The Pointman

Member
Feb 16, 2023
285
325
And please tell me we can find the guy that did that shit to Kayla but i must say she has terrible taste in men like fucking hell.
 

Dessolos

Forum Fanatic
Jul 25, 2017
4,939
6,502
And please tell me we can find the guy that did that shit to Kayla but i must say she has terrible taste in men like fucking hell.
for real I just want to take care of that guy that did that shit to her , but please dont let mark be involved he is fine for pranks and all but this is serious shit gotta be handed in a non joking matter that Mark always brings to the table. Kayla probably one of few rare LI on this site I actually wish for a incest path . But i'm okay with a wholesome relationship as long as we can keep comforting while she deals with what she went through
 

Drinex

New Member
Aug 30, 2023
11
48
I didnt have high expectations starting this game, but damn... story is good so far (bf is sometimes annoying but funny at the same time). Em story did break me a little, cant wait to see where Kayla story goes.

Questions for ppl following the game from the start, is there steam planned, and how often chapters go out (dev time) ?

Have a nice day everyone.
 

Mr. Chatty

Member
Jul 19, 2023
361
517
So how much ntr does this game have and is it avoidable? What's the future looking like for more of it?
 

Dessolos

Forum Fanatic
Jul 25, 2017
4,939
6,502
So how much ntr does this game have and is it avoidable? What's the future looking like for more of it?
No NTR really at least confirmed. The only scene that one can consider NTR is a optional side story someone told that didn't come from our ex girlfriend , which sounds like a lie to me to be honest. No matter how horrible of a person Sierra is the story doesn't sound like anything she would do to me. So I have a hard time believing it tbh. Even if it's true not sure if id consider it NTR really since she decided to end things with or without the NTR element
 
Oct 10, 2022
4,118
7,252
maybe to you , even if I did agree with you on her she still doesn't come close to Vulvamort or Sierra for me.
Well it's a start so I'll take it. She is a bitch but not as much Vulvamort or Sierra.

I never felt any of it was grindy tbh I loved everything just played it for the first. But it depends on your chosen path is. I made like 8 saves so I played all of the paths so I saw a good amount of lewd content in between the ones that didn't have much.
Sorry, I missed your reply before.

What I meant by grind is exactly that. You have 8 saves, I also have a few saves too because we have to. I don't mind playing a few times but I don't wanna redo for each character. You wanna see Stacy date and Ashley date too bad you can't. Choose one then go to another save grind through it to see the other one. It goes for many others too. You want to see something, too bad you can't because you choice something ages ago.

Like Ashley date, you need to kick Emily out while she was down then cancel the Stacy date. Why? Can't you have a choice to check what Ashley wants without kicking Emily out? Can't you fit a fate with Stacy or Ashley for a different time? MC always says he is busy buy with what? Are we gonna have a sequel that shows MC is a vigilante who works at nights or something?

So when I said grind I definitely did not mean towards lewd scenes, I meant for the story. It's a good AVN I like it and one of the first AVN I played here, been lurking around here from the first release but still I have my problems with it.

P.S. Iirc, at the beginning skipping was not working also.
 

Quetzzz

Member
Sep 29, 2023
425
574
Six months ago, I played through the game, but wasn't convinced it was good.
The current version, however, changed my mind. The dev has gone back and cleaned up some dialog, and the 2nd part of chapter 3 is great. The dev is really showing his talent for storytelling, visually and otherwise. That, in combination with player choice and characters following through on those, is a treat. (I actually removed the WT mod because of this, it negates several choices.)

My biggest criticism, still, is that the passage of time is still very difficult to keep track of. Our MC will just appear in a location and stuff will be happening, and the player doesn't get any context beforehand. I think a splash screen or popup of the time and location would help here.
 

ViperGts151

You don’t like me? Fine. Don’t waste my time then.
Donor
Jan 15, 2018
1,032
3,927

Stacy_Kat_1080.jpg Rachel_1080.jpg
'Psycho Ex-Girlfriend' subscribers may request one custom render each month. Yes, you're crazy, but I'm thankful for the support!
Radio Star -- Stacy & Kat [VNWhiteKnight]
Happiness is a Choice -- Rachel [Callisto]
 

xert13

Newbie
Sep 24, 2023
75
109
Just ran across this VN looking for something new. Wow. Great models. I mean like every one is smoking hot. The story is more involved and the MC more introspective then most VNs in this genre. It is also amusing at times. Yes, there are some contrived moments and some girls are pretty quick to get busy (not complaining at all), but this is not supposed to be an art film. So far, I'd have to say this is one of the best VNs currently on the platform. Quality renders, above average story, touch of humor and smexy scenes. Really high quality for its kind. Hope the Dev continues the good work. I'm hooked.
 

ViperGts151

You don’t like me? Fine. Don’t waste my time then.
Donor
Jan 15, 2018
1,032
3,927

How much effort goes into image renders? Over time my attention to detail has evolved. There are some things I previously ignored or gave up on, but nowadays take extra time to fix.
Asset Fixing:
Whether it's assets available from the Daz Store, or items I need to create myself, nothing is perfect. Usually I deem their quality as "good enough" and work with what I have, or make quick adjustments where needed.
But as time goes on and I become a better artist, some things I'm just not happy with anymore. Just one example are the baseball pants my characters wear, which has a back pocket that isn't even attached.
Below you can see where I've started fixing the geometry. I'm only focusing on the main problem: not having a floating pocket. If it was going to be an asset I distributed then I would clean it up all the weirdly shaped polygons, but since it has no impact on how it looks after rendering, I'm better off not taking THAT much time on it.
And after some quick dirty work correcting the geometry we now have the pants in one piece. If I were to take this one step further I'd smooth out the corners so they don't look so rigid, but I'll wait to see how it looks in game renders first.

Lighting:
Besides fixing asset shapes and looks, lighting has been the most important aspect I've yet to spend considerable time on. In fact, one of the hardest things I've learned when creating a 3D scene is how to arrange it to get the best quality and efficient rendering times. This is mostly impacted by how much stuff you have in the scene, and the size/intensity/quantity of light sources you're using.
One way I've started to help with my scene setups is to remove part of the structure, like ceilings or walls, and add more consistent lighting sources. Using the default lighting sources for a room (such as ceiling lights and lamps) has been one of the largest mistakes I've made in development.
In the first three episodes I constantly spent time trying to adjust light sources to properly light the characters in a room, and the color/intensity would often change based on how I felt the renders looked.
By creating a standard setup for common scene locations, it'll allow quicker setup and less fiddling around trying to fine-tune things. On top of that, render times are reduced (sometimes significantly) by taking these measures. This is another case where putting in the work upfront pays off in the long run.

Experimentation:
While I learn a fair amount just through my normal scene creation for TaH, my workflow is rather confined to doing the same stuff I'm accustomed to. There isn't much room for me to experiment and rather just do what I always had. But that's where promo and custom renders come into play.
Being able to work on art that's not directly being used in the game gives me some freedom to try different approaches or styles I haven't done before, and can reveal some interesting lessons.
One of these was when working on a commission render that featured a couple characters shrunken in size. What became immediately apparent is thinner parts of the body, like the fingers, nose and ears, looked more akin to a plastic doll. (Don't mind the grainy images as I didn't render them out fully)
This is because of how Daz tries to handle light entering objects. We often think of our bodies as opaque, but light travels through us quite easily. Shine a flashlight into your palm and you can see a faint glow on the other side.
By shrinking the character, this effect was enhanced because it's using a set distance measurement for light to scatter below the skin surface. Since the size of the character shrunk down to 10%, the distance of light scattering below the skin should have also decreased the same percentage, yet it remained static.
The second image here shows what happens after I corrected it, and we see something closer to normal.
While I had an idea how the different settings worked for transparency, light scattering, etc. on skin, this was something new I stumbled into that I never fully visualized and now I have a better understanding when making adjustments to textures.

Final Thoughts:
A lot of problems can be solved by rendering out images longer or doing some postwork with editing software, but these are not the ideal ways to tackle the problems. My hope is to create a more efficient workflow to take most of the tedious stuff out of my hands. It may not necessarily equate to less development time overall when you factor in the extra work upfront, but it will result in higher quality and more consistency at roughly the same amount of time in the end.
 
4.40 star(s) 47 Votes