Issue Sprint Estimation - IP-2025/waves-of-the-fallen GitHub Wiki

Waves of the Fallen – Issue/Sprint planning and estimation

Core Features are not representative and can change accourding to our time planning

Sprint 1

MVP Goal:
Mobile-capable Godot project with offline LAN multiplayer and basic gameplay functionality.

Core Features:

  • Project setup in Godot 4 targeting Android and iOS (initial builds)
  • Player movement with touch controls
  • Camera system following the player
  • LAN multiplayer via IP:Port using Godot ENet
  • Position sync for multiple players
  • Simple test map/arena
  • Initial UI: Connection screen (enter IP), basic HUD (health, player ID)

Estimated Time:
Approx. 100–200 total team hours


Sprint 2

MVP Goal:
Fully navigable UI including main menu and an initial online matchmaking system.

Core Features:

  • Main menu: start game, options, connect, quit
  • Lobby scene: player list, host/start button
  • Node.js backend with basic API
  • Client can query backend and join rooms online
  • Manual server start (headless), still outside Kubernetes

Estimated Time:
Approx. 150–250 total team hours


Sprint 3

MVP Goal:
First fully playable round with enemies, waves, and core combat mechanics.

Core Features:

  • Wave-based enemy spawning
  • Basic AI (move/attack player)
  • Player and enemy health system
  • Combat: melee or projectile system
  • Win/lose condition detection
  • End screen with summary
  • UI: Health bars, wave counter, basic effects (hit, death)

Estimated Time:
Approx. 200–300 total team hours


Sprint 4

MVP Goal:
Online game server instances are managed automatically with persistent player data.

Core Features:

  • Kubernetes setup for game server lifecycle
  • Matchmaking server starts/stops headless servers as needed
  • Backend assigns players to open rooms dynamically
  • Database for storing basic player stats (waves reached, kills)
  • UI: Persistent display of stats or end-of-round summary

Estimated Time:
Approx. 150–250 total team hours


Sprint 5

MVP Goal:
Final improvements, testing, bugfixes and balancing.

Core Features:

  • Gameplay balancing (enemy health, wave speed, damage tuning)
  • Fixing bugs and edge cases
  • Quality-of-life UI improvements (e.g. connection status, error messages)
  • Audio/visual polish (optional: simple sounds, animations, particles)
  • Test builds on Android/iOS
  • Code cleanup and performance tuning

Estimated Time:
Approx. 100–200 total team hours


Combined

Total Estimated Time:

  • Min. 800 hours = Approx. 34 Days
  • Max. 1200 hours = Approx. 50 Days