Love/Hate capability for creating/managing social networks
Posted: Wed Jul 21, 2021 7:45 am
Hey,
I'm looking at using Love/Hate for the following project:
A small but dense sandbox (similar idea to Streets of Rogue scale), where NPCs belong to factions , different classes and have different personalities. The player is a hunting a target (NPC) and interacts with NPCs in the level to work out their social connections, get their favour/help, interrogate them etc. to uncover clues to the player target. I'm looking for a system that will help with:
• Procedurally generate a database of NPCs with variations of all the above traits
• NPCs have a schedule based on their traits
• NPCs are aware of events going on around them.
• NPCs are part of a social network based on their traits
For instance, NPC 1 has 3 connections to other NPCs based on their personalities (e.g. NPC number 6, 12 and 15).
NPC 1 will know details about these other NPCs, and will react to their status changing.
Now looking at the Love/Hate youtube materials, it seems it hits the mark on the first 3 points, but how well can it support on the last point? How well can it handle a web of connections rather than just broader and more binary factions? Also how well does this scale? Could I run it for 100 NPCs at once? with those NPCs interacting without the player near by? what are the limits on this?
Thanks and I'm looking forward to your answer.
I'm looking at using Love/Hate for the following project:
A small but dense sandbox (similar idea to Streets of Rogue scale), where NPCs belong to factions , different classes and have different personalities. The player is a hunting a target (NPC) and interacts with NPCs in the level to work out their social connections, get their favour/help, interrogate them etc. to uncover clues to the player target. I'm looking for a system that will help with:
• Procedurally generate a database of NPCs with variations of all the above traits
• NPCs have a schedule based on their traits
• NPCs are aware of events going on around them.
• NPCs are part of a social network based on their traits
For instance, NPC 1 has 3 connections to other NPCs based on their personalities (e.g. NPC number 6, 12 and 15).
NPC 1 will know details about these other NPCs, and will react to their status changing.
Now looking at the Love/Hate youtube materials, it seems it hits the mark on the first 3 points, but how well can it support on the last point? How well can it handle a web of connections rather than just broader and more binary factions? Also how well does this scale? Could I run it for 100 NPCs at once? with those NPCs interacting without the player near by? what are the limits on this?
Thanks and I'm looking forward to your answer.