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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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0 comments by eliasr on Nov 3rd, 2014

ganbaru* ( En.wikipedia.org )

Kido system recap

We have created a simple system to handled ranged attacks (kido attacks), which in its simplicity is a list of possible ranged attacks that we can scroll though.
By functionality, it is implemented and works just fine. UI however is a bit of a hurdle, as the selected kido on the server side has to be returned to the client and then rendered.
We still need to expand the selection of kido attacks, but there has been sparse time to focus on that task.

Melee system

A fighting game without melee combat wouldn't be very interesting. We want to make the experience fun and challenging, with room for diversity and counter attacks.
To accomplish that, we have been inspired by other bleach games, and fighting games like Metal Gear Rising: Revengeance

We want to make the it possible to make different combos, so the melee part of the game isn't the same repetitive action (well unless you make it so).
The idea is that a left click will perform a sword swing and a right click will perform reiatsu related attacks.
The reiatsu attacks can be slightly ranged, but it will vanish after a short range. It is neither as strong as a kido attack and opposite a kido attack, a reiatsu attack can be blocked. Reiatsu attacks will also consume a small bit of reiatsu.

This diagram made by Roei gives an example of a possible combo tree.
Combo tree by Roei
M is a sword attack (left click) and R is a reiatsu attack (right click).
The number after the letter illustrate the number of times the M or R attack has been pressed.
0 is a dead end, and returns you to the root.
(Notice a typo in the middle of the tree: [Root -> M1 -> R2], should be [Root -> M1 -> R1])

Each character will have a combo tree. We expect to do some QA testing to ballance the trees to each others, and to ensure diversity, which could make some generally unfavorable combos good in certain situations.

Available Jobs

While we are 2 M.Sc students who can code this work by ourselves, we don't have a lot of time to cover the work.
Out goal is to implement a basic functionality which is playable by January, and then revisit our milestones to decide what we do next.
In worst case, it means that we could end up abandoning some of the "nice to have" features if we aren't satisfied with the system by then.

Hence we would give the opportunity to other programmers to joins us in creating a bleach TPS-mod for the PC market.
BZSmod has always been about learning and working with a project that can be realized.
We don't expect you to have a B.Sc degree. Only that you have some experience with c++ and are willing to work with pointers.
So if you want to add something to your portfolio, train and perhaps learn more about programming, or you just feel like aiding us a hand. Then take a look here: Moddb.com

As our implementation progress, our animator could also use a hand.
There is no specific job ad on moddb at the moment, but if you are interested, then you can take a look here: Bzsmod.com
Some of the work is already done, but you can be the one who will be creating some of the combo moves, taking BZSmod to a new level of awesomeness.

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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 534)
eliasr Creator
eliasr Nov 19 2014, 8:14pm says:

Can't wait to write the "factory code" to create the nodes in the combo tree. I just need some time this weekend, as currently I'm working 12 hours a day (some deadlines just sucks big time - especially if you just know you can't make it "THAT" awesome as you just hoped for)

But at least those 12 hours are all in game development

+1 vote   reply to comment
eliasr Creator
eliasr Sep 11 2014, 1:44pm says:

Been performance testing in Unity today.
60k poly count and 3000 particles, before reaching 30 fps on a galaxy tab. And all we have to do is to make a whack-a-mole.
Bring it on game artists!

+2 votes   reply to comment
eliasr Creator
eliasr Sep 4 2014, 2:59am says:

New maps are in production.

+1 vote   reply to comment
jrich144 Creator
jrich144 Aug 19 2014, 11:46pm says:

Hey guys, let me hear your thoughts. What maps would you love to see in this mod? Speak now or forever hold your peace.

+1 vote   reply to comment
ConejoChombi Nov 4 2014, 11:44am replied:

hollow world

+1 vote     reply to comment
jrich144 Creator
jrich144 Nov 16 2014, 6:45am replied:

There are quite a few places in the hollow world ;)

+1 vote   reply to comment
eliasr Creator
eliasr Aug 15 2014, 2:04pm says:

Server might be unavailable and unstable during the night (CET) between 17/8 sunday and mandag d. 18/8 due to server migration at our host.

+1 vote   reply to comment
ConejoChombi Jul 2 2014, 12:24pm replied:

i guess :)

super update coming ? :D

+1 vote     reply to comment
jrich144 Creator
jrich144 Jul 2 2014, 10:37pm replied:

We are making ground with the mod, I won't say super ground but we have a meeting coming up soon. We will see what comes out of that meeting.

I do want something to show you guys some things but that content has to be at an acceptable level that all the developers feel happy in showing it.

Stay tuned...

+1 vote   reply to comment
eliasr Creator
eliasr Jul 31 2014, 2:34am replied:

We definitely have something in mind, and this meeting will discuss that very topic. (meeting will be 2. August)

Our strict policies, which intent was to support the showcase of individual developers to be of a certain quality has been a bottleneck and also damaged our PR material. It is also something that we will debate at the meeting.

+1 vote   reply to comment
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Latest tweets from @bzsmod

Held og lykke i Sverige, @meeboxnet! #HEJAMEEBOX

Aug 8 2014, 12:30pm

It is with regret that we inform, that we will close our twitter acc. The msg.size is too small for our updates. We have too few followers

Aug 6 2014, 8:50pm

RT @xDavidLeon: Our burndown chart is trending towards randomness (at @LinceWorks ) T.co

May 20 2014, 11:12am

Discovering bugs, expect the unexpected :) T.co T.co

Aug 11 2013, 12:17pm

Mapping initiated and coding in progress As all the mappers had left BZS , we were looking for new ones just... T.co

Jul 23 2013, 6:40am

We urge you to head to T.co and see the changes we made to the project. We hope you will like it :)

Mar 30 2013, 9:46am

The forum will soon be implemented. A few manual patches will be made and extra security precautions will be... T.co

Jan 22 2013, 1:24pm

T.co is online again. The forum hasn't been set up yet.

Jan 21 2013, 9:22am

T.co is temporary offline due to hacking attempt. We will return when we have solved the security issue.

Jan 16 2013, 7:21pm

Congratulations to the following winners of the "Win a THW Pack!" Contest: Nikita Tomaz André Daniel Lasse Samir... T.co

Dec 25 2012, 3:26pm

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