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Project Misty 🌫️

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.


🎮 Game Overview

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.


✅ CURRENT GAME PROGRESS


🧱 CORE SYSTEMS

  • 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

🖼️ GRAPHICS & MAPS

  • 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 SYSTEM

  • 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

📋 MENUS / UI

  • 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

🔊 AUDIO SYSTEM

  • 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

🧠 ENEMIES & AI

  • Basic Enemy/NPC Setup
  • Enemy AI (Brain / Pathfinding / Combat Logic)
  • Enemy Variants (v2.0, v3.0)
  • Boss Enemy (Unique AI + Mechanics)

💡 HUD / UI SYSTEM

  • Health Bar (Player & Enemies)
  • Stamina Bar
  • Boss Health UI
  • Hit / Hurt / Damage feedback

🎬 CINEMATICS & GAME FLOW

  • Intro Cutscenes / Dialogue Support
  • Game Over / Restart Screen
  • Replay Logic
  • Story Mode structure
  • Character Unlocks
  • Level Progression

🧪 ADDITIONAL PLANNED FEATURES

  • 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

🧼 CODEBASE TO-DOs

  • Full SFX System (AudioManager)
  • Code Cleanup & Modularization
  • Finalize consistent sprite system
  • Debug AI & Combat bugs
  • UI framework refactor (for scalability)

🚧 FUTURE BRANCHES

Option A (MAIN): Casual 1v1 + Competitive 1v1

  • Casual and Ranked 1v1 multiplayer system
  • Boss Rush

Option B: Co-op Sidescroller Story

  • Campaign-style levels
  • Multiple players, shared screen
  • Quests, enemy waves and platforming
  • Player progression & stats

Option C: Competitive 1v1 + Story

  • Single-player story
  • Ranked 1v1 multiplayer system
  • Player progression & stats

👤 Credits

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.

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