DOME is a 2D survival shooter scroller where the player controls one of the last survivors in a colony established on the icy planet Aurora. Each day, the player must use the daylight hours to search for essential items needed to survive in this harsh and cold environment. Additionally, during the night, the cold is so intense that you must return to the shelter to rest and manage your time and resources. Will you be able to escape?
It features a daily cycle in which the player has 12 hours to loot points of interest, followed by another 12 hours to rest and manage their resources in the shelter, as it will be night, and the cold will prevent them from going outside. After completing tasks in the shelter, the player can sleep for the remaining night hours to replenish their strength and venture out again.
The player can visit loot points, which will be small, quickly traversable areas containing meager loot depending on the location (pharmacy -> medicine ingredients, supermarket -> food, etc.). The player will spend daylight hours here. They can only loot what their equipment and condition (injured, hungry, tired) allow them to bring back to the shelter.
The player has a shelter, a small area where they will have access to different crafting stations to create objects. Additionally, there is a bed for resting and starting the next day cycle. Each action the player takes in the shelter will count against the time spent here. Each night, the player has five action points, represented as clocks.
Furthermore, the player has an inventory to store acquired items, weapon ammunition, combat enemies in raid zones, heal wounds, and manage different health states. All of this is aimed at obtaining the necessary parts of the spaceship that they need to rebuild to escape the planet.
In the repository, you can find information about the game, which is a kind of summarized GDD (Game Design Document).
My contribution to the project can be summarized as follows: player health state system, hypothermia effect, menus (raid selection, pause, and settings), stair movement mechanics, creation and design of all game maps, and parallax for backgrounds.