Hey, don't worry about it, I do appreciate the enthusiasm :) And comment whenever you feel like, I don't feel compelled to answer immediately. When last time I said I needed to get to bed was because I did want to reply, but I thought it might be weird replying and then disappearing in the middle of a potential conversation, so I just wanted to give you a heads-up.
And feel free to post ideas - I mean, even if they're not something I want / will / can do, they might still serve as creative basis for a lot of other concepts that could make it into the game. Btw, you should definitely join the BFP Discord. There's an ideas and suggestions channel there, and I also post updates when I have new things - sometimes even a few times a week. The link for is both on the game page and in game under About.
Re: freckles - I never took it as a demand, no worries :) And sorry for the confusion. I am so used to trying to set the right expectations with people that I sometimes don't even think how others might read it.
I'm trying to reply as I'm reading your text, so take this reply as more of a dialogue attempt :) We'll see how it goes.
Re: simplicity - that was what I was aiming for. Having traditional controls here was too complicated and too much. I wanted a game that is accessible, and - in all seriousness - can be played with one hand (well, at least on windows, for android it's a bit more complicated - but android initially came as an experiment to see if the game builds... and, well, it did :) ). Re: limitations, ofc, there will always be some - although I'm hoping to push the boundaries more and more.
Re: the dialogue - the dialogue is a bit of a mixed bag right now. The Default topic library is the most complete there is (think v2.0), currently. The rest, Honorable, Bitch, etc. are v1.0. I haven't yet had time to upgrade them to make use of the newer dialogue capabilities. I'm not yet done with finishing Default. Once that's done, I'll revisit all the others, one at a time, and hopefully the result will be even better. The strength behind the dialogue is that it's based on a conditional system that can evaluate things based on accumulated context (both from the current match and the overall common history of the two opponents - think past matches), as well as variability - something I mentally call optionals (although technically not the most correct term, I guess). Dialogue is also divided into topics, that are ascribed each to one or more actions / intents (e.g. 'intent_undress_self', 'actor_sexual_domination', 'actor_fuck', 'target_ride', etc. - there are quite a lot of topics). A dialogue line looks like this as defined in the game: "listener>is_nearing_orgasm && speaker>is_confident::Gonna make you cum<{% speaker>inflicted_orgasms_higher_than(0) %} again>{, NX}!", "speaker>is_confident && speaker>is_historically_stronger_than_opponent && listener>has_penis::Feeling proud you got <that || your> <weak || limp> cock in my ass, {X}?", "is_first_encounter || speaker>is_historically_stronger_than_opponent::You can't handle me{, NX}!", etc. The optionals are meant to avoid repetitiveness and enrich each line with alternatives. The syntax might seem a bit idiotic, but it's this way for reasons of performance. I have a bunch of (somewhat outdated) guides on Discord on writing your own dialogue. The game supports making your own files - the source dialogue is actually included under .mods\topics\ for the Windows version.
So I guess the above also answers the question below re: past matches and rivalry :) I guess the limit is dictated by the context the game can build about past interactions and how much I expand on this, as well as how much time I'm willing to invest in writing dialogue and conditions. If you want to see what the game records re: past matches, go here: c:\Users\YOUR_USER\AppData\Roaming\Godot\app_userdata\Battlefuck Pit\Memory\ and look inside the files.
The grunts and voice effects are unfortunately a mixed bag because they're based on what sounds I was able to find that have the right sort of licensing and are free (you can see the sources under Credits). I can't afford voice actors. Would be nice, but... :) So believe me, I'm very much aware of these limitations, and I wish this were different.
Thanks, re: the wearables :) I do my best, and it's quite obvious when you know which are older and which are newer that I have made some progress in learning how to model. However, while serviceable, the truth is that they are not in any way great :) Still, progress. The game looks a lot better than it used to look in the beginning, when I was just learning stuff.
Re: the tape nipple covers - as simple as this sort of thing sounds, it's not simple :) Appearances can be deceiving. Let me explain. The nipple area is one of the most deformable surfaces on the in-game body - due to all the customizations that are available for breasts and nipples. A wearable model needs to conform to all these deformations (i.e. deform with them) in order to avoid any sort of clipping. The problem lies in the fact that deformations are not proportional, and various parts of the breasts scale differently compared to others. So what might look like two perfectly nice rectangles crossing in the middle at default settings, can end up two very deformed and unrecognizable shapes that cross somewhere off center, and are either minuscule or huge... E.g. use the Features to apply the Huge nipples features. Now play with the breast/nipple shapes, and watch how they deform. Also notice that the lower side of the nipples fades out on the lower side. That's intentional, because the deformation there is so strong that it ended up looking horrible and totally non circular. You can also see this in how the corset (not sure it's in the free version yet though) breast area looks like on a flat chest vs on a big chest. Ah, or you can just try the bra, and scale the breasts using the included sliders, and see what becomes of the breast cups when the breast get smaller :)
Re: faces - it's a mix between the legacy of the inexperienced decisions in the beginning (e.g. adding shapes and customizations without really understanding some basics, pushing their envelopes too far), and, if we're talking about random characters, then also the potential combinations of everything. Things have improved here too, but it's definitely not a walk in fashion model land :) I don't think it's your 4GB of ram, nor the demo. It's just how things are. Or... hmm, actually, if you're running using BFP_hi_perf_and_intel_card_fix.bat the faces will look slightly worse than normal. That .bat file switches to using the mobile rendering engine, which has less bells and whistles and looks a bit rougher (but consumes less memory and is faster). One thing - a personal preference that helps with this is to use the Pixel art mode. Yes, it switches to large pixels, but besides improving performance, it also hides some imperfections better. It's a matter of taste if you prefer it though. I love it - that's how I play.
Re: changing color of palms/soles/glans - while technically easy, the problem here is that you get a hard edge between the tinted skin and the rest of the body. You can only apply colors on surfaces defined by vertices, which means you get a hard border on the tinted area. The glans is possibly the only one that could perhaps get away with it in most cases, but for the rest, you'd basically see a very hard edged stain of different color. Definitely not nice. It works for nails / lips, because those naturally have a clear edge to themselves.
Re: toenails - lol, I've just checked, and you're totally right, the toenails don't show at all :)) Thanks for spotting this. They're actually missing (the geometry is there, the color / surface assignment isn't). The explanation is simple - at some point in the past I somehow (by mistake) unassigned or reassigned the toenails surface to the body. I need to fix this - and that means for all feet models that show toenails - shoeless feet, and feet that wear heels where the nails are visible. I made a quick fix for the first, and they show up - and are also visible when tilting the model :)
Re: the tilt option - I do plan to improve on that, let you zoom on various body parts, but tbh it's not a priority at this point.
Re: the redness - it's associated with arousal, yes. I can understand how that might be a bit confusing (never thought of alternative causes for redness tbh). I don't plan or want to implement any sort of bruising, in any case. I've been asked for this before, same as for tears and scratch marks. It's a bit too hardcore for what I want the game to be.
Re: going through changelogs :) Don't worry, I mean they're mostly quite big and messy, and might not even be very clear sometimes. But I appreciate that you're taking the time to read them, anyway :) Lol, had a good laugh at the stuff about the 69 thing :D
Spitting cum out of the mouth - that's an interesting idea, but it needs an associated animation that can be overlayed on whatever is playing at that time. I'm gonna pull the 'unsupported by the engine' card here - for some very weird reason, although the capability exists internally, Godot doesn't expose mixing two animations in code (same problem with bone masking (i.e. allowing an animation to influence only part of the body)). So I can't do this sort of thing. However, there is the next best thing: mouth cum, that stays behind if the opponent has orgasmed inside the mouth of the character in question. I gotta be honest and say I don't remember if this is in the demo or not. Actually I think it is. There's cum around the mouth, as well as creampie support. The full version also has the creampie for anal added in.
The chance of not climaxing inside the opponent's mouth - it's doable, but it needs a new animation. Probably in some form of future. It's a nice feature, and I think I already have it on the list (at least for oral), but given that not all actions have even a single custom orgasm animation yet, that will take precedence over adding multiple orgasm options. Suffice to say, I have no idea when I'll get to either of these :) (you're gonna get used to hearing this, I'm afraid :)) )
Re: variations for cuddles and wall fucking. Yes, but same as with the above. Priorities :) Bar that, it may randomly happen that I just feel like doing it (because whatever stroke of inspiration one morning), so it could pop up out of the blue as well.
You might notice though overall that the post-defeat part is less flashed out than the fight. The reason is because I'm frankly more interested in the fight itself rather than the sex afterwards - for me the fight is the game. While not an afterthought, I tend to not give the same level of importance to the post-defeat stuff. Which isn't necessarily the right approach - I will probably need to do something about it in the future.
When it comes to sexfighting and other similar games - my intention has always been to implement sex wrestling, rather than beat'em'up mechanics with grapples. When i started on BFP I was looking exactly for this sexfight / sex wrestling sort of game, and couldn't find it. I sat on the idea for a few years before I actually got over the mental block that kept popping up every time I thought about having to set up a new project and figure out how the foundational bits and engine work... :) And with regards to the update schedule - I genuinely enjoy working on the game and pushing boundaries. Add to it the very non-negligible fact that the game has been my only source of income since last November - as it tends to be a pretty good incentive :)
And don't hesitate to comment (although do consider the Discord as a better form of communication :) )