# BMS BattleMap Generator - Implementation Roadmap ## Phase 1: Frontend Renderer MVP (2-3 weeks) ### Week 1: Core Foundation #### **Days 1-2: Project Setup** **Tasks:** 1. Initialize Git repository 2. Create Vite + React + TypeScript project 3. Install core dependencies: - `konva react-konva` (Canvas rendering) - `js-yaml` (YAML parsing) - `zod` (Validation) - `@monaco-editor/react` (Code editor) - `tailwindcss postcss autoprefixer` (Styling) 4. Configure development environment 5. Set up TypeScript, ESLint, Prettier **Deliverables:** - ✅ Project repository initialized - ✅ Development environment working - ✅ Basic React app running #### **Days 3-4: BMS Schema Implementation** **Tasks:** 1. Create TypeScript interfaces for BMS 1.0 2. Implement Zod validation schemas 3. Create YAML parsing utilities 4. Add error handling and validation 5. Create test BMS files for development **Deliverables:** - ✅ Complete BMS TypeScript types - ✅ Runtime validation with Zod - ✅ YAML parser with error messages - ✅ Sample BMS files for testing #### **Days 5-7: Basic Rendering Engine** **Tasks:** 1. Set up Konva.js canvas 2. Implement grid renderer 3. Define Paperly style system 4. Create room renderer (walls, floors) 5. Add basic UI layout (editor + preview) **Deliverables:** - ✅ Canvas displaying grid - ✅ Rooms rendered as rectangles - ✅ Paperly style applied - ✅ Split editor/preview layout ### Week 2: Complete BMS Support #### **Days 8-10: Element Rendering** **Tasks:** 1. Implement door renderer - Open/closed states - Hinge side indicators - Connection lines 2. Create object renderer - Simple geometric icons - Labels and tooltips - State indicators 3. Build hazard renderer - Visual patterns - Color coding - DC indicators **Deliverables:** - ✅ Doors render with correct states - ✅ Objects display as icons - ✅ Hazards show visual patterns - ✅ Real-time updates on YAML changes #### **Days 11-12: Advanced Features** **Tasks:** 1. Implement lighting renderer - Light radius visualization - Bright/dim zones - Glow effects 2. Create annotation renderer - Text labels - DM notes - Connection arrows 3. Build export system - PNG export (canvas to image) - JSON export (serialized BMS) - BMS YAML export **Deliverables:** - ✅ Lighting effects rendered - ✅ Annotations displayed - ✅ Export functionality working - ✅ Complete BMS 1.0 support #### **Day 13: UI Polish** **Tasks:** 1. Refine UI components 2. Add error reporting 3. Implement zoom/pan controls 4. Add keyboard shortcuts 5. Improve user experience **Deliverables:** - ✅ Polished UI - ✅ Error messages for invalid BMS - ✅ Zoom/pan functionality - ✅ Keyboard shortcuts ### Week 3: Testing & Deployment #### **Days 14-15: Testing & Bug Fixes** **Tasks:** 1. Test with sample BMS files 2. Fix rendering issues 3. Optimize performance 4. Test on different browsers 5. Create documentation **Deliverables:** - ✅ All sample BMS files render correctly - ✅ Performance optimized for large maps - ✅ Cross-browser compatibility - ✅ User documentation #### **Days 16-17: Alpha Deployment** **Tasks:** 1. Build production version 2. Deploy to maps.bouncypixel.com 3. Set up basic analytics (optional) 4. Create alpha testing guide 5. Invite initial testers **Deliverables:** - ✅ Production build completed - ✅ Deployed to maps.bouncypixel.com - ✅ Alpha testing environment ready - ✅ Testers invited and briefed ## Phase 2: Texture Pack System (3-4 weeks) ### **Week 1: Texture Pack Architecture** 1. Design texture pack file structure 2. Create style configuration format 3. Implement texture loading system 4. Add texture pack manager UI ### **Week 2: Texture Rendering** 1. Modify renderer to use textures 2. Implement texture tiling 3. Add texture blending options 4. Create texture preview system ### **Week 3: Pack Management** 1. Implement pack purchase/download 2. Add pack activation/deactivation 3. Create pack marketplace UI 4. Add user account integration ### **Week 4: Polish & Release** 1. Create default texture packs 2. Test texture rendering 3. Optimize texture loading 4. Release to production ## Phase 3: AI Integration (4-5 weeks) ### **Week 1: AI API Integration** 1. Set up OpenAI API integration 2. Create BMS generation prompts 3. Implement basic AI generation 4. Add API key management ### **Week 2: Chat Interface** 1. Design chat-based UI 2. Implement conversation history 3. Add context preservation 4. Create iterative editing workflow ### **Week 3: Advanced AI Features** 1. Implement schema modification 2. Add suggestion system 3. Create validation feedback 4. Implement rate limiting ### **Week 4: Monetization Integration** 1. Add subscription system 2. Implement API usage tracking 3. Create tiered feature access 4. Add payment processing ### **Week 5: Testing & Release** 1. Test AI generation quality 2. Optimize prompt engineering 3. Performance testing 4. Release to production ## Phase 4: VTT Export & Community Features (4-5 weeks) ### **Week 1: VTT Export Formats** 1. Implement FoundryVTT export 2. Add Roll20 compatibility 3. Create universal VTT format 4. Test with popular VTTs ### **Week 2: Community Features** 1. Add template sharing 2. Create user profiles 3. Implement rating system 4. Add search functionality ### **Week 3: Advanced Tools** 1. Add map editing tools 2. Implement undo/redo 3. Create layer management 4. Add measurement tools ### **Week 4: Performance & Scaling** 1. Optimize for large maps 2. Implement caching 3. Add CDN for assets 4. Scale infrastructure ### **Week 5: Polish & Release** 1. User feedback implementation 2. Bug fixes 3. Documentation updates 4. Production release ## Success Metrics ### Phase 1 (MVP) - ✅ BMS 1.0 YAML parsing - ✅ Complete rendering with Paperly style - ✅ Real-time editor + preview - ✅ PNG/JSON export - ✅ Alpha testing with 5-10 users - ✅ Positive feedback on usability ### Phase 2 (Texture Packs) - ✅ Texture pack system working - ✅ At least 3 quality texture packs - ✅ Users can purchase/activate packs - ✅ Texture rendering performs well ### Phase 3 (AI Integration) - ✅ AI generates valid BMS schemas - ✅ Chat interface intuitive - ✅ Iterative editing works smoothly - ✅ Subscription system functional ### Phase 4 (Complete Platform) - ✅ VTT export works with major platforms - ✅ Community templates shared - ✅ Performance handles large maps - ✅ Platform scales with users ## Risk Mitigation ### Technical Risks 1. **Canvas Performance**: Use Konva.js optimizations, implement viewport culling 2. **Large Map Rendering**: Implement level-of-detail, progressive rendering 3. **Browser Compatibility**: Focus on modern browsers, polyfill if needed 4. **YAML Parsing**: Robust error handling, helpful error messages ### Business Risks 1. **User Adoption**: Free tier lowers barrier, focus on useful core features 2. **Monetization**: Multiple revenue streams (packs, subscription, AI) 3. **Competition**: Unique BMS format, AI integration, community focus 4. **Technical Debt**: Clean architecture, modular design, regular refactoring ## Resource Requirements ### Development - **Frontend Developer**: 3-4 months full-time (or equivalent) - **Designer**: 1-2 months for UI/UX and texture packs - **AI/Backend**: 1-2 months for AI integration (optional backend) ### Infrastructure - **Hosting**: Static site hosting (Vercel, Netlify, self-hosted) - **Storage**: CDN for texture packs - **API**: Optional for AI features - **Database**: Optional for user accounts/templates ### Testing - **Alpha Testers**: 5-10 trusted users - **Beta Testers**: 50-100 users - **Production Testing**: Continuous user feedback ## Future Considerations ### Technical Debt - Regular code reviews - Comprehensive testing - Documentation updates - Performance monitoring ### Feature Backlog 1. 3D top-down view 2. Mobile app 3. Collaborative editing 4. Plugin system 5. Advanced generation algorithms 6. Integration with other TTRPG tools 7. Print-friendly formats 8. Custom asset import 9. Advanced lighting simulation 10. Sound effects integration --- *Last Updated: March 19, 2026* *Next Review: After Phase 1 Completion*