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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.


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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4 comments by eliasr on Jan 1st, 2014

Happy New Year

Christmas has been quite busy for most of the developers due to exams in January.With some well placed timing, we found it the time to follow up on the meeting regarding the melee fighting design.
It is still only in the design phase, but we expect to be working on the implementation right after our general meeting in January.

An radical change

The new fighting system will have an impact on the game design. We never released the paper explaining the former system, due to its complexity, which made the design incomplete.
So we decided that we needed to clean the slate and make something that we can actually work with.
Roei deserves the credit for the new idea, the rest of us only ended up poking to some of the details, we agreed that it seems solid.

The major change is to turning the open sword system into a hack 'n' slash system.That means that the idea we had from Star Wars: Jedi Acadamy is now in a galaxy far far away, and this is also what will have the major impact on the game design.Many other things, such as blocking and kido's will remain the same or only have smaller adjustments.

Fighting system overview

Here is a roughly idea of how our system will work. At the moment, everything may be subject to changes.

The fighting system will use a combination of sword- , reiatsu- and kido-attacks.
While kido attacks are what they have always been, reiatsu attacks is a small ranged attack which doesn't take too much reiatsu and neither gives too much damage.
Both sword and reiatsu attack can be charged to deal more damage.
The sword, reiatsu and kido attacks used, will be depending on the character.

Combos will be a mix of sword and reiatsu attacks, and may involve movement, ex: dash attack.
At the end of a combo, the attacker will be doing an attack that takes a second to recover from, hence the victim can get a chance to get ready or try to flee.

Blocking / deflecting:
Blocking only works in front of the character. If you block right before an attack lands, you will be deflecting the attack, pushing the attacker backwards and leaving him open for a counter attack.

A charged attack can break a block. After an amount of broken blocks, the defender will be stunned for some time.

New features (optional):(These might not be implemented, but we consider it)
Lock on system: the lock can be toggled on and off and a lock may be lost if the target gets too far away.

Duel: (for all / various game modes)- Players can send a request to their target enemy for a duel. The target can then reply to the request or leave it be. If a duel is accepted, both players will get full hp and reiatsu to battle each other.
Only those in a duel can have impact on each others.
This feature is intended to could work in any game mode, but it might be unwanted for some game modes and hence disabled for those. (could be server setting)

More to come

The general meeting in January will be the kick-off for working with the fighting system, and as we proceed, we will be able to give a better picture of what to come.
The development of the fighting system will be covered in the "Coding Concepts" board on the forum, and larger contents will be written on moddb.


We still have at least a position open for Animation and Mapping.
If you code c++ and would be interested to work with the fighting system, then you can send a job application already today.
see more on bzsmod.com/jobs

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Design sheet

Design sheet

Apr 24, 2012 Other 8 comments

This is the design sheet for BZS mod. Latest version: 26 April 2012.

Post comment Comments  (0 - 10 of 518)
LTDragoonIII Mar 21 2014, 1:06am says:

So how is the awesomness coming along? (did not wanna ask at the forum site XD)

+1 vote     reply to comment
eliasr Mar 21 2014, 1:16pm replied:

Well today we solved an issue regarding the loading of dll-files, which for those without the dll files in the right place, would not be able to play the mod.

Now we can load the dll files from the mod-folder instead and this should prevent the issues from happening again. Furthermore, when we release it, there won't be any requirement to install dll files to the system folder or half-life folder.

After this, I'm implementing FMOD sound system so we can play OGG Vorbis format (better quality, lower size since it is compressed).

That will then be used to play music depending on the level of "danger" you are in. It can also be used for other music requests, but that is not in our design and won't be implemented unless we see a reason to.

The "Danger-system" is related to the radar system, and will use events such as attacks to calculate a "Danger" value.
Our goal is to provide a mean for "non-linear" music, as in , a peaceful situation has less stressful music, where a battle situation will have intense music.

I don't want to claim it as non-linear as the music isn't done, and I think it should be up to the player to consider if they feel it is linear or not.

Of course the player will be able to control the volume for the music, so it can be turned off if some feel it is annoying.

+2 votes     reply to comment
ConejoChombi Mar 22 2014, 11:58am replied:

i can already imagine the opness of the blade system :$

+1 vote     reply to comment
eliasr Mar 22 2014, 11:40pm replied:

Unfortunately , if you read our last news update, we won't be making a fully open sword system, it will be a hack 'n' slash instead.

The reason for this is that the design of the open sword system kept us back for over a year, due to concerns regarding performance issues (ex: 500 tracers per attack would be a very big amount to check for interceptions on), because the engine doesn't have a native support for such a system.

Also because our level of expectations to that would be higher than ex: Star Wars Jedi Academy (same engine), which has some flaws.
Not saying it can't be done, but we have left that idea, so we can work on something which we actually can accomplish.

+2 votes     reply to comment
LTDragoonIII Apr 12 2014, 1:41am replied:

I think hack and slash could be better in esf I remember just getting punted around by high pl guys or people just doing that basic swoop attack and getting 12 hits on me. I believe that in this case this system may be better for those wanting to fight more then 1 person at once at a time.

+1 vote     reply to comment
ConejoChombi Mar 31 2014, 10:50pm replied:

Still awesome xD

+1 vote     reply to comment
jrich144 Mar 13 2014, 6:57am replied:

I could make one for you if you would like? Though I will require some information from you like sprite size, required image file and any other details you would want to add. You can post a message on my profile page with you answer or PM on the bzs forum, your choice.

+1 vote     reply to comment
eliasr Mar 12 2014, 9:18pm replied:

Unfortunately we haven't started that part of the development, as the system itself will decide how we will handle the graphics. It will most likely be sprites, but there could be a lot of issues with resemblance of the attacks by using sprites.

You can try to get in contact with Dlpnd or jrich144, and ask them if they would like to help you out.

+1 vote     reply to comment
ConejoChombi Mar 22 2014, 11:51am replied:

thanks xD
iv already done 1
i just took 1 esf beam and stretch it whit paint haha

looks nice :)

anyway thanks jrich and eliasr :)

+1 vote     reply to comment
jrich144 Mar 23 2014, 10:36pm replied:

No worries.

+1 vote     reply to comment
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