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A Door In Every Wall
Development Notes
The current demo of ADIEW was developed during the summer of 2022, taking inspiration from an old prototype I had put together in early 2020. This prototype was, at the time, my first experience with Unreal Engine, and therefore was massively flawed both design-wise and coding-wise. Regardless, I still appreciated the core mechanical concept I had come up for it, and therefore decided to remake it.
The original demo consisted of 5 levels, with very little art, animation, player feedback or general polish. The battery mechanic was already present in that prototype, but it was barely explored aside from being presented in a risk-free tutorial level. Level progression was also weirdly paced (jumping from painfully simple levels to a single overwhelmingly complex one).
With all of this in mind, for this remake, I:
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Rewrote and optimized all the code of the original demo;
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Added a save-file system to allow the player to complete the game in multiple sittings (since the demo can last more than 40 minutes for new players);
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Added multiple instances of player feedback, like sound cues and visual post-process effects. An instance of this would be the screen becoming progressively darker, grainier and more muted the lower the player battery is;
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Adding Start and Pause menus, as well as a congratulatory screen for the completion of all levels;
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Re-designed 4 of the 5 original levels and got rid of the remaining one, as to make the learning difficulty ramp less punishing and more intuitive;
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Added 2 new levels to fully explore the battery mechanic presented in what now is the 5th level;
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Decorated each level properly, both with personal and free assets from Sketchfab (all credits in-game and on the itch page);
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Improved preexisting visuals like the "environmental-scan" screen, the portals and the "slowing pads" with the addition of various particles, animated dynamic materials and post-process effects, as well as mesh replacement;
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Added small narrative clues to tie the game together, both as text messages scattered across the various levels, as well as visuals cues;
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Added animated models for both the player and the NPCs, for visual coherence (again, all credits for the meshes in-game and on the itch page);
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Tweaked all the mechanics to be as player friendly as possible, including slowing down the player speed, diminishing the jumping-pad strength, delaying the portal-spawning as to match the model's animation, amongst others.