Sport
Team and match management for an amateur sports club
A club with eight teams schedules matches and training, asks players to confirm availability, and picks the squad from those available. Parents of junior players get the fixture details. Subscription fees per season are tracked per player.
Automatically generated draft
Written by machine against our own engineering playbook. The company is invented; the decisions are the ones we would make on a real build. A reviewed blueprint goes further — nine sections, agreed line by line, and it is what the build is tested against.
Section 01 · What has to work
A club manager can schedule matches and training, capture player availability, select squads, and track seasonal subscription fees across eight teams.
Section 03 · Screens
Every screen, and what it is for.
- ›Dashboard — Players and parents view upcoming fixtures, training, and personal fee balances; renders in under 200ms.
- ›Availability — Players tap available or unavailable for upcoming events; instant state toggle without page reload.
- ›Squad Selector — Coaches pick match line-ups from available players; drag-and-drop response under 100ms.
- ›Financials — Admins track season subscription payment statuses per player; instant search by player name.
- ›Schedule Builder — Managers create matches and training sessions; calendar grid renders immediately.
Anything not on this list is not in version one. That is what keeps a fixed price fixed.
Section 04 · The data model
What it stores, and who can read a row.
profile
id uuid, user_id uuid, full_name text, role enum(admin, coach, player, parent), team_id uuid
Access · Users read their own row and profiles within their assigned team.
event
id uuid, team_id uuid, event_type enum(match, training), starts_at timestamptz, location text
Access · Team members read events belonging to their team.
availability
id uuid, event_id uuid, player_id uuid, status enum(yes, no, pending), updated_at timestamptz
Access · Players read and write their own; coaches read all for their team.
squad_selection
id uuid, event_id uuid, player_id uuid, selected boolean
Access · Coaches read and write; players read selections for their team.
subscription
id uuid, player_id uuid, season_year int, amount_due numeric(10,2), paid boolean
Access · Admins read and write all; players read their own payment status.
Those access rules belong in the database, not in the screens. Someone who edits the address bar still cannot read a row that is not theirs — and the test that proves it blocks delivery if it fails.
Section 05 · States
pending → available | unavailable → selected | unselected
Most scope arguments three weeks into a build are really arguments about a state nobody named at the start.
Section 06 · Where this breaks
What bites products like this one.
Players update availability with poor mobile connectivity leading to lost confirmation taps.
Optimistic UI updates with offline local storage queuing until network reconnection succeeds.
Coaches alter squad selections simultaneously on mobile devices causing race conditions.
Database row-level locking during squad selection writes to prevent overwriting.
Section 08 · Deliberately left out
What version one does not do.
- ×Automated payment gateway integration for subscription fees — adds payment failure states; defer to v2 and track manually in v1.
- ×In-app messaging between parents and coaches — expands scope into real-time chat; use push notification alerts via existing fixtures instead.
This is the section that protects the date, and the only place in the document where somebody says no. It is also why clients trust the rest of it.
Still open
What we would ask before quoting.
- How should junior players with shared parent accounts handle availability confirmations?
- What is the exact penalty or restriction when a player's subscription fee is marked unpaid?
Half of this already exists
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The community half of this is a solved problem: paid membership, moderation triaged automatically, and a weekly digest that brings people back.
It is one of our pre-built products: the code is handed over to you, adapted to your own wording and rules, and the rest of the specification above is built on top of it rather than from scratch.
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