PaleGrass

PaleGrass

Developing "Lisa" an adult RPG.

40subscribers

37posts

Hello! :)
Just a wee update:
Took me a few days to get back into the swing of things but we're well and truly swinging atm. I'm nearing completion of the event CGs (30~ left) which currently stand at around 230 for Sharon's final event. I do want to make a morning after sequence too but that shouldn't take too long, maybe 5-10 CGs / 1 days work.
I think I'll probably have all of the CGs finished within the next week, maybe 8/9 for editing then I'll start writing it up.
The opening stages are already written and implemented but it will still take a good chunk of time to write it all. 250CGs worth of writing is a lot even with my trusty notes.
Some other things:
-I've added a new quest to the game called "Ladies Lunch" to reduce any confusion regarding Kwang-Ho. If you've already unlocked Kwang-Ho, this quest won't appear in your game but don't fret, it's only cosmetic to assist players in finding how to unlock the restaurant.
-I added some nifty new laptop functionality with a wee animation that looks awesome, can't wait to show it.
-And finally, I've been chipping away at the indoor lighting in game and it's pretty much all completed with the exception of a few maps. At the end of last month, I really wasn't in the mood to be crafting sexual content with my Mother in the hospital but I still wanted to work so I was painting during that period and it's turned out surprisingly well. I really thought it'd take me a month to do it which is why I talked about it as a "distant" project in the 3.2 release post but honestly it probably took me less that 24 hours total to do it all which is so, so cool! I'm glad to have that wrapped up because it used the same plugin as some of the outdoor visual upgrades and closing that chapter while that functionality was still fresh in my mind is definitely nice. I've also kept templates for every shading/upper/lower/day/night lighting layer used along the way that can be swiftly edited for any future maps that are added.
I've attached a before / after screenshot so you can see an example of what I'm talking about. I'm a stickler for lighting in Daz so naturally applying some real depth to the lighting / shading in RPGM was something I've wanted to add for forever.
The final 3.2 patch will be uploaded later this month so if there's anything outstanding, any issues, any errors, big or small, be sure to let me know because I have a lot of work to do to get another release or two out this year and I'd like to leave this one nicely wrapped in a bug-free bow if at all possible ^_^
When it's uploaded, it will be uploaded to Deviant tier for a day or two to rule out any potential issues (I doubt there will be any but I am always wary of how daft I can be sometimes) then released publicly. Fixing 50 users games who actively read update posts is a lot easier than fixing 50,000 who don't, I hope this makes sense. Anyone who was Deviant during the 3.2 launch last month but no longer is; just shoot me a message when the patch drops and I'll give you the link too x
Thanks so much for all of your messages on here over the past few weeks as well guys, I'm backlogged on just about everything but after this patch is shipped in it's final state I can rest a bit and get everything in order again.
Sending my love to all of you x
//pG


Edit: 19/08/25
Instead of making another post I'll just update here ^_^
I've finished all of the CGs. I might change a few here and there depending on the flow of the writing but that's the Daz work basically finished.
Today + tomorrow I'm gonna edit all of the images, make it all look as good as I possibly can then that only leaves the writing, formatting and testing. The first 50~ CGs are already written and implemented but need finishing touches and testing.
The final tally for the events are:
Part 1: 72 main CGs + 14 Cut ins
Part 2: 6 CGs
Part 3: 155 main CGs + 5 Cut ins
Part 4: 6 CGs
I hope everyone's excited for some Sharon fun ^_^
Let's hope I can meet your expectations x
I've also implemented a new autosave feature. You can't actively write data to these save slots yourselves, it's functional only to hopefully recover lost progress for players who might experience an unfortunate crash or a game stall. There are two autosave slots that will save alternately just to be doubly safe.
These slots will write every time a map transfer occurs, whether that's scripted or actioned by the player but I do want to urge you not to rely on them. They're largely untested and could have unforeseen consequences when autosaves occur during autorun (cutscene) events which is why there are two slots. 
Again, the only real reason I'm even considering this is to hopefully rescue a few players who might crash or something resulting in lost progress along the way had they not saved for a while. I don't think progress loss is terribly common anymore but if it can reduce frustration in even a few players then that's worth having.
If you feel like trying it a few times and reporting whether you've had any issues with it or if it worked well that'd be great but otherwise you can just continue saving as you normally would and ignore the feature unless you really need it :)
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