FC Primal Trainer: Development Guide 1. Concept Overview Core Idea: A gamified fitness trainer that uses primal movement patterns (climbing, sprinting, striking, squatting) as “attacks” or “survival skills.” Users complete workout rounds to defeat virtual enemies, unlock primal perks, and progress through a stone-age narrative. Key Mechanics:
Rep-based “combat” vs. AI enemies. Motion/voice input (or manual taps if passive). Progression: Unlock new exercises, weapons (club, spear, bow), and tribal buffs. Daily “hunts” (workouts) & “spirit challenges” (HIIT).
2. Tech Stack Recommendation | Layer | Options | |-------|---------| | Frontend (Mobile) | Flutter or React Native (cross-platform) | | Backend | Firebase (Auth, Firestore, Cloud Functions) or Supabase | | Motion Detection | Camera: Google ML Kit / Apple Vision Pro; Wearable: Fitbit/Watch API | | Game Engine (optional) | Unity (for rich animations & enemy AI) | | Database | Firestore (user progress, workouts, unlocks) | | Push Notifications | OneSignal / Firebase Cloud Messaging | For MVP: Start with manual rep counting + timer to validate mechanics before adding motion ML.
3. Core Features (MVP) 3.1 User System
Sign up / login (email, Google, Apple) Profile: weight, fitness level (beginner → primal), tribal avatar Daily streak & XP bar
3.2 Workout Combat Loop
Choose enemy: Sabertooth (endurance), Eagle (speed), Bear (strength) Each enemy has HP & attack pattern. User performs real exercises as “moves”:
Punch → Jab (10 reps) Squat → Dodge (5 reps) Sprint in place → Charge (20 sec) Floor climb → Mount attack (6 reps each side)
Reps reduce enemy HP. Enemy attacks during rest (must defend by holding plank). Win = XP + primal tokens.
3.3 Progression System
Levels: Primal 1 → 20, unlocks new exercises. Weapons: Club (power), Spear (precision), Bow (speed) — each modifies rep requirement. Tribal Perks: Mammoth endurance (+20% HP), Eagle eye (longer rest), Wolf pack (double XP on first workout).
3.4 Workout Library