dnd-hub/docs/IMPLEMENTATION_ROADMAP.md
2026-03-19 01:09:12 -04:00

313 lines
No EOL
8.1 KiB
Markdown

# 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*