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🌊 Gameplay Core: "Flow"

The "Flow" module focuses on large, continuous movements using virtual bats. It is designed to improve range of motion, core stability, and balance.

The Loop

  1. The Beat: Targets fly toward the athlete from a central portal.
  2. The Action: The athlete must swing their bats (Left=Black, Right=White) through the targets in the direction indicated.
  3. The Feedback: Successful hits create a satisfying slice effect and maintain the combo.
  4. The Workout: Focuses on core rotation, shoulder mobility, and lower body stability.

Mechanics

  • Bats: The athlete wields two bats. Left is Black, Right is White.
  • 360 Target Ring: Targets spawn along a 360-degree ring with two distinct zones:
    • Outer Ring: Requires full arm extension and body movement.
    • Inner Ring: Requires half-movements. Used for rapid "drumming" or "rope swing" rhythms.
  • Directional Swings: Targets have arrows indicating the required cut direction.
  • Trails (Arcs): Visual lines that guide the athlete's arm movement from one position to another, sometimes without targets, creating "Zen-like" flow or setting up the next hit.
  • No Guard: There are no blocking targets in Flow mode.

Obstacles & Fitness Prefabs

Obstacles in Flow work similarly to Boxing but include specialized fitness movements: * Walls/Bars: Force squats and leans. Note: Only the Head is tracked for collision. * Leg Lifts: Triangular obstacles requiring the athlete to lift one leg horizontally while balancing. Note: The leg lift itself is not scored, only the head position avoiding the obstacle. Athletes can modify this action for safety. * Run In Place: Rapid sequences of obstacles requiring a running motion. Note: Safety is priority; athletes can replace this with stretching or low-impact movement if needed. * Coaching Callouts: For complex fitness moves (Leg Lifts, Run In Place), coaches are encouraged to verbally prepare the athlete for the weight shift, especially at lower difficulties.

Portals

  • Active Portal: Targets and obstacles spawn from the currently active portal.
  • Rotation: Just like in Boxing, portals can appear 360 degrees around the player. The choreography (swings) should guide the player's rotation to face the new portal.

View Modes

  • Portal View: Targets emerge from the active portal in 3D space.
  • Track View: The 360 ring is mapped to linear lanes.
    • Top/Bottom Targets: Mapped to height.
    • Side Targets: Mapped to left/right lanes.