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CPSC 6170 / Goatective

Kit Swanson

Game Description

Goatective is a third-person mystery game where players step into the hooves of a ‘goat’-ective, determined to investigate the cause of her owner’s sudden death. Designed to engage players’ critical thinking, the game challenges them to make sense of environmental storytelling, and draw conclusions in a highly interactive space.

The objective of the game is to investigate the mysterious death of the homeowner by exploring their residence, uncovering key evidence, and analyzing clues. Players interact with objects scattered throughout the environment to discover hidden details and unlock additional narration, enriching the story and revealing critical insights.

As the investigation progresses, players solve puzzles and gain access to new areas of the home, uncovering deeper layers of the narrative. The ultimate goal is to piece together the gathered evidence, use logical reasoning to determine the true cause of death, and achieve a high final score based on the thoroughness and accuracy of the investigation.

Game Mechanics

The gameplay focuses on exploring an immersive, detailed environment using an interactive system that responds dynamically to player choices. Players control a goat character who can switch between first and third-person perspectives, allowing for varied exploration and interaction with the environment.

Key mechanics include object interaction, where players examine clues to uncover details, and a dynamic GUI that updates based on discoveries. A scoring system tracks investigative progress, rewarding thorough exploration and deduction.

Technical Description

Goatective was developed in Unity using C#, leveraging object-oriented programming principles to streamline gameplay logic. The game utilizes an abstract ClueClass system, allowing for flexible clue types managed through scriptable objects. This modular approach ensures dynamic interactions and efficient data handling across different investigative elements.���

A key technical feature is the first-person POV camera, which follows mouse movement to grant precise control over investigations. This system enables players to closely examine detailed scenes, enhancing immersion and environmental storytelling. Additionally, a dynamic GUI system updates in response to discoveries, reinforcing the interactive nature of the investigation.

Controls

Players navigate the environment using the arrow keys to move their character, switching between first- and third-person perspectives with the S key to investigate clues more closely. The Tab key opens the Journal GUI, which provides access to dynamically updating tabs, including witness statements and a final report selection.

Game Limitations

Future Work

Future iterations of Goatective could feature a more expansive and interactive world, allowing players to explore a detailed, open environment beyond the confines of a single home. Enhancing the game's camera system would provide smoother transitions between perspectives, improving investigation mechanics.

Additional dialogue and story-driven interactions could deepen player engagement, incorporating dynamic conversations and branching narratives that evolve based on gathered evidence and decisions. These improvements would further immerse players in the mystery-solving experience, making investigations more complex and rewarding.

Game objective

Game Screenshots

Hovering over tabs changes pages within the Journal, allowing players to seamlessly review gathered information. Dialogue boxes are dismissed using the Space key, ensuring smooth progression through conversations and storytelling.

The confined space of the home environment presents challenges in player movement, occasionally resulting in janky navigation and restricted maneuverability. The game's camera system, while functional, lacks the fine-tuned adjustments needed to seamlessly transition between first- and third-person perspectives, sometimes limiting the player's ability to investigate detailed scenes smoothly. This is especially true in confined spaces where the majority of clues were placed.