Yalla Build for TFL, The Frontline

Frontline OS, explained in motion

Sixteen short diagrams that show how the whole system fits together, from booking to leaderboard. Tap the switches, replay the flows.

Start with the big picture
Prepared for
TFL, The Frontline
First site
Zahle, Lebanon
Diagrams
16, with short notes
How to read
Top to bottom, 6 minutes
01

The whole system on one page

One cloud brain in the middle, with the player app, website, WhatsApp, staff console, dashboard, admin settings, venues and the game floor bridge all connected to it CUSTOMERS STAFF & OWNER VENUE & RULES GAME FLOOR Player appiOS and Android Websitebook online WhatsAppautomatic messages Staff consolereception & armory Dashboardowner view Admin settingsrules as switches Venues & arenasone or many THE SYSTEM Supabase, the cloud brain database, logins, live sync, files, permissions, automations LTO game systemgame iPad, existing Bridgetiny laptop program

Everything talks to one cloud brain. Players, staff, the owner, WhatsApp and the game floor all read from and write to the same place.

02

Three building blocks

Three building blocks: the app and website, Supabase in the cloud, and the bridge on a laptop. Arrows show the app and the bridge both connect to Supabase. 1 App & website One shared codebase Phones, website and staff console share it. 2 Supabase The cloud brain Database, logins, live sync, files, permissions, WhatsApp. 3 Bridge Tiny program on a laptop Reads the game system, writes results to the cloud. sync results

The app and website, and the bridge on the arena laptop, both talk to one cloud brain. Nothing else needs to be installed at the venue.

03

Devices, who uses what

Five device cards: player phones with the native app, counter iPads with the web console, the owner laptop with the dashboard, the arena laptop running the bridge, and the existing game iPad with the weapons PLAYERS Player phones native app book and check in COUNTER STAFF Counter iPads web console runs in the browser OWNER Owner laptop dashboard any laptop or phone RUNS ALONE Arena laptop the bridge program reads the game GAME OPERATOR Game iPad and the weapons already in place

Each device has one job. Players use their own phones, staff use the venue iPads, and the game floor keeps its existing iPad and weapons plus one small laptop for the bridge.

04

The network

The venue network: the Wi-Fi router links the game iPad, the weapons, the bridge laptop and the staff iPads locally. The router also reaches the internet to sync with the cloud. Player phones use their own mobile data. Player phones own mobile data Internet syncs to the cloud cloud sync online Venue Wi-Fi router one venue network local Wi-Fi, no internet needed Game iPad runs LTO Weapons and kits taggers, headbands Bridge laptop reads the game Staff iPads web console waiting: 0
Switch it off: the game keeps running and results wait at the bridge.

Everything on the game floor talks over the venue Wi-Fi, so a game never depends on the internet. If the connection drops, results queue at the bridge and sync when it returns.

05

Full process, start to finish

The eight steps of a visit, from booking to shared results, with who handles each one Book App, website, or staff at the counter. WhatsApp confirmation is automatic. APP / WEB 1 Arrive & check in QR scan at reception. Once paid, the player is cleared to play. RECEPTION 2 Assign kits Cleared players appear. Staff type the kit number by each name (Player A = Kit 12). ARMORY 3 Set up the game Operator sets teams, types names for the wall screen, starts the game. LTO 4 Play The bridge reads live hits, kills and scores as they happen. GAME + BRIDGE 5 Match results Stats arrive by kit. Kit 12 = Player A. Saved to the cloud. BRIDGE 6 Update profiles Stats, XP and ranking refresh for every player in the session. FRONTLINE OS 7 Share results Stats, group photo and a feedback link, sent to every player automatically. PLAYERS 8
Click any step to jump to it

A visit runs through eight steps, from the booking to the results landing on every phone. Staff touch only steps 2, 3 and 4; the rest happens on its own.

06

Two systems, one flow

Two lanes. Frontline OS on the left handles steps 1, 2, 3, 7 and 8. LTO on the right runs steps 4 and 5. The bridge in the middle is step 6, matching results by kit number. FRONTLINE OS people, bookings, payments, results LTO runs the game on the game iPad same kit number, typed in both stats by kit matched to players 1 Book App, website or staff. WhatsApp confirms. 2 Arrive and check in QR scan at reception. Paid means cleared. 3 Assign kits Staff type the kit number by each name. 4 Set up the game Teams and names for the wall screen. 5 Play Live hits, kills and scores. 6 Match results Matches Kit 12 = Player A, saves to cloud. BRIDGE 7 Update profiles Stats, XP and ranking. 8 Share results Stats, group photo, feedback link. Automatic.

Frontline OS handles the people side, LTO runs the game, and the bridge is the only link between them. Results cross by kit number, never by a typed name.

07

How the data is organised

How the data is organised: venue-owned records on the left, players and play in the middle, bookings, payments, games and rankings on the right, with arrows showing what feeds what THE VENUE PEOPLE AND PLAY BOOKINGS AND GAMES VENUE OWNED Venue / Arena TFL > Lebanon > Zahle Arena 1 owns kits, settings, staff Kit kit number serial number status Settings game profiles formulas, prices, packages module switches Staff login role what they may do Player id, nickname QR code phone, birth date Session from a booking players teams Kit assignment player = kit team session Result player, game, kit kills, hits, accuracy points Booking date, time package organizer Payment payer covered players method, currency rate Game session game profile start, end Rankings (view) XP, level skill rating per arena + overall
Hover or tap a box to see what it connects to

Each box is one kind of record and each arrow shows what feeds what. Everything on the left belongs to the venue, and a Result always carries the player, the game and the kit it came from.

08

Kit assignment and matching

Player A checks in, gets Kit 12 at the armory, plays, and the game results find Player A's profile by the kit number. 1 Receptioncheck in and pay QR scan Player A scans at the desk Checked in name comes from the app profile Paid cleared to receive a kit 2 Armorygive each paid player a kit ARMORY SCREEN SESSION 14:00 PLAYER PAID KIT Player A PAID 1 2 Frontline OS: Player A = Kit 12 saved in the cloud, used to match results LTO: Kit 12 = Player A typed on the game iPad, name shows on the wall screen 3 Playthe game runs as usual LIVE Game runs in LTO the bridge reads hits, kills and scores as they happen 4 Resultsstats find the right profile by kit number Game sends KIT 12 KILLS 15 by kit serial number Bridge matches KIT 12 = PLAYER A KILLS 15 who holds Kit 12 today? Profile updated PLAYER A KILLS 15 stats and ranking saved
Click a step to jump to it.

Staff type one number, the kit, next to the player at the armory and the same number into the game iPad. When the game sends stats for Kit 12, the system knows that is Player A.

09

Two kinds of typo

Two kinds of typo: a wrong name typed in LTO is harmless, a wrong kit number typed in Frontline OS would misroute stats, so three safeguards catch it Wrong name HARMLESS A wrong name is typed in LTO The operator mistypes Player A on the game iPad. Only the wall screen shows it That name is just a label during the game. Results still match by kit The game sends Kit 12 stats. Kit 12 = Player A. Profile stays correct Records use the name from check-in, not LTO. Nothing to fix The wall screen label never reaches the records. Wrong number MATTERS Kit 12 in hand, Kit 13 typed Player A holds Kit 12, but staff type 13. The game reports Kit 12 The stats arrive tagged with the real kit. Who has Kit 12? Not this player The list says Player A has Kit 13, so no match. Stats would go to the wrong player Without safeguards, the record would be wrong. Safeguards 1. Duplicate block One kit number cannot go to two players. 2. Live cross-check Live game kits are checked against the list. 3. Optional scan Scan the kit instead of typing the number.
Pick a case, or click any step

A wrong name in LTO only changes the wall screen, because results match by kit number. A wrong kit number is the one typo that matters, so the system blocks and flags it.

10

Payment unlocks the game

A player checks in, a payment is taken by the player, by an organizer for a group, or with pay all remaining, and the player is marked paid. Only paid players can be given a kit. Check-in QR scan at reception Payment a player pays for themselves an organizer pays for a group or “pay all remaining” in one go Marked PAID cleared for a kit
Armory kit assignment Flip a Paid switch
Player A lockedKit 12
Player B lockedKit 8
Player C lockedKit 3

Payment clears a player, whether they pay for themselves, an organizer pays for the group, or staff use pay all remaining. Only cleared players can be given a kit; the rest stay locked on the armory screen.

11

Staff roles and permissions

Matrix of five staff roles against seven areas of the system, showing what each role can do ROLE BOOKINGSPAYMENTSREFUNDSKITSGAMEREPORTSSETTINGS Owner Manager cap some Reception cap Armory view Controller view Money actions (refunds, discounts, voids) need permission and a reason. Every one is logged. “cap” = up to a set limit.

Each role sees only what its job needs, so nobody can touch money or settings by accident. Sensitive money actions need permission and a reason, and every one is logged.

12

Built for more venues

A tree. TFL the brand, then Lebanon, then TFL Zahle, then Arena 1, all live today. Future countries, venues and arenas are shown dashed. BRAND COUNTRY VENUE ARENA TFL the brand Lebanon live today TFL Zahle live today Arena 1 live today UAE future TFL Beirut future TFL Dubai future Arena 1 future Arena 1 future New venue just added Arena 1 just added
One player account works at every venue.

Brand, country, venue, arena. A new venue is added as a setting, with no rebuild, and rankings work per arena and overall.

13

Three delivery phases

Three delivery phases: phase 1 goes live in about 4-5 weeks, phase 2 follows, phase 3 adds growth features, about 2-3 months in total PHASE 1 Go live in about 4-5 weeks Player app and website Bookings and WhatsApp Check-in and payment Armory kit assignment Game bridge Automatic results PHASE 2 Next after phase 1 Point of sale, cash control Rankings and XP Leaderboards Owner dashboard Admin settings PHASE 3 Growth after phase 2 Tournaments Marketing campaigns Memberships Live in-arena scoreboard KICKOFF PHASE 1 LIVE, ABOUT 4-5 WEEKS ABOUT 2-3 MONTHS IN TOTAL

Phase 1 puts the core in your hands first: bookings, check-in, kits, the game bridge and automatic results. The rest arrives phase by phase over about 2-3 months, without waiting for everything to be finished.

14

Rules are switches, not code

Admin settingsowner or manager
Game profilesactive profile for new games
Scoring & ranking formulashow XP and skill are counted
Prices & packageswhat checkout offers
Currencies USD/LBPboth currencies with a rate
WhatsApp automationsconfirmations, reminders, results
Tournaments moduleoff until Phase 3
The system followsupdates instantly
Apps
Staff console
Rankings
Checkout
Tournaments

Game profiles, formulas, packages, currencies, messages and whole modules are settings, not code. Flip one and the apps, console, rankings and checkout follow at once, with no developer involved.

15

WhatsApp touchpoints

Six automatic WhatsApp messages over time: confirmation, reminder, pre-check-in, game results with photo, review request, and offers. Booking made Day before Before arrival After the game Days later Later Confirmation date, time, place sent right away Reminder confirm or change the booking Pre-check-in register players before you arrive Game results your stats and the group photo Review request how was it? one tap to answer Offers comeback offers birthday offers Every message goes out on its own. No staff action needed.

Six WhatsApp messages follow each booking from confirmation to results. The system sends every one automatically, at the right moment.

16

From game events to rankings

Four stages: live game events become player stats, then XP and a skill rating, then leaderboards per arena and overall STAGE 1 STAGE 2 STAGE 3 STAGE 4 Live events Hits, kills and timestamps, live. kill 00:42 Player stats Shots, hits, kills, accuracy, points. 0 KILLS XP and skill rating How much you play, how well you play. 0 XP Leaderboards Per arena and overall. #3 RANK The formulas behind stats, XP and rating are settings you can adjust, not code.

Every hit and kill the bridge reads becomes stats, then XP and a skill rating, then a place on the leaderboards. The formulas are settings, so you can tune them any time.

17

Phases and investment

Phase 1Live in about 4 to 5 weeks

The arena runs end to end

  • Customer app, iOS and Android$0
  • Customer website with booking$0
  • Staff console, reception and armory$0
  • Live game integration, the bridge$0
  • WhatsApp automation$0
  • Player accounts and QR$0
Built separately$0
$0one-time
then $300 / month
Phase 2Next

Money control and competition

  • Point of sale and cash control$0
  • Rankings and XP$0
  • Results and performance tracking$0
  • Owner dashboard and reports$0
Built separately$0
$0one-time
adds $150 / month
Phase 3As you grow

Tournaments, marketing, more venues

  • Tournaments, groups and brackets$0
  • Marketing campaigns$0
  • Memberships$0
  • Live in-arena scoreboard$0
Built separately$0
$0one-time
adds $100 / month
Everything, all three phases
$0 $0 one-time
When all three are live
$550 / month
Covers hosting, the app and website, WhatsApp messaging, daily backups, the game bridge, monitoring, and support with updates. New venues are added for an additional fee.

Each phase is priced on its own, so you start small and add the next step only once the previous one is running. The monthly grows only as you get more.