Twilight Starr

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soundcloud.com/xaibeatsРегистрация: июль 2010 г.
Eathral is safe! Thank you Hero's for giving your support to protect and advance the world of Eathral. Without you with wouldn't have been possible! If you want to still Pledge, please visit the link below to claim your pledge tier!
We are so thankful for everyone who pitched in to help make this project a success. Each and every pledge brought us a step closer to our goal - our goal to make TwilightStar: Heart of Eir the best game it can be. Due to the sudden surge in pledges, we decided it'd be fun to throw in some additional lower tier stretch goals for this Kickstarter!
By the way, Eir says if you have not joined our Discord yet, you should! https://discord.gg/gx6NXaA
15,000$ - Dynamic romance & relationship system! Your decisions matter! We will implement a full dynamic relationship system.
20,000$ - Armor Stryah Binding system and Weapons Binding Upgrade
Meet the single-player RPG you’ve been waiting for! By combining our favorite elements of the classic ’90s RPGs that have influenced key players of the studio, (with their tactical action Turn-Based Combat systems, dynamic party structures, challenging dungeons and strong, semilinear story-lines) with newer modern mechanics, like a more extensive and interactive open world, action RPG game-play and base-building capabilities akin to classic modern survival games.
Heart of Eir is a game about the discovery of our main character Eir's, true nature. A journey that is full of despair and sacrifice as Eir sees the world for what it is, for the first time. A world corrupted slowly over the last 1000 years where entire villages that were once great kingdoms are now ruins full of famine. Eir must travel and piece together her destiny for her final trial, the reason for her entire existence on Eathral...
Our goal is to reinvigorate the RPG genre with a renewed passion for the classic systems we grew up playing. A year into production, TwilightStar: Heart of Eir is seeking funding for its most vital stage of development.
DragonClaw Studios has been developing the core code for the game for the last year, and in that time major leaps have been made. Not only in the quality of our mapping system (the world you'll get to move through), but in the depth and emotional merit of our story-line, the creation of a wonderful soundtrack and an in depth quest system to better reflect the freedoms that modern players enjoy.
As we've already introduced briefly, our initial goal is to pay homage to the '90s RPGs that most of our team members grew up impassioned by. We really want to capture the freedom given to players in modern open-world games however, so by giving them the opportunity to explore an expansive world map and keeping key game features that have fallen out of favor in more contemporary RPG games, we hope to sustain a cohesive blend of classic and modern to entice new players into our niche corner of nineties nerd-ary, of course.
TwilightStar: Heart of Eir is our own spin on RPGs and jRPGs. We believe we have brought together the best of both gaming worlds we love.
In TS:Heart of Eir, you will experience a world governing a delicate balance. With the people of Eathral learning to navigate the growing developments around Stryah usage (our magic system, more on that later!) in significant times of turbulence and upheaval, you will carry our protagonist Eir (and her companions) on a journey to discover just what it means to sustain peace, and confront the destinies and darkness we're not always prepared for.
The Stryah crystals that shine like starlight, imbuing the planet's surface with mystical and powerful magicks are turning black, and pockets of chaos are sprouting all across the continent. But in the reclusive village of Homaran, a tentative peace is sustained amongst its people.
Eir lives simply with her father; her life plain but fulfilling. Until he is brutally murdered at the hands of the Caelki, a dark sect who live in service to disorder and the worship of an insatiable god, long since forgotten to legend, much like the origins of the crystals Eathral has come to so desperately rely on.
With her closest companion and unrequited inamorata, Kira at her heel and a mysterious book written in a language she does not understand, Eir sets out on a quest to find answers that will reshape her destiny and change everything she knows about who she thought she was. Taking refuge in the hands of her allies and a planetary ancestral power that roots itself deeper within her than even she knows, Eir must learn to wield the might of Eathral herself in this tale of magical discovery, devotion, betrayal, and adventure.
For a thousand years, after the sky fell and Eathral's surface was embedded with a strange source of magical energy, many legends tell of the coming of Stryah but no one knows of its origin.
Taking the form of crystalline structures, Stryah manifests itself through four key elements of existence: fire, earth, water and air - which the people of Eathral can wield and manipulate to their own designs. After hundreds of years of reliance on the resource, Eathral's market for Stryah crystal is fundamentally ingrained into the workings of the wider world, including in our largest city map: Specula, also known as the City of Mirrors because of the glean that is created by the Stryah crystals the city uses, seen for miles in any direction.
Our aim is for Stryah to affect how players interact with the maps they explore (more on that in our Game Mechanics subheading!), and with Stryah's lore heavy presence in the plot, we hope that there is also something to be enjoyed in the discovery of Eathral's history for all of you plot lovers.
In our universe, each planet's essence is uniquely established: some are able to allow their inhabitants to draw power from the planet's core, some, much like our own, are void of outward fantasticism but are still able to sustain and manage unique eco-systems.
Eathral is a small and inconspicuous planet gifted with the ability to retain life by Clavarai; an omnipotent representation of the planet's life force, who thrives upon its abundance.
Styrah is a source of magic that was introduced to Eathral, and is not the manifestation of the planet's power. This, comes in the form of a Seelie. A Seelie, is a single person born in each generation of Eathralians, gifted with unique abilities designed to sustain a balance between all life on Eathral for the benefit of Clavarai: essentially acting as a conduit for Clavarai itself. The Seelie is a role steeped in our lore, so we don't want to give too much away - but finding a balance between different magical entities and planets has been an interesting and fulfilling journey for us as a team. Who knows, you might encounter some of these other planets in future games!
All the maps we use that players encounter are carefully designed. Right down to the placement of the flora players will have the opportunity to gather for resource purposes. Eathral also features a dynamic sky system with a full day and night cycle, allowing for the experience of beautiful sunrises and sunsets. It's not all cosmetic though, staying out too late at night may not be as safe as you think.
The development team also wanted to create a more immersive world by allowing the majority of NPCs to wander around and go about their daily lives, including returning to their homes at night: something often not seen in games. The AI we've equipped to allow for this, coupled with the Day /Night cycle, creates the feeling that time is a tangible, in-game commodity. That is, as well as dangers specific to the time of day, there are things the player can only do in the daytime as well as things that can only be accomplished at night.
We want the experience of moving through our maps to be as immersive as possible, and we are currently drafting the potential for a weather system that could directly influence gameplay (rain slowing healing rates, creatures affected both negatively and positively by the environments they're encountered in, etc.), though this is not yet a tested feature.
Our maps are also large enough to allow for mount capabilities, though players will need to find the stables before accessing large cities. Players have the opportunity to use a few different methods of travel: including Fast Travel - for which the player can accept special side quests, in order to acquire Stryah crystals that activate the ability.
We didn't want travel interaction to be static, but we still wanted the navigation to be straightforward (we're looking at you, Fable 3 sanctuary!) - we're hoping this forces the player to make conscious decisions about how and where these time-saving mechanics will serve them best and will do so in an enjoyable way.
Narith Atoll is an island map that players have the opportunity to explore in TS: Heart of Eir. Here players have the chance to free build their own miniature village. Based on custom building mechanics similar to that found in popular survival games, players can choose to build a number of structure types that allow other inhabitants to join the player's dwelling. These include places of work for NPC's, like forges and farms that produce unique weapons, potions and other objects of use that benefit the game experience.
We wanted player exploration to be rewarded, so by allowing for NPC's to join the Narith Atoll dwelling after completing certain side quests, we felt that creating a home base which facilitates growth-based rewards was a great way to make gameplay feel more expansive. Traditional RPG's can sometimes feel very linear, so the developers especially wanted to make sure that players have multiple avenues to choose from when trying to navigate the most fulfilling way for them to play the game. There is no correct way to utilize Narith Atoll, and we hope that players have fun in finding a system that works best for them.
Fast travel between visited locations will also be available from this island home base, letting players return to locations again and again in search of resources, quests or hidden locations that would have been previously closed off to them.
Here's a quick list of some of the most accomplished features in Heart of Eir:
TS: Heart of Eir's battle system has evolved a lot since its initial creation. Now featuring a new kind of combo system, we've retained the turn-based attacking format but now the player has the ability to move around the battlefield map, is able to interact with doors, chests and other items in the field can hide behind objects to dodge attacks and lay traps for enemies.
The player can also choose to control each character manually or let them play using Advanced AI Controls. During the battle, we also introduced the ability to switch between the allies and change their AI behaviors, having them re-prioritize how and what they do for the player in battle. Below is a sample of Early design battles. This mechanic is currently undergoing a large overhaul to keep the battles very active and exciting.
Plus! We wanted our player party to come into play a bit more than it usually does in older RPGs, so in the event, you need to swap out characters to achieve specific tactical advantages, we established a single turn consumption penalty in order to change your team and allow for a more interesting and interactive battling sequence, especially so for compulsory boss fights.
TS: Heart of Eir features a tactical puzzle system that involves both simple and complex problems for the player to solve in order to progress further.
Combined with our Stryah Interaction system that allows the player to use Stryah outside of battle and in-map, characters in the party have what is known as Stryah Affinity, attuning the player to specific Stryah elements will allow for varied in-map interaction. For example Air (Aire) Stryah Affinity will allow you to jump higher and further, Fire (Fyr) will allow you to withstand intense heat, letting you enter places others dare not go, and Water (Agua) gives you the ability to swim for longer.
Certain puzzles the player will encounter will be directly effected by this Interaction System: therefore blocking off certain rewards from players who don't have access to the Stryah Affinities that are absent from their party at that time, encouraging players to return and re-explore earlier game maps.
While we feature a storyline that heavily involves Eir, we still wanted the player to retain control of their party - giving them room to adjust it to a play style that suits them best.
There will be a total of six characters playable in the party throughout the game, with the option to temporarily hire mercenaries to join your party to give you specific in-battle bonuses, should the player's party find itself to be disproportionately disadvantaged.
You may also find that certain characters, when in battle together, are able to combine their Stryah abilities to produce new and powerful attacks to wield upon creatures and enemies.
TS: Heart of Eir now includes a forging system, allowing for an increase to the longevity of a player's weapons. The player can mine for Common and Rare Stryah Crystal while they navigate Eathral. They can then use these materials with weapons in their inventory: as such, providing the player with specific Stryah Affinity buffs in battle
Many weapons will have more than a single binding slot. These can be compounded to maximize and vary the kinds of tactical advantages the player gains. And while this stat increase will work in battle, they are not applied to a player's Affinity while openly exploring the game map.
TS: Heart of Eir also includes a fun mini-game our developers have designed!
Realms is a cross between chess and other common collectible card style games. Use your Lord to defend cities and direct your army to vanquish enemies. Tutorials on play rules will be included in-game, there will be multiple avenues for card collection, such as exploration and special boss battles. Plus various NPC's will try to challenge you to a round, so be sure to try your luck at winning some of your opponent's best cards for yourself.
Realms is also going to be featured on mobile platforms, allowing you to sync card data between both your phone and the game!
All the Weapons you see in the game are designed in house by our talented artists. We want to merge fantasy with practicality of the weapons. Our Concept Artists work closely with our 3D modelers on the concepts to bring them to life!
Let's face it, game development can be expensive. In the year that TS: Heart of Eir has been in development, we've kept to a budget of under $3,200 total, for the entire process. This includes everything down to the electricity to run our servers. However, we are ready to enter the next phase of development and we'd like you to be a part of that process!
NOTICE: Due to Recent World Events and the current pandemic, we understand that we have many people who wanted to donate, but no longer can at this time. Because of that we have modified this Kickstarter from our original goal of $25k down to $10k but we are adjusting it to only 45 days.
We will be running an additional Campaign after the pandemic is over, however regardless if the second campaign is funded or not, this first half is just as important to continue the development of the game and every last cent will be used to create this awesome journey!
As a team, we are desperate to create this story and give it the justice it deserves, and being the passionate workaholics that we are, we want to do it right. We know where our strengths and weaknesses are - we can look at something and know: that's not right.
We know that our animations and our cinematic's aren't quite where we would like them to be. We know that our creatures and our world maps needs a little bit of a shove in the right direction and its because we know these things, that we can create something even more magical than it already is.
We also want to treat TS: Heart of Eir like a classic disk-only game. Complete in its entirely and 100% Bug-Free. We don't want to rely on patches to make things better after day one of release, and these funds will give us space and freedom to make sure our goal for quality stays consistent.
However, in the event that the Kickstarter fails, we still plan to continue the project and see this through to its completion. This means that certain features we have planned may not be available and the animations and music may not be what we envision, but regardless, this game will make it to release! :)
Below is a list of all the Tiers in a bit more depth!
HERE THEY ARE FOLKS! THE PACKS YOU HAVE ALL BEEN WANTING! :D We have adjusted the Stryah Add-on Pack to be more powerful and added a Card Pack as well!
When the Kickstarter is over, we will be sending out surveys to all doners with additional funding support on their pledge in order to collect which packs you wanted and which Game Key's you wanted them applied to.
In order to change your donation amount, you want to go to Manage My Pledge and click on Change Your Pledge. Add the additional amount you want below to your total pledge and click on Continue then Confirm.
To wrap up this campaign I want to leave you with this; A message from the Founder of DragonClaw Studios:
Game development has been my lifelong dream of something that someday I would do. Ever since I was a little boy I always wanted to develop a game. Now more than 25 years later I am making that dream come true. I have had to learn so much about business management, game development, and relationships with other software companies. I have met some of the most amazing people in the world. Literally the world. I spent a year searching for the perfect team and while it may have taken some time to find people truly passionate about this project, it shows. Without them, this game would not exist.
Our team works completely remotely from each other. Thus, we rely heavily on the internet for communication and development together. James, our programmer from the west coast of America is one of the most talented C++ programmers I have ever met. He was my mentor in development and keeps this entire team on its toes pushing us to be better. Without him, we wouldn't be delivering some of the complex systems we have to you. Sam from the UK is the Project Manager and a jack of all trades in the engine (there isn't a level he hasn't had a hand in creating) and marketing. Sam works overtime to keep the game moving and the team motivated, getting new players involved and making sure the world knows about us. Of course, Nick from Mid America is our Asst Lead Developer and one of the most talented Blueprint Developers I know. He takes the rough... and I mean rough systems that I develop and turns them into something smooth and beautiful. Nick joined about 6 months ago and since then we have smoothed out so many systems that we got put ahead of schedule for a demo. Lastly, on the development team, we have Michail from Russia. He is also a highly talented student on his way into college and has created some of the dungeons you see in-game. Michail has been with us for quite some time as well.
Fabri from Brazil is our talented composer, he is responsible for all the beautiful music you hear while playing Heart of Eir. He constantly invests in himself and continually makes more and more beautiful tracks every time. He works hard to establish relationships with Sound Library vendors and without him there would be just silence in Heart of Eir. Then we have Jan from Brazil, who works hand in hand with Fabri to keep our Sound and Effects creation moving. He creates all the mystical and beautiful soun
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