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:

  1. Capture – collect raw session content such as notes, text logs, or future audio transcripts
  2. Contextualization – compare current session events against campaign lore, NPC records, and prior session history
  3. 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.