# Week 4 (Sept 30 - Oct 6)
Since there weren’t any deliverables due this week, the team continued to work on the Alpha code and preparing for the First Playable demonstration. The designers continued with ideating and mocking up 3D models, while the developers continued with coding the basic game mechanics. So far, we have implemented the moth’s 3D model for the player, as well as achieving a satisfying flight control using the player’s mouse position. Moving forward, we will start building the environment’s 3D models, as well as programming the full game experience, such as a start menu, an option’s shell menu, and a scoring system.
For this week, my main goal was working on hit detection. Following Xin’s recorded tutorial, as well as following YouTuber Brackey’s Unity Beginner Tutorials Playlist (opens new window). The tutorials were really helpful for getting an understanding of how to create a basic 3D game in Unity. One of the issues I was running into was the Ridigbody affecting flight post collision. Luckily for us, the way our game is designed means that once player’s hit an obstacle, they start back at the beginning. Therefore, it was not necessary to worry about the flight controls not working properly once the player collided with an obstacle.
Moving into the First Playable, as well as the revised GDD and Playtesting Report, the team is going to discuss the details in future meetings. We’ll have to determine how we’re going to split the workload, as well as our goals for what is the minimal viable product, we can showcase during the playtesting sessions. I think that we can achieve the core game mechanics of hit detection, respawn, and light (resource) management. Following that, we’ll work more on the aesthetics, such as colors, textures, sound and level design.