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a01_demo
a02_pertraits
a03_reltraits
a04_presets
a05_faction
a06_deeds
a07_multiplayer
a08_ecology
a09_thirdparty

 

ManualAPI Reference

WebGL Demo – Webplayer Demo

AvailableOnAssetStore

 

 

 

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. Play the demo!

 

With Love/Hate, your characters will…

  • …have personalities and emotional states.
    Love/Hate uses powerful, customizable personality and emotional state models.
  • …maintain relationships.
    Love/Hate tracks how different characters and groups (factions) feel about each other, allowing you to define a dynamic web of social ties among your characters.
  • …judge and remember deeds.
    Characters witness deeds committed by others, judge them according to their own personality and relationships, and remember them.
  • …gossip with other characters.
    Characters share memories realistically, allowing news of actions to spread organically.

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 Behavior Designer, 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.

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5 Star Rated Asset. What customers say:

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.

ManualAPI Reference – WebGL Demo – Webplayer Demo