travel. The guilds created the Army of the Guilds, also referred to The
Gilded Army to protect Trivium and travelers and tame the wilds of Trevelyan.