# Week 4 (10/07/2020)
With our playable prototype, shown during last week's presentation, receiving moderate to high enthusiasm, we decided to proceed with building upon it. The dev team focused on ensuring that the most basic mechanics are in place: collision detection, managing light (as a resource that determines both visibility and health), refined flight controls, and winning play of the core loop.
As the design and project manager, I am responsible for the game design and level design for the project. I conducted additional research on possible level design elements for the game, including additional enemy types. But mainly I wanted to look into ensuring the game was appealing at a visceral level. For this reason, I discussed the game Exo One with my team (link to gameplay trailer (opens new window)).
Exo One relies heavily on the physics of the game engine to ensure that the game feel is satisfying, whereas our game does not have gravity in it in the prototype stage. The reason for this is because we based our prototype on a Unity tutorial working towards a space flight game (link to YouTube video (opens new window)). This is a possible direction that the game could take, but since our game does not depend on gravity, and maintains forward momentum at all times, it could work against the player. So I'd like to explore this direction in a fork of the game, while continuing to design and develop aspects of the game we know we'd like to include without question.