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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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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

Coding
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

Animation
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 553)
eliasr Creator
eliasr Mar 2 2015, 9:40am says:

Phew, finally something seems to be working the right way.

I changed linux to the 3.0r6 woody (linux 2.2 kernel) which isn't fully supported by VirtualBox... After the longest installation process in my entire life (including windows 3.1), Lack of x11 drivers, lack of support for smb, recursive sftp, numb scp , an ignorant lftp AND incompatibility with dos2unix converter... I took the dos2unix converting to the windows platform, compressed the result to an .iso so it could be mounted as cdrom (at least there was support for that) and BAM Linux 2.2 and GCC 2.95 does it job without standard library issues.

One step closer to linux supported servers.

+1 vote   reply to comment
eliasr Creator
eliasr Feb 27 2015, 11:03pm says:

Compiling for linux is ... lets just start by saying that i'm happy that the debian archive had gcc 2.95. But there are still a lot of manual labour

+1 vote   reply to comment
eliasr Creator
eliasr Feb 26 2015, 1:35pm says:

Today a huge update was made. I wont go into all the details, as that could take up to an hour to write, but overall it looks something like this:

Several bugfixes has been done, removing 2 crashes and resolving a sound bug in one of the kido attacks.

The melee system now get the animation from the combo tree. Correct progression though the combo tree still needs to be implemented.

Added 3 animations to demonstrate WIP progress in the melee system.

A few issues were also found and it will take some time to deal with them. HL uses a event system, which i'm still unfamiliar with. This system might handle some prediction for the client, and in such case it might also handle delay between attacks.
The issues lies in, that the code which originate from the SDK adds a delay to a time, which either is the server time or 0. The definitions (also standard in the sdk) chooses this to be 0 and this in result causes no delay, as the server time is far ahead.

The current workaround is to enforce the use of adding the delay to the server time. This works for the host, but we need to make sure that it doesn't provide problems during actual multiplayer. If it does, then we will have to handle this, before we can look at synchronization between attacks and animations.

Joshua have also uploaded his latest version of "the fifth tower" map.
We will add some graphics soon.

+1 vote   reply to comment
eliasr Creator
eliasr Feb 19 2015, 7:48am says:

To follow up on the last question. It is most likely possible that we are reducing the amount of features, which we want to implement, as some of them aren't trivial. In that case, it is reasonable to consider us at least 60% done.

Right now our focus lies in implementation of the melee attack, which needs to get the info from a player's combo tree. At the same time, we need to sync between attacks and animation, so the attack happens around the middle of the animation.

This is currently a part which we will have to work out with the animator.

Recently I recorded a very very early implementation of the melee "system", if you can call a forced animation and close ranged attack that...
It will probably be uploaded soon, but for the sake of consistency of future videos, you will have to wait till we agreed on it in the team.

+1 vote   reply to comment
lightningterror
lightningterror Jan 31 2015, 1:17am says:

On a scale from 1 to 100% how much did you accomplish till now ? Just curious cuz I'm dying to play this mod xD Well keep up the awesome work guys.

p.s. I think it would be a great idea to show us a video let's say 1vs1 to see how the mod works and stuff.

+1 vote     reply to comment
eliasr Creator
eliasr Feb 2 2015, 2:08am replied:

It will be easier to tell after our general meeting.Perhaps 40% or 60%.

We might be reducing some features, as the effective work being done, doesn't cover the needs to fulfil everything with a satisfied quality.

Right now we can only cover 2 kido attacks (perhaps 3) with many unimplemented animations. We sorted out how to handle the animations, which would be rather fast to implement by now, but it would not provide the full picture of our progress.

Joshua and I once talked about making a teaser, which briefly would show off the ichigo and grimmjow model, and a kido attack. But we are aware that this is not really what are being requested of us.

Earlier we had some trouble with animations being WIP and the developer requesting to retain these from public view. While Angel have made the grimmjow model and done a great work with the animations. We need to check up on the animations on the ichigo character.

While I'm not a fan of the request to retain work, I still find it important to acknowledge the view of the developers and ensure their credits are due.

I might be able to bring some more details the 16.th February. I will follow up on this question; if you don't see an answer by that time, then feel free to bump the comment section.

+1 vote   reply to comment
eliasr Creator
eliasr Jan 30 2015, 1:36am says:

What is the best thing to do after 4 am, before going to bed?
Debating animations with Angel of course :)

Once in a while you just need to compile a new version of studiomdl to make it work your way.

Now... i better get to bed, up again in 2 hours.

+1 vote   reply to comment
eliasr Creator
eliasr Jan 29 2015, 8:21pm says:

I would like to give a shout out to Unknown Worlds Entertainment for making the Natural Selection mod to HL and afterwards releasing their code. Their work have been helpful in validating my work with implementation of new animations yesterday.

With the amount of HL1 coding tutorials (not) being available today, it can be difficult to reflect and verify ones work, compared to other approaches.

+2 votes   reply to comment
eliasr Creator
eliasr Jan 25 2015, 1:49pm says:

With an additional domain and a private server, BZS takes it first step towards our deployment model.

+2 votes   reply to comment
eliasr Creator
eliasr Jan 25 2015, 11:18am says:

Trying to fix the QC file for the grimmjow animations. Otherwise i will be quite difficult to validate the combo system.

General meeting coming up in February. So far nothing special on the agenda.

+2 votes   reply to comment
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Platform
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Bzsmod.com
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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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