I recently outlined my approach to creating an emotion-driven object interaction system for a virtual pet character, which I detailed in this post. 

After tinkering with the prototype some more, I’ve got it to a state that I think works as a playable proof of concept. Implementation is still pretty rough, but it showcases my core design concepts – object reactions, character memory and object preference. Catbox ‘learns’ which types of items he likes and dislikes the more he interacts with things, and he can use these prior experiences to influences how he chooses to approach objects in the future.

The demo is available on my itch.io page, with versions for PC, Mac and Linux.