# Week 7
This week we finally began to combine the game mechanics that we had tested out separately, into something that almost resembled a game. While Sandy played with level design and Tim Modelled the remaining enemies, Justin and I worked to implement the missing prefabs and introduce real enemies and their behavior to the gameplay.
# All Roads Lead to the Alpha
I personally went after a few bothers this week which had been bugging me. Adding the flight recording timestamps mentioned last week introduced a strange issue that resulted in the moth replays teleporting back the beginning upon completing their journey. The cause of this issue was due to some type problems with non-nullable structs and is ultimately uninteresting, but I was able to hunt it down and fix it. I then imported Tim’s hand model (not modelled after his hand unfortunately but instead merely created by the man) and begin working to make a prefab enemy that would attack the player. We wanted to make these hand enemy a challenge to dodge but not too hard because there would be a lot of them. I decided to have the hand target the player once the place was within a certain radius of it. The hand would then move along the x and y axis only to try and intercept the player as they fly past it. This forces the player to move in order to avoid that hand without making it too difficult.
# Next Steps
Now that I have implemented one enemy, I will have to add the remainder so we can test the game with a larger variety of enemies. One big feature that’s yet to be implemented is the way that enemies will interact with the player’s past lives. We want the enemies to reset upon the players death and then target the ghost moth that they killed previously. This will involve storing some kind of ID for use during the flight replays but that is a problem for another day.