VN Ren'Py Yesterday's Crossroads - Chapter 2 [v0.3.1] [CHAQUINN0]

4.40 star(s) 41 Votes

Quetzzz

Member
Sep 29, 2023
434
608
Just finished this game, review after work, and playing a few more paths to see what content I missed by being me.

Spoiler alert: I'm less positive than most people here. A lot of "tell don't show", and an MC who talks like an AI trained on platitudes and pop-philosophy/psychology. None of the LI so far managed to catch my interest.
One thing it has going for itself is that it does seem to respect player choices, and that it is a gorgeous game. Narratively, it's a let-down for me.
 

Maviarab

Devoted Member
Jul 12, 2020
8,414
18,744
Just finished this game, review after work, and playing a few more paths to see what content I missed by being me.

Spoiler alert: I'm less positive than most people here. A lot of "tell don't show", and an MC who talks like an AI trained on platitudes and pop-philosophy/psychology. None of the LI so far managed to catch my interest.
One thing it has going for itself is that it does seem to respect player choices, and that it is a gorgeous game. Narratively, it's a let-down for me.
Surprises me Quetzzz...thought you'd have been in on this one to be honest.
 

Quetzzz

Member
Sep 29, 2023
434
608
Surprises me Quetzzz...thought you'd have been in on this one to be honest.
Yeah, in theory this is straight up my alley... but then i get distracted by things that don't make sense. Like how MC and Kim's relationship has been going on at least 3 years, but early In the prologue they talk as if they just got to know each other. I'm also having difficulty keeping track of time... And, Kim and the MC both having changed numbers doesn't fit the timeline.

Anyway, almost done at work. I'll post my remarks here before writing a review. I'm always open to a different point of view.
 

camube

Well-Known Member
Jun 4, 2022
1,191
1,088
Just finished this game, review after work, and playing a few more paths to see what content I missed by being me.

Spoiler alert: I'm less positive than most people here. A lot of "tell don't show", and an MC who talks like an AI trained on platitudes and pop-philosophy/psychology. None of the LI so far managed to catch my interest.
One thing it has going for itself is that it does seem to respect player choices, and that it is a gorgeous game. Narratively, it's a let-down for me.
this is more of a general question even if it tag you but, is there no way in f95 to see the list of a user's reviews?
like i wanna see all your reviews, how do i check that? i cant find it by myself
 

Maviarab

Devoted Member
Jul 12, 2020
8,414
18,744
Yeah, in theory this is straight up my alley... but then i get distracted by things that don't make sense. Like how MC and Kim's relationship has been going on at least 3 years, but early In the prologue they talk as if they just got to know each other. I'm also having difficulty keeping track of time... And, Kim and the MC both having changed numbers doesn't fit the timeline.

Anyway, almost done at work. I'll post my remarks here before writing a review. I'm always open to a different point of view.
Hmm....on this:

Never got the talking like just getting to know each other...maybe subjective on how you read it in your head perhaps? Changed numbers? What numbers...you mean phones?

Timeline is also not really difficult to keep track off either I didn't think...do you mean the flashback parts?
 

Quetzzz

Member
Sep 29, 2023
434
608
I wanted to share the notes I took during my first (blind) playthrough of the game.
These are just my thoughts and opinions at the time certain renders and lines showed. Except for some updates, the notes aren't changed retroactively.

It goes without saying that all of this is subjective. These thoughts are unfiltered, but no disrespect or insults are meant. If I didn't love this game on some level, I wouldn't have bothered with this at all.

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Quetzzz

Member
Sep 29, 2023
434
608
Never got the talking like just getting to know each other...maybe subjective on how you read it in your head perhaps?
That's possible. I just think it's weird that both Kim and the MC talk about what they'd do with a lot of money, but they're not including each other in those dreams. I got the same impression when Kim said "I should buy you a scooter", in a relationship, you'd say "Maybe we should buy you a scooter as well?"
It's lines like these that made it hard for me to find out how serious their relationship was. It's only in Chapter 2 that we get to know that they'd been together for years. Even in Chapter 1, Leyla describes their status as "dating".

Changed numbers? What numbers...you mean phones?
Yeah, phone numbers. Early in Chapter 1, the MC remarks that he and Kim sent some messages back and forth, but a few months in she stopped replying. In Chapter 2, we learn from Kim that she hardly had the time to reply because of her job... But eventually, she burned out, rested for a few months, then got a job at the tech company. It was only after learning that she'd be going back to the city, that she wanted to contact the MC again. But his number didn't work.
If the MC got a new number between the prologue and chapter 1, then it would've made sense that he mentioned that. Just a small line like "Now she can't even if she tries because I changed my number."
It's just so convoluted, and pretty boring as far as explanations go. It absolves both parties of guilt. What if Kim said that she didn't warn the MC because she wanted to settle in first, planning to contact him a few days later. This is more interesting, it gives the player/MC something to interpret.

Timeline is also not really difficult to keep track off either I didn't think...do you mean the flashback parts?
Mostly the general transition between scenes. Some are confusing. MC goes to bed, then suddenly he's at some place in the afternoon of the next day. This is something I think "Single Again" did great. There isn't a single scene where we don't know where the MC is or what he's doing. I'm missing this here. There's no real way to sense/measure how much time has been passing.
Though, not going to lie, I do have some issues putting the entire timeline together in my head, but I don't necessarily think this is a bad thing. At least in Chapter 2 events are referenced as “x years ago”, which makes them a lot easier to place.
 

Spoum6

New Member
Mar 1, 2024
1
0
Hello!
Thank you for this game.
Is it possible in this game to casually date one woman and then, later on, change your mind and decide that you would like to not date her anymore, making you available to date the other women ?
I feel that, like in real life, you should be able to date casually to see where it goes, without being locked down, and be able to pursue other people if it does not work out.
From my understanding from what I read from others, once you date someone in this game, then it's over forever for at least one LI, but if you don't then nothing happens at all. But what if you do that and then realize that the other LI is actually someone you prefer? You have no option to stop dating the first one and go for her? You have to start all over again? It would make it tedious to start and restart the game multiple times and go through the same scenes multiple times all over again, wouldn't it?
 

jhonatanw

Engaged Member
Jun 21, 2022
2,775
2,491


The first part of the chapter is finished!
I’ve been writing and posing the scenes from the second part now, which is basically the entirety of the business trip segment. This part already had a small chunk of it done since when I started making this update; I began from this part (hence why the first chapter was from it), so it is going much faster now.
The season change from Fall to Winter within the game’s world is proving to be a bit challenging since I am doing a lot of texturing and asset manipulation within other 3D tools to make things unique and fit the snowy environment. It is taking a little bit of time, but the results are worth the effort.
The images I have already posed have been rendering over the past few weeks. While they are processing, I write and work on other content for this update.
As I mentioned previously, thanks to your support, I am now finally dedicating 100% of my time to the game’s development. Things should start moving at a faster pace now. No more time to lose!
Have a great weekend, everyone!
 

D4rkK1ng

Member
Feb 17, 2024
127
180
I just played the game , nice game with beautiful visuals (actually very few VN have such a good visuals), the LIs too are extremely beautiful and different making hard to choose from this early in the game.
for now this game for me is at least A Tier and im waiting with interest the chapter 3.
 

ViperGts151

You don’t like me? Fine. Don’t waste my time then.
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Jan 15, 2018
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ViperGts151 note Part 1 too long to post in one go
Hey, everyone!
Not necessarily a post about the game itself today. However, I got quite a few of you asking me how I light my scenes in the game and my random renders, so I decided to make this not-so-brief, but in-depth sort of tutorial.
Keep in mind that I am by no means a master of the craft, in fact I’m still learning a lot of things every day.
Use this guide as a one way of doing this, but not as a definitive guide.
I really hope it helps you somehow.


There are many different ways to light a scene, especially since there isn’t one specific time of day or environment. I follow some fairly simple concepts known as ‘Two Point Lighting’ and ‘Three Point Lighting’ and apply my own twists to them.
Keep in mind that you don’t necessarily need to do exactly what I do. You can take this concept and apply your own way of doing it.
Personally, I like using emissive surfaces for my light sources since it gives me better control over the objects and colors I can apply to the lights. You can increase or decrease the size of the emissive objects, and it emits a nice, smooth light overall. Not only that, often the characters will have a shine reflecting on their eyeballs which adds to the aesthetic.
You can use any type of light you want though: point light, spotlight, sun-dial. Just keep in mind that the results will differ according to the type of light you choose.


HOW DO I MAKE MY EMISSIVE SURFACES?
This is the simplest part, in DAZ you can navigate to Create > New Primitive.


A small window will pop up with a few options, I usually choose the Plane at it’s default options.


Once we have our plane selected in the scene, we need to make it emissive. In order to do so we need to navigate to the Surfaces tab. In case you don’t have the Surfaces tab open, go to Window > Panes (Tabs) > Surfaces.
Now in the Surfaces tab, expand the categories until you find the Emission. Here you will notice that the color is set to Black, this means that there is no emission set to this object.


When you click on the black color, a color picker window will open, in here is where you can change the color of your emissive surface. You can pick any color you want, but for this example I will just set it to white, and click Ok.


Notice that now your Emission options changed, there are more options in there, this means that your Primitive is now emitting light, but it’s not bright enough, so let’s set the Luminance to a higher value. Maybe 250000?

Great! Now we have an emissive surface lighting up our scene!
You can change it’s color, increase or decrease it’s luminance in this exact same options within the Surfaces tab under Emission.
Each render will have it's particular settings, so you will need to experiment and tweak to find what's suits best for you.


IDENTIFYING YOUR ENVIRONMENT AND YOUR POINTS OF LIGHTS
The first thing you need to understand is where you are; maybe it’s an open space, a small enclosed room, a big hall, a photo studio, etc.
Once you know where you are, you need to find your Key light, which is your main source of light. This can be coming from a light bulb in the ceiling, a small table lamp, a phone, a window...
For example:
In this image, the main light source is the window.


In here, it is coming from the lantern she is holding.


But what exactly is the Key light?
It is the strongest point of light in your frame, it’s the light that wherever it is coming from it’s illuminating most of your focal point. It doesn’t necessarily need to be pointed straight to the subject, but it is usually doing so.
The second point of light is the Filler light, or Bounce light. This light will counter the strong shadows that the key light is casting, giving your image a better balance making it less dramatic. I will explain this better in a little bit, for now just remember what it is used for.
The third is the Back light, this has many different applications, it can be used to light an environment as a whole as well as to “separate” the subject from the background by illuminating their silhouette.


USING THE LIGHTS
Example 1 – Outdoors:
This first example is in an open space, where the key light is the sun/sky and we don’t really need to create anything fancy for it, all we need to do is use the natural light in our favor.
In this example I am using DAZ’ own default HDRI map to illuminate the environment. The best part about working on a 3D environment is that we can totally control where we want that point of light to be, so in here I rotate the dome in order to get that sun spot exactly where I want.


Dome rotation 95º


Dome rotation 270º


Notice that where the key light isn’t reaching, it is casting a very rough dark shadow on her face?
This is where the filler light comes in, so that it can counter those shadows giving it a softer brightness.


Note that the filler light must not be brighter than the key light, or else it will become the key light itself and totally wash away those shadows, and we need some of those shadows so that our image doesn’t look flat and boring.
You can position the light source at an angle not too far, but not too close to the subject. Make is smaller or bigger. Experimenting, trial and error is the best way to find the sweet spot for your scene.



In this case, we are done. We don’t need a back light since the key light is also doing that job for us by lighting the environment itself through the HDRI.
Here is this raw render, no post-work done.



Example 2 – Indoors:
When it comes to lighting indoors it gets a little more complicated depending on the size of the place. However, we can still apply the same concept and make it work.
Usually the assets already come pre-lit out of the box, which helps a lot, but sometimes that’s not the case. In this example, I am using the DAZ asset, which does not include a good lighting set of it’s own, so we are gonna have to get creative.
LIGHTING THE ENVIRONMENT
The first thing you should do is light up the room you are in, and for that you need to identify where your light source(s) should be coming from, maybe it is from a window, or maybe it’s as simple as a ceiling light. It’s up to you.
You can do a practice right now, look around you and see where the light in your room is coming from, that will help you identify it within your 3D scene.
Sometimes one light source will suffice, but at times you may need one or two extras.
Never use one giant light source, or make the entire ceiling an emissive surface, else your environment will look terribly flat with no shadows and very bright.
In my case, I needed two ceiling lights for this one, there is also a window where there is some light coming through, but I purposely blocked the window light by putting a fence outside.


Great! Now that we have our room lit up, it’s time to put our characters in and add a key and filler lights to the scene.



Here is how this shot looks through the camera.



See how I put the Key light at an angle?
This is to avoid the subject looking flat, giving it a nice soft depth.
Which side to put the light is up to you to decide. Keep in mind that if you put it against the camera the shadow part of the face will be the one facing the camera giving your scene a more dramatic aspect, while if you do the contrary the effect will be the opposite.
Speaking of dramatic, here is an example of lowering the environment light and adding a Back light in order to shift the mood of the scene only by using lights.

PS. I also lowered the camera’s f/stop in order to blur the background even more and increased the bloom for that mood shift.
For this shot I lowered the ceiling lights Luminance, and totally removed the Fill light so that the rough shadows on her face would come up. In addition, I lit up the lamp in the back in order to add a mood light in the distance.
Once you have your lights in place, you can control them however you want to achieve the mood you are aiming for. :)
 

ViperGts151

You don’t like me? Fine. Don’t waste my time then.
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Jan 15, 2018
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ViperGts151 note Part 2
Example 3 – Using a Spotlight
I recently made a render that prompted a few questions as to how I made it, so I’ll include it here as well, and you can use this concept on your own renders.

In this example the key light is coming from a Spotlight, which works great to emulate sunlight. In fact I only use spotlights for this purpose myself.

It also has a filter in front of it so I could achieve some shadows to emulate it coming through a window of sorts.





In this environment I used with no light sources inside, but on the outside I just used DAZ’ default HDRI map so the light would come through the window and light up the room.

Let’s first create a Spotlight (Create > New Spotlight) and point it where we want to illuminate.

The spotlight setting I'm using is in the image too.





Looks pretty boring, doesn’t it? So let’s add some shadows in front of it now.

In order to do it we will have to first create a blank white image with black shapes in it. You can do it in Paint, GIMP, Photoshop or whichever your image editing tool of choice.

Here is the one I made:





Now to add it to DAZ is pretty simple, first create a Primitive (Create > New Primitive) and select Plane.

With your Plane selected, go to the Surfaces tab and search for “Cutout Opacity”. The option that appears click on the arrow pointing down and select “Browse” in the list that opens. Now you will look for the file you just created and open it.





Your plane now looks something like this.





Now all you need to do is put it in front of the Spotlight to achieve the shadow effect.

Keep in mind that this is just one way of doing it, you can put anything in front of the light and it will cast a shadow so you can get creative from there.





Every scene that I do, be it in my game or a random loose render, I use these concepts.
I hope that this was a comprehensive way of looking at how I do it. You can literally achieve the look you want by following very simple concepts and adapting them to your own work.
Understanding that these are mere concepts and not rules will give you the freedom to adapt and change everything to suit your needs, you can add more points of lights to serve the same purpose or remove them completely to achieve something totally different.
You can make the lights stronger or softer, change their positions, and even totally get rid of one of those points of lights to shift the mood.
Play around with your camera in order to have a close up or a wider shot to show exactly what you want your audience to see.
Keep in mind that lighting is just one component of a good shot, understanding you framing and composition is what’s going to allow your images to pop.
Ultimately however you do your thing, play around and keep practicing is one step forward to learning something new.
Here are some videos I highly recommend checking out:







 
4.40 star(s) 41 Votes