Love/Hate is a relationship and personality simulator for Unity. It models characters’ feelings about each other using emotional states and value-based judgment of deeds.
With Love/Hate,
your characters will …
A 5 Star Rated Asset
The overall approach to dealing with character emotions and state of being is a complex task, and Pixel Crushers handled this fantastically.
What did I want? Characters whose race, culture, and geographical origin determined how they would react to the player character and to each other (likewise because of the other’s race, culture, geographical origin), and, most critically, to adapt to changes in the world created by the player, and the butterfly of the character’s actions regarding other PCs.
Tall order.
Love/Hate nails it in a very elegant way.
Love/Hate doesn’t replace reason-based AI such as finite state machines and behavior trees, but instead works alongside them to provide interesting, character-based motivation.
Love/Hate lets you create complex characters that react emotionally to what’s actually happening in the game.
Love/Hate is the product of several years of research and development in realtime simulation of emotions and value-based appraisal, incorporating the latest academic and industry strategies. It includes complete, fully documented source code as well as support for Hutong Games’ PlayMaker, Pixel Crushers’ Dialogue System for Unity, Opsive’s UFPS and Behavior Designer, ICE Creature Control, Paradox Notion’s Node Canvas, PLYoung’s plyGame, CallumP’s TradeSys, Gaming is Love’s Makinom and ORK Framework, and UtopiaWorx’s Zone Controller. (These products must be purchased separately.) Love/Hate is very lightweight and CPU efficient at runtime.