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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 531)
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 Sep 4 2014, 2:59am says:

New maps are in production.

+1 vote     reply to comment
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
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 Jun 29 2014, 12:52pm says:

so everything its cool ? :3

+1 vote     reply to comment
jrich144 Jun 30 2014, 6:17am replied:

We are still here so don't worry, I know it has been awhile but in some cases no news is good news right? 0.0

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

i guess :)

super update coming ? :D

+1 vote     reply to comment
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 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
eliasr Jun 1 2014, 7:55pm says:

It is great to work with Fmod.
The API is very easy, and it is good at handling common mistakes.
It however can lead to a great deal of memory leak unless one is careful.

By mid June I expect to write a coding concept in our forum, about the experience with Fmod, and how to set up a handler that give safe access to fmod in any file.

+2 votes     reply to comment
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Mapping initiated and coding in progress As all the mappers had left BZS , we were looking for new ones just... T.co

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