The Master's Loom Archive
System Architecture
System Architecture
Architect's Note
The current architecture is deliberately simple and local-first. Its purpose is to validate how the system should behave before committing to infrastructure decisions.
Future architecture builds upon these validated patterns, introducing synchronization, modularity, and AI-assisted systems.
Note: This document describes both the current prototype architecture and the long-term target architecture for The Master’s Loom.
The current build is being developed in MIT App Inventor and uses a simplified local-first design.
Future phases may rebuild these validated concepts in FlutterFlow with a cloud backend such as Supabase or Firebase.
1. Architecture Overview
The Master’s Loom is being developed in stages.
Current Prototype Architecture
The current prototype is a local-first application built to validate:
- screen structure
- user flows
- core data entities
- campaign, character, and session interactions
At this stage, the architecture is intentionally simple:
- MIT App Inventor frontend
- local storage using TinyDB or equivalent
- manually structured screen-to-screen navigation
- no real-time synchronization
- no production backend
Long-Term Target Architecture
The long-term vision is a modular, cloud-connected platform that supports:
- shared campaign state
- real-time session updates
- AI-assisted summarization
- battlemap coordination
- multi-user interaction across devices
2. Current Prototype Components
Frontend Layer
The prototype frontend is responsible for:
- campaign creation and editing
- character management
- session logging
- navigation between major screens
Local Data Layer
Prototype data is stored locally for fast iteration and simple testing.
This layer is responsible for:
- saving campaign records
- linking characters to campaigns
- linking sessions to campaigns
- persisting notes between app sessions
Workflow Validation Layer
Although not a separate technical service, the prototype phase is also validating:
- what information the user needs most often
- which data should be editable during play
- which data belongs in long-term records vs live session state
3. Future Target Components
Client Application Layer
A future rebuild may use FlutterFlow or another frontend stack to support:
- better UI control
- reusable components
- platform consistency across mobile and web
Backend/Data Layer
A future backend such as Supabase or Firebase would manage:
- persistent cloud storage
- authentication
- campaign sharing
- synchronized state updates
- cross-device access
Real-Time State Layer
To support a “command center” experience, the system would use an event-driven sync model.
Key concepts:
- client updates are pushed to shared cloud state
- subscribed clients receive live updates
- combat-critical fields such as HP, AC, conditions, or actor position can refresh without manual reloads
AI Chronicle Layer
The Chronicle Engine is the future summarization pipeline.
Proposed stages:
- Capture – collect raw session content such as notes, text logs, or future audio transcripts
- Contextualization – compare current session events against campaign lore, NPC records, and prior session history
- Synthesis – generate a narrative summary and store it as part of the campaign history
Battlemap/Canvas Layer
The future map system is treated as a layered interactive object:
- Background Layer – uploaded or generated map image
- Grid Layer – rule-based positioning system
- Actor Layer – tokens or figurines linked to characters, NPCs, or enemies
- State Layer – conditions, movement, visibility, and combat state
4. Data Flow by Phase
Prototype Phase
User Input → MIT App Inventor Screens → Local Storage → Screen Refresh / Manual Review
Future Cloud Phase
User Input → Client App → Cloud Database / Realtime Service → Other Connected Clients
Future AI Summary Flow
Session Notes / Logs → Processing Buffer → Context Lookup → Summary Generation → Campaign History
5. Design Priorities
Current Priorities
- fast iteration
- simple structure
- learning by building
- validating workflow assumptions
Future Priorities
- modularity
- low-friction synchronization
- scalable data relationships
- AI-assisted recordkeeping
- cross-platform usability
6. Architectural Boundaries
To keep the project maintainable, the system should continue separating:
- campaign records from live session state
- user-authored notes from AI-generated summaries
- core gameplay data from visual battlemap state
- prototype assumptions from future implementation decisions
7. Summary
The current architecture is intentionally lightweight and local-first.
Its purpose is to validate the shape of the application before investing in a more scalable frontend and backend stack.
The future architecture expands that validated core into a synchronized, modular, AI-assisted TTRPG management platform.