SPRINT 1: Core Mechanics

Build the foundation of your game — movement, physics, and basic level

Lesson 17 of 22 75 min session 50 XP available Week 11 — Tue SPRINT 1 of 4
XP EARNED: 0 / 50 XP
1
Sprint Planning — Set Your Goals
~10 min
+10 XP
💡
Sprint methodology: In professional game development, a "sprint" is a focused work session with clear goals. You decide WHAT to build, work on it, and at the end you should have something PLAYABLE. Today is Sprint 1 — the most important sprint because you're building the core foundation.
1.1
Open your GDD. Pull up your Game Design Document from L16. Re-read Section 11 (Development Timeline) and Section 6 (Core Mechanics). These are your blueprint for today.
1.2
Write your Sprint 1 goals. Choose 3-5 specific tasks from your GDD that you MUST complete today. Be realistic — you have ~60 minutes of work time.

My Sprint 1 Goals (tick when done)

Checkpoint: You've reviewed your GDD and written 3-5 specific Sprint 1 goals. Show your teacher your goals before starting work.
2
Quick Reference — Core Features
Reference
+10 XP
💡
This section is a reference sheet. Don't read it top to bottom — find the code you need for YOUR features and copy it into your project. Refer back to previous lesson tutorials (L04-L15) for detailed instructions.
2.1
Player Movement (from L06)
public float moveSpeed = 7f; public float jumpForce = 12f; private Rigidbody2D rb; void Start() { rb = GetComponent<Rigidbody2D>(); } void Update() { float moveX = Input.GetAxis("Horizontal"); rb.velocity = new Vector2(moveX * moveSpeed, rb.velocity.y); if (Input.GetButtonDown("Jump") && isGrounded) { rb.velocity = new Vector2(rb.velocity.x, jumpForce); } }
2.2
Ground Check (from L08/L10)
public Transform groundCheck; public float groundRadius = 0.2f; public LayerMask groundLayer; private bool isGrounded; void Update() { isGrounded = Physics2D.OverlapCircle( groundCheck.position, groundRadius, groundLayer); }
2.3
Coin Collection (from L10)
void OnTriggerEnter2D(Collider2D other) { if (other.CompareTag("Coin")) { score++; SoundManager.Instance.PlayCollect(); Destroy(other.gameObject); } }
2.4
Enemy Patrol (simple)
public float speed = 2f; public float distance = 3f; private Vector3 startPos; private int direction = 1; void Start() { startPos = transform.position; } void Update() { transform.Translate(Vector2.right * speed * direction * Time.deltaTime); if (Mathf.Abs(transform.position.x - startPos.x) > distance) direction *= -1; }
2.5
Camera Follow (from L12)
public Transform target; public float smoothSpeed = 5f; public Vector3 offset = new Vector3(0, 2, -10); void LateUpdate() { Vector3 desired = target.position + offset; transform.position = Vector3.Lerp( transform.position, desired, smoothSpeed * Time.deltaTime); }
Reference check: You've identified which code snippets you need for your Sprint 1 goals and are ready to implement them.
3
Build Time — 30 Minutes
~30 min
+10 XP
FOCUSED WORK TIME. You have 30 minutes to work on your Sprint 1 goals. Stay focused! Refer to previous tutorials if you get stuck. Raise your hand if blocked for more than 3 minutes.
3.1
15-minute check-in. At the halfway point, review your progress:
  • How many goals have you completed?
  • Are you on track to finish Sprint 1?
  • Do you need to adjust your remaining goals?

Mid-Sprint Check: What's working? What's stuck?

3.2
Save frequently! Press Ctrl+S every few minutes. Nothing is worse than losing work because Unity crashed.
Common Sprint 1 blockers: (1) Player falls through ground → check Collider2D on ground and Rigidbody2D on player, (2) Can't jump → check isGrounded, groundCheck position, and Layer settings, (3) Coins don't collect → check tag is "Coin" and collider Is Trigger is ticked, (4) Enemy doesn't move → check speed > 0 and script is on the enemy.
Checkpoint: You've completed at least 2 of your Sprint 1 goals and have a playable game foundation.
4
Build Time — Final 20 Minutes
~20 min
+10 XP
4.1
Continue building. Push to complete your remaining Sprint 1 goals. If you've finished all 5, start on Sprint 2 features from your GDD.
4.2
Test as you go! Press Play after each feature addition. Check:
  • Does the feature work as described in your GDD?
  • Are there any bugs? Note them down.
  • Does it FEEL good? (controls responsive, speed right)
4.3
Quick bug fix session. If you have known bugs, spend the last 5 minutes fixing the most critical ones. A playable game with bugs is still better than a non-playable game without bugs!
Checkpoint: Your game has a playable core — player can move, interact with the level, and there's at least one game mechanic working.
5
Sprint Review & Plan Ahead
~5 min
+10 XP
5.1
Sprint Review. Check your goals from Section 1. How did you go?

Sprint 1 Review

5.2
Plan Sprint 2. Based on today's progress, what should you focus on next lesson?

Sprint 2 Preview Goals

5.3
Save and submit. Save your project (Ctrl+S). Take a screenshot of your game in Play mode and submit to Google Classroom with a note about what you completed.
Checkpoint: Sprint 1 complete! Goals reviewed, Sprint 2 planned, screenshot submitted.