Tortured Hearts - All News
Friday - August 17, 2012
Tortured Hearts - Website Live
Zoltan from the Tortured Hearts development team sent word that their website has been launched. Given that they were unable to raise the capital they needed at Kickstarter, it would be interesting to see what they can accomplish without it.
Thursday - April 12, 2012
Tortured Hearts - Interview with the Team
A short while a go Tortured Hearts appeared on Kickstarter trying to raise $300.000. We talked with the developers to find out more about this game.
RPGWatch: The combat system is an essential part of an RPG, how is this implemented in Tortured Hearts?
Lenore: We planned it as real-time, but on popular demand we switched to turn-based. I’m happy with this; real-time combat has an aesthetic like a movie, but turn-based is more versatile for the player. The basic ideas of combat abilities haven't really changed and also, our main programmer is quite familiar with turn-based combat. In my opinion it adds to the pleasure of mincing your enemy when you can do so contemplatively.
Zoltan: The player will be able to control each member of his party, his inventory, his weapons. Every member will have action points which determine what can be done in that round, and the whole party has a pool of special action points called tactical traits. These tactical traits either buff the party or debuff the enemy for a determined number of rounds. The trait points regenerate according to the skill level and gear of the PC and party members. You use them up, but they come back if you don’t get killed. Defense is important as well as offense.
Friday - March 30, 2012
Tortured Hearts - Kickstarter Updates
There have been several updates at Kickstarter for Tortured Hearts. First, they have committed to turn-based combat:
First of all, turn-based is the runaway winner and that's what it's going to be.
The same post has an overview of the world structure.
A post on character development, which offers some interesting skills:
These are the Abilities: Strength, Agility (gross motor movements, helpful in battle), Dexterity (fine motor coordination for traps and contraptions), Bravery (stamina or resilience), Intellect, Appeal (charisma).
These are the normal Skills: Acrobatics, Animal Lover, Barehanded Fight, Bargain, Combat Tactics, Communication, Contraptions, Healing, Large Melee Weapons, Lockpick, Magical Knowledge, Musical Knowledge, Stealing, Psionics, Ranged Weapons, Scholarly Knowledge, Small Melee Weapons, Sneak, Swim, Traps.
There are special Skills called Sidelines which require XP and also training. These are crafting skills which yield saleable items or buffs. Unlike feats which you either have or don't, you can develop a higher skill level in Sidelines.
The Sidelines are Alchemy, Fishing, Herbalism, Junk Art, Mining, Panning, Ragpicker.
...and an update on game areas, complete with a video of the NWN Aurora toolset that was used to build the areas ready to port into Unity:
As we've mentioned, there are 200 finished areas in this game already. These areas were made using the Aurora toolset, by Bioware, but this is not the final format. I want to say that again: this is not another Neverwinter module. The purpose of making it was to generate data which can be exported as XML and imported into Unity 3D for final expression.
Saturday - March 24, 2012
Tortured Hearts - Kickstarter Campaign
Zoltan Gonda contacted us about their Kickstarter campaign for Tortured Hearts: Or, How I Saved the Universe. Again. , a humorous indie RPG they are currently developing. The project is party-based and uses a 3D cartoon style - currently they are taking feedback on whether to make combat RT or turn-based. Here's a snip from their Kickstarter page and you can also check out the official site.
Tortured Hearts: Or, How I Saved the Universe. Again. (TM)
is an epicly epic, light-hearted RPG, dedicated to the proposition that most RPGs take themselves far too seriously. Since almost every imaginable plot scenario and character has already been used and overused to the point that cliches are unavoidable, TH instead revels in pointing out that the life of adventurers is one endless heroic cliche, some sort of existential trap created by the gods of RPG worlds. In other word, it has everything every other RPG game ever had, and introspective humor too. [...]
Tortured Hearts™ is a typical old-school RPG, the kind that other nice people are trying to revive as well. There are six playable races: human, elf, half orc, halfling, dwarf, and gnome.The PC appearance can be modified as to head and gear. Races have different starting statistics as in most RPG. Character skills (e.g. communication) and abilities (e.g. strength) can be developed freely. There are no predetermined classes with built-in limitations, only trends which you can follow or not. Besides skills and abilities, there are sidelines, which are crafting skills that can earn gold and other rewards. You don’t have to be a crafter to get what you need. Generally speaking, the game world is rich and generous. You don’t have to play nice all the time although you will probably do better if you aren’t playing the jerk role. There are often ways to solve problems that don’t involve killing something.You can access all companion inventories. You can also train them individually and use their skills and abilities to make up for your own limits. They can help you automatically or you can tell them to bug off, you want to do it yourself. Combat is party based and real time, with tactical choices in the process: BUT, if we get a lot of feedback requesting turn-based combat, we can do that instead. Combat uses a party controller widget.