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