A samurai-inspired 2D pixel fighting game in development — imagine Pixel Samurai meets Katana Zero.
Developed FULLY in Java, with a focus on tight combat mechanics, dynamic UI, and stylized visuals.
This is a fighting game concept/idea based on classic 2D samurai games, with elements from modern action titles like Sekiro. The goal is to create a fluid, reactive combat system and a full arcade/story experience, eventually adding multiplayer, bosses, and multiple maps.
- Game Window
- Inputs (mouse and keyboard)
- Game Loop (FPS & UPS implementation)
- Game States (Main Menu, Arcade Mode, Pause Menu)
- Bug fix: Movement issues when window loses focus
- Displaying Images
- Animations (movement, jumping, falling)
- Sprite Atlas / Sprite Map support
- Collision Detection + Character Physics
- Creating static Level/Map
- Proper Tile Mapping and Resolution
- Floating character bug fixed
- Custom map creation (by Ditto Tiu)
- Background tiling / In-game background
- Changed default resolution to 1920x1080 (Windowed)
- Dynamic resolution support (F11 toggle)
- Main Menu background GIF support
- Player Class
- Movement & Jump logic
- Character combat system: Light + Heavy Attacks, Run, Roll
- Rolling / Dodging with i-frames
- Create global character class for both Player and Enemy classes
- Stuns
- Blocking / Parrying
- Guard Break
- Main Menu Navigation (Play, Options (logic), Quit)
- Pause Menu Overlay
- URM Buttons (Home + Continue) 🟡 Replay not implemented yet
- Options Menu (UI + implementation)
- Character Selection
- Map Selection
- Enemy Selection
- Music (Main Menu + In-Game Loop)
- Pause Menu Volume Slider logic
- Mute Buttons logic
- Scroll Wheel support for sliders
- SFX Implementation (attacks, UI, footsteps, etc.)
- Volume system hookup (currently logic only) 🟡 Not fully implemented yet
- Basic Enemy/NPC Setup
- Enemy AI (Brain / Pathfinding / Combat Logic)
- Enemy Variants (v2.0, v3.0)
- Boss Enemy (Unique AI + Mechanics)
- Health Bar (Player & Enemies)
- Stamina Bar
- Boss Health UI
- Hit / Hurt / Damage feedback
- Intro Cutscenes / Dialogue Support
- Game Over / Restart Screen
- Replay Logic
- Story Mode structure
- Character Unlocks
- Level Progression
- Bigger Maps
- Multiplayer Support (Ranked 1v1 or Co-op Story)
- Controller Support
- Unlockables (Weapons, Outfits, Abilities?)
- Multiple Levels / Seasonal Maps
- Dynamic Backgrounds / Parallax Effects
- Objects (interactables)
- Projectiles maybe?
- Cinematic Camera / Slow-mo
- Full SFX System (AudioManager)
- Code Cleanup & Modularization
- Finalize consistent sprite system
- Debug AI & Combat bugs
- UI framework refactor (for scalability)
- Casual and Ranked 1v1 multiplayer system
- Boss Rush
- Campaign-style levels
- Multiple players, shared screen
- Quests, enemy waves and platforming
- Player progression & stats
- Single-player story
- Ranked 1v1 multiplayer system
- Player progression & stats
Game Concept, Design, and Development by Ditto Tiu
Sprites from external sources (to be replaced/customized later)
Project Misty: Initially a college project, now a passion project — rewarding, responsive, and sword-slashy. Progress is logged above and updated regularly.