Josephmate

New Member
Jul 22, 2025
6
2
Re: progression - there is something that's already implemented in terms of stats. Characters gain various sorts of experience points during matches that can then be used to upgrade their stats.

Re: story - that is something that I'm still thinking about. Initially I wanted to do a story, but it seems a lot of people prefer the game to be a sort of sandbox, and wouldn't want to be tied into a specific settings. My current thinking (subject to re-examination) is to probably create a different project based on the same mechanics that will incorporate a setting / story.

In terms of more complex combat mechanics - what do you have in mind? Controls simplicity was also something that was appreciated by players, but that doesn't mean there is no room for improvement.
i would like to see if there is more moves then just slapping and stuff where you can cum in them if they liked it you can make them pregnant in the end when you won
 

dna787

Member
Game Developer
Mar 4, 2023
103
123
i would like to see if there is more moves then just slapping and stuff where you can cum in them if they liked it you can make them pregnant in the end when you won
You can cum in them (there are multiple actions which can cause you to cum, either as an actor or a target, inside or outside), but pregnancy is not something I am willing to implement
 
Jan 19, 2023
5
0
Re: progression - there is something that's already implemented in terms of stats. Characters gain various sorts of experience points during matches that can then be used to upgrade their stats.

Re: story - that is something that I'm still thinking about. Initially I wanted to do a story, but it seems a lot of people prefer the game to be a sort of sandbox, and wouldn't want to be tied into a specific settings. My current thinking (subject to re-examination) is to probably create a different project based on the same mechanics that will incorporate a setting / story.

In terms of more complex combat mechanics - what do you have in mind? Controls simplicity was also something that was appreciated by players, but that doesn't mean there is no room for improvement.

ahh, didnt notice the progression system, in terms of more complex mechanics, while this is a very unique way to implementing "effort", i would like to see some 'advantages' and 'disadvantages' while in different positions. also, some moves 'overpower' other moves, for eg, if i chose to slap someone while they try to grapple me, i should do be able to cancel it since its technically "faster" irl, something along those lines
 

dna787

Member
Game Developer
Mar 4, 2023
103
123
i would like to see some 'advantages' and 'disadvantages' while in different positions. also, some moves 'overpower' other moves, for eg, if i chose to slap someone while they try to grapple me, i should do be able to cancel it since its technically "faster" irl, something along those lines
There are advantages / disadvantages actually in certain positions (although I think I didn't implement it for all actions where this would fit) - e.g. standing up from kneeling while the opponent stands over you holding your hands and forcing you down incurs a -0.5 effort penalty (and the other way around).

The other thing doesn't work with the way the game engine operates, and changing this means completely rewriting it, as it totally alters the principles the game is based on. What you're suggesting requires both opponents to pick a move simultaneously, which is not supported. Only the actor who has exerted the highest effort during the previous action gets to pick the next move. I guess it could work in theory with some sort of rock/paper/scissors mechanics (where rock, paper and scissors map to actual moves), however that means implementing more than 3 choices will become very hard to balance properly. I have to say I prefer the predictable simplicity in this case.
 

dna787

Member
Game Developer
Mar 4, 2023
103
123
BFP v0.7.2 is now available for supporters:

Changelog:
  • New animations: missionary dominant breed target orgasm, missionary reverse fuck target orgasm
  • Missionary animations now have a chance to flow into one another (missionary / dominant missionary / dominant breed)
  • New wearables category: legwear. Some items (e.g. ankle guards, socks) will belong to both categories, for added flexibility. Legwear will be used in general for stockings and wearables that stay beneath the bottomwear
  • New items: short skirt, stockings, striped variants for stockings and socks
  • All character editor lists are now sorted alphabetically (with the None option left at the top)
  • Introduced compatibility checks between all wearables. If the selected wearable is incompatible with another one (e.g. due to clipping or z-fighting), then the incompatible one is disabled. E.g. legwear that covers the feet is incompatible with high heels (due to technical limitations)
  • Option to disable draws
  • Load and save action queues from the Gallery. Exiting the Gallery no longer clears the action queue
  • An imperfect copy of the last match is now available in the Gallery for editing and saving. An imperfect copy refers to the fact that all game actions are non deterministic and slightly random, and will differ in detail from the original timeline. E.g. An action could be longer or shorter than the original, look slightly different due to internal random combinations, and certain events that happened during the original action will not happen during the copy. This is due, ironically, to one of the strengths of the game action / animation engine, which makes use of randomization in order to achieve more realism and make things more exciting. Certain conditions are evaluated in real time during the game, and cannot be recorded for the copy. NOTE: Any characters can be selected for the replay. There are no checks, and certain actions may look weird if the selected characters do not share the same features as the original ones. The checks do apply however during editing, for any added / replaced actions
  • Game mechanics: Random events (e.g. the target pushing back from missionary during the action) now take into account the effort of both characters at the moment of the event, and are more likely to happen if the effort is higher for the initiator. There is still a random element to them though, as before
  • The default characters have been slightly improved and updated to make use of the new save file format. Use Options > Overwrite and update the default characters to get them. WARNING: You will lose all customizations and progress for the default characters (or any character(s) that share the name of the default ones)
  • Gallery code refactor
  • New 'No ears' morph that hides the ear geometry. Use together with wearables that incorporate ears, to avoid having two pairs of ears
  • Fixes: clean up character save files and prevent unused materials from saving; fixed a major issue causing the gallery to become weird while replaying an action queue due to the game engine also capturing certain events it shouldn't; fixed animation events left active after each dedicated orgasm animation; fixed action switch triggering immediately after final orgasm causing an infinite animation loop; fix crashes for character saves which include items that might have been removed from the game
 
4.00 star(s) 2 Votes