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Bleach:Zanpakutou Senshi is a totally free Total Conversion of Half-Life 1. It´s based on the japanese hit Anime Bleach.

You will be able to play as Kurosaki Ichigo and Grimmjow Jaegerjaquez for the first release.

BZS




This game features:

  • Open sword system Hack 'n' Slash
  • Dashing and dodging
  • Blocking and deflection
  • Kido attacks and bindings








This game is under development and we don't know when it will be done yet.

This mod is not related to Studio Pierrot or its production.
© All Bleach related characters, locations and other copyrighted materials remain the property of their respective owners.
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Since the last time, we have been posting videos rather than articles. The most recent video ( Moddb.com ), with humor in mind, shows how far we have gotten with the melee system. Since then we have improved the dummy, applied an push effect to one of the combo finishers, and also implemented blocking as well as parry.

There is still a lot to be done with the melee system. Many of you have suggested us to increase the speed, and the last video was a result of trying to accommodate for such changes. There are other combo finisher effects that has to be implemented - simple enough, but takes time to get it right. Finally it all needs polishing, and not to forget, the blocking and parry are just at its prototype stage.

Changes in the game design:

It takes a lot of time to implement even small features, especially when you are exhausted after a day of study or work. By November I was working close to 50 hours a week, due to engagement with my studies. - January mercifully gave 1 weekend and 1 day of vacation. That is an issue as coding is necessary to implement all the other work and in the right way too (see next section). With a full thesis and a course this spring, it would not be good to aim towards the ideas and visions we had included in the old game design. The game design is self-contained, that is that it also contains comments about what we changed since the last time and why we did as we did. To avoid repeating a lot of its content, i will simply encourage to read the document: Moddb.com

By late November we decided that we would proceed towards melee and 1, or 2, ranged attacks for both Grimmjow and Ichigo. We agreed to change the Redfire attack into a Cero for Grimmjow. If time allows for it he will have a charged attack which we assume to be a beam Cero instead of a ball. Imagine a straight Kamehameha from ESF, but instead of exploding and removing the tail, the tail is dispersing over time and during that time the player continuously takes damage. As if the mean is actually a link of many small Cero attacks.
The idea is straight forward, and therefor we hope we can make it. But we first have to put the base attack into place and remove all the bugs with it.

For ichigo we agreed to make Getsuga Tenshou. It has its own difficulties in achieving the effects of making the model feel alive. NNK has inspired to a solution for that, and we are currently implementing a prototype (oh there goes my 1 day of vacation :P ).

Getsuga Tenshou prototype:

Or should i say, bloody collision system? Experimenting with implementing a model that has to have a precise collision detection or a bounding box all of sudden gives a different perspective to what an attack is, to what an entity is.

Understanding collisionboxes in HL


Usually we consider an attack to be a package of a model with some direction and some code to give damage. But like everything else it is an entity, with its core implementation being a location and an rotation.
The model itself is actually just cosmetics in a sense (it does have hitboxes after all); the collision is NOT calculated based on those hitboxes, they are calculated based on a bounding box aka collision box. And even though you define one in the qc file of the model, studiomdl might choose to simply ignore it.

Understanding collisionboxes in HL


We had to define the collision box by using UTIL_SetSize( vec_mins, vec_maxs); It can be a help to get those numbers from studiomdl itself by calling " this->ExtractBbox(0, mins, maxs);" - It seems as if it simply calculates the size of the model and return the vectors you need.

Understanding collisionboxes in HL


And then one should think it was all good and nice, but no. The size is in relation to the world and not its local reference. Meaning that shooting 90 degrees left or right results in this:

Understanding collisionboxes in HL


So hopefully we can simply rotate the collision box, but in case we can't we will have to start within the safe zone of the model. Meaning whatever angel it has, the box stays within the model.
But that would limit the collision to the center of the model and that is not what we want. Though some struggle we can resolve the issue, even if we can't rotate.

So an attack is an entity that has position, angel, collision box and a model - but it is also just an object.
So imagine that a main attack, holds the model, the code for exploding and then a set of sub-attacks
For all those sub attacks we are only concerned about their ability to collide, and when colliding they can inform the main attack to explode.

This resolves the issue because we can fill the model up with small squared boxes.
The diagonal of a square is calculated by sqrt(2)*a, where a is the length of the side. What is important is the result of the square root, 1.41~ . The smallest part of the model is the height of 4, hence the diagonal must not be larger than 4, otherwise 45 degrees angled attacks will make the collision box stick out of the model.
We can find the appropriate size for a collision box by reverse calculating the diagonal to one of the sides.
4/1.41 = 2.83~

Then we can place several 2.83 x 2.83 collision boxes in the model along its center line on the x axis. We could even place them to follow the shape of the model, creating even more immersion. This works, because the squared collision boxes are contained inside the model and we can calculate where to place them from the position and rotation of the main attack.

Edit: The numbers I used was for a square, but should have been for a cube. instead of 4/1.41 it should be 4/1.55 = 2.57~

Update #22: Progression with the melee system

Update #22: Progression with the melee system

News 4 comments

The melee system now reads several attacks from the combo tree. We also show the combo tree we planned for grimmjow and how we will implement melee effects...

Taking the second step of fighting system production

Taking the second step of fighting system production

News 0 comments

When reality interferes, drastic measures are taken. At BZSmod we are some who wants to be 100% ganbaru* and hence we proceed with the second step of...

Happy 2014

Happy 2014

News 4 comments

Bzsmod is now entering its 5.th year in development. Upcomming is an interesting season which will be working on a new fighting system.

BZSmod anno 2013

BZSmod anno 2013

News 2 comments

A recollection of what happened with BZSmod in 2013 and what we currently are working on.

RSS feed Files
Game design document (2016)

Game design document (2016)

Other 0 comments

A revisited and more specified game design document, which focuses on the immediate development and less on the vision. The document also reflects upon...

Old Design sheet

Old Design sheet

Other 10 comments

This is the old design sheet for BZS mod, originated from 2010. Latest version: 26 April 2012.

Comments  (0 - 10 of 614)
GetSpookd
GetSpookd

Dude, the fact that you're still working on that, even if the progress is slow (due to lack of developers) its super awesome and I totally respect you for that.

Take care, fellow Shinigami.

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eliasr CreatorSubscriber
eliasr

Steps for job interview
1. Wait for interviewer
2. Start writing pesudo code for your sparetime project
3. Be slightly unprepared for a proper greeting.
4. Complete interview
5. Implement step 2.

Regardless of the result from step 4. Profit.

Reply Good karma+1 vote
Darth_Cameroth
Darth_Cameroth

Awesome. Am actually probs going to be very active around here because I am desperate for a good Bleach game i can play on PC. And it looks like you're pretty good at what you do.

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eliasr CreatorSubscriber
eliasr

Collision detection rotation has been resolved. I will bring a more detailed update later.

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eliasr CreatorSubscriber
eliasr

Hey everybody
I bet many of you have been longing to hear about progression in bzsmod.
I resume to continue with the coding from the 21. June.
We already know how to resolve the rotation of getsuga, but have yet to implement it.
I'm looking forward to start working again.

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Darth_Cameroth
Darth_Cameroth

Lol just checked this comment on the very day you said you would resume work. Excellent to hear i shall be watching with much interest.

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eliasr CreatorSubscriber
eliasr

Great :) - I will first be starting tomorrow. Some mandatory things in regards to my university and social welfare had to be completed first. I originally though I would be on a week of vacation now, but it would be financially unwise.

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Darth_Cameroth
Darth_Cameroth

Ah shame that, well hopefully you can get some cash together for a vacation some time, it sounds like you have been very busy.

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eliasr CreatorSubscriber
eliasr

It became a nice thesis though :)
Ringhauge.dk

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maxstax
maxstax

when the first beta released..??

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eliasr CreatorSubscriber
eliasr

Currently we aim to make a smaller version that can stand alone as a full release. We are only a few core developers and as such we want to ensure we don't come out with a bug filled and half featuring mod.

We tend to follow up every half year. By now i can say we won't release by summer, my master thesis has prevented me from doing some proper work in the last 1 to 2 months - this might not change until May.

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Latest tweets from @bzsmod

The rotation issue we had with the collision boxes has been resolved and the first stage of confirming the... Fb.me

Jul 25 2016

There haven't been a lot of work with the coding since February. Computer issues caused a needed expense of 1000$... Fb.me

Apr 10 2016

Adding the new design document at moddb and writing a small article.

Feb 1 2016

Youtube.com Fb.me

Nov 9 2015

Among a lot of other updates which we haven't shown yet, we have begun to implement the effects that will occur... Fb.me

Oct 4 2015

Quick update: Implemented several sound effects. Fixed various bugs Currently: Implementing more animations for... Fb.me

Sep 18 2015

Bzsmod.com and subdomains are currently down due to an issue with our sql database. It will take some time to resolve.

Jul 29 2015

The syncronization now works as expected. Current plans are to implement the animations and sounds which are... Fb.me

Jul 29 2015

I recently started on the synchronization between the animations and the hit detection. I have yet to actually... Fb.me

Jul 7 2015

The base of syncing is now in effect. Smack decals spawn at the correct time, based on the delay which we have... Fb.me

Jun 12 2015

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