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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  (10 - 20 of 534)
ConejoChombi Jun 29 2014, 12:52pm says:

so everything its cool ? :3

+1 vote     reply to comment
jrich144 Creator
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
eliasr Creator
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
Prince_Dragoon May 16 2014, 1:10am says:


+2 votes     reply to comment
eliasr Creator
eliasr May 10 2014, 11:23am says:

FMOD is being implemented it is more cooperative than I expected.

+3 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 Creator
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
Prince_Dragoon 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
eliasr Creator
eliasr Jul 31 2014, 3:04am replied:

We will definitely keep multiple enemies in mind.
Our initial idea was unfortunately very complex and technical. But our current idea won't be bold and boring either, it just can be made without a lot of mathematical complexity.

As of now, our Lead coder Roei, is responsible for the design and implementation of the fighting system.
Currently it will include a combo system that allow for a mix of sword and retsu attacks (like ichigo's small getsunga or kenpachi shockwave attack)

There won't be any level system in BZS, so kill 2 win can't happen. (perhaps we should implement pay 2 win instead ? :3)

The new system is partly inspired by Bleach Soul Resurreccion Youtube.com
and will aim to have a similar system. You can perhaps relate to one on pc if you have played Metal Gear Rising: Revengeance or Dynasty wariors.

That is also similar to the system NNK uses, but for now we intent to use a different stun and defence mechanism - it is too early to say if we can meet every detail we wish for, but as we get to it we will definitely post an update.

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

Still awesome xD

+1 vote     reply to comment
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