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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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Since the last time, we have been posting videos rather than articles. The most recent video ( Moddb.com ), with humor in mind, shows how far we have gotten with the melee system. Since then we have improved the dummy, applied an push effect to one of the combo finishers, and also implemented blocking as well as parry.

There is still a lot to be done with the melee system. Many of you have suggested us to increase the speed, and the last video was a result of trying to accommodate for such changes. There are other combo finisher effects that has to be implemented - simple enough, but takes time to get it right. Finally it all needs polishing, and not to forget, the blocking and parry are just at its prototype stage.

Changes in the game design:

It takes a lot of time to implement even small features, especially when you are exhausted after a day of study or work. By November I was working close to 50 hours a week, due to engagement with my studies. - January mercifully gave 1 weekend and 1 day of vacation. That is an issue as coding is necessary to implement all the other work and in the right way too (see next section). With a full thesis and a course this spring, it would not be good to aim towards the ideas and visions we had included in the old game design. The game design is self-contained, that is that it also contains comments about what we changed since the last time and why we did as we did. To avoid repeating a lot of its content, i will simply encourage to read the document: Moddb.com

By late November we decided that we would proceed towards melee and 1, or 2, ranged attacks for both Grimmjow and Ichigo. We agreed to change the Redfire attack into a Cero for Grimmjow. If time allows for it he will have a charged attack which we assume to be a beam Cero instead of a ball. Imagine a straight Kamehameha from ESF, but instead of exploding and removing the tail, the tail is dispersing over time and during that time the player continuously takes damage. As if the mean is actually a link of many small Cero attacks.
The idea is straight forward, and therefor we hope we can make it. But we first have to put the base attack into place and remove all the bugs with it.

For ichigo we agreed to make Getsuga Tenshou. It has its own difficulties in achieving the effects of making the model feel alive. NNK has inspired to a solution for that, and we are currently implementing a prototype (oh there goes my 1 day of vacation :P ).

Getsuga Tenshou prototype:

Or should i say, bloody collision system? Experimenting with implementing a model that has to have a precise collision detection or a bounding box all of sudden gives a different perspective to what an attack is, to what an entity is.

Understanding collisionboxes in HL


Usually we consider an attack to be a package of a model with some direction and some code to give damage. But like everything else it is an entity, with its core implementation being a location and an rotation.
The model itself is actually just cosmetics in a sense (it does have hitboxes after all); the collision is NOT calculated based on those hitboxes, they are calculated based on a bounding box aka collision box. And even though you define one in the qc file of the model, studiomdl might choose to simply ignore it.

Understanding collisionboxes in HL


We had to define the collision box by using UTIL_SetSize( vec_mins, vec_maxs); It can be a help to get those numbers from studiomdl itself by calling " this->ExtractBbox(0, mins, maxs);" - It seems as if it simply calculates the size of the model and return the vectors you need.

Understanding collisionboxes in HL


And then one should think it was all good and nice, but no. The size is in relation to the world and not its local reference. Meaning that shooting 90 degrees left or right results in this:

Understanding collisionboxes in HL


So hopefully we can simply rotate the collision box, but in case we can't we will have to start within the safe zone of the model. Meaning whatever angel it has, the box stays within the model.
But that would limit the collision to the center of the model and that is not what we want. Though some struggle we can resolve the issue, even if we can't rotate.

So an attack is an entity that has position, angel, collision box and a model - but it is also just an object.
So imagine that a main attack, holds the model, the code for exploding and then a set of sub-attacks
For all those sub attacks we are only concerned about their ability to collide, and when colliding they can inform the main attack to explode.

This resolves the issue because we can fill the model up with small squared boxes.
The diagonal of a square is calculated by sqrt(2)*a, where a is the length of the side. What is important is the result of the square root, 1.41~ . The smallest part of the model is the height of 4, hence the diagonal must not be larger than 4, otherwise 45 degrees angled attacks will make the collision box stick out of the model.
We can find the appropriate size for a collision box by reverse calculating the diagonal to one of the sides.
4/141 *100 = 2.83~

Then we can place several 2.83 x 2.83 collision boxes in the model along its center line on the x axis. We could even place them to follow the shape of the model, creating even more immersion. This works, because the squared collision boxes are contained inside the model and we can calculate where to place them from the position and rotation of the main attack.

Update #22: Progression with the melee system

Update #22: Progression with the melee system

News 4 comments

The melee system now reads several attacks from the combo tree. We also show the combo tree we planned for grimmjow and how we will implement melee effects...

Taking the second step of fighting system production

Taking the second step of fighting system production

News 0 comments

When reality interferes, drastic measures are taken. At BZSmod we are some who wants to be 100% ganbaru* and hence we proceed with the second step of...

Happy 2014

Happy 2014

News 4 comments

Bzsmod is now entering its 5.th year in development. Upcomming is an interesting season which will be working on a new fighting system.

BZSmod anno 2013

BZSmod anno 2013

News 2 comments

A recollection of what happened with BZSmod in 2013 and what we currently are working on.

RSS feed Downloads
Game design document (2016)

Game design document (2016)

Other 0 comments

A revisited and more specified game design document, which focuses on the immediate development and less on the vision. The document also reflects upon...

Old Design sheet

Old Design sheet

Other 10 comments

This is the old design sheet for BZS mod, originated from 2010. Latest version: 26 April 2012.

Post comment Comments  (10 - 20 of 605)
eliasr CreatorSubscriber
eliasr

Hey guys, you are probably longing for an update unless you are covered in academic papers or presents or snow like me X.x

I have been holding back a little as we had to get an agreement in order before I start publishing our ideas. With it we will be able to update our design document to be more precise and we have an expectation that we can cover the tasks during the next semester.

I intend to write some news, perhaps add a video and even update the design paper if I end up with with surplus energy during the Christmas time. The news will generally cover what we have in mind and how long we "hope" it will take.
The video will show some tiny updates if it makes sense to even show them...
Finally the design sheet will be reflecting upon our actual goal instead of our previous vision for the mod. It will be uploaded as a new file so any who might be interested can go check what we actually changed.

I don't expect to do much about our website for now, except for checking security updates with joomla to avoid any unpleasant surprises. It is however my intention that it should reflect the information which corresponds to the content of the first release and that it is something i hope to work with in January.

Reply Good karma+1 vote
eliasr CreatorSubscriber
eliasr

Ever so slightly beginning to work on interruption of attack and blocking.
On the sideline we are awaiting Angel's go on the getsuga plan, however meanwhile I will be able to change our redfire attack into a red cero attack for grimmjow.

So far the plan is to start with a red cero attack that is inspired by Szayel's way of handing his cero: Youtube.com and Stark's multiple cero attack: Youtube.com

While it is uncommon to see the cero attacks as anything else than a beam, these two characters shows it is indeed possible.

When the ball version is in place, the beam version will be made.
Much alike ESF we will be able to make this as a sprite. But instead of simply clearing the beam when someting is hit, we want to make the beam have its own life. The attack should be ongoing as long as there are any tail of energy, and the tail should disperse according to the entire beam moving forward, and the amount of energy it uses to maintain itself.

That could take some time to stitch together; more or less it would be fitting to be sure that we have getsuga in place first.

Reply Good karma+1 vote
eliasr CreatorSubscriber
eliasr

Dummy is beating me up... might have to balance the melee a bit.

Reply Good karma+1 vote
Terra1993
Terra1993

Geee guys what an amaizing work!good job keep updating it until the final release! i know you are just few guys that are working on this project and maybe you don't have a lot of time to work on it, i really like the facts that you keep the page updated! i'll support this project even if it will die (but i don't think so) you are great :)

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jrich144 Creator
jrich144

Added another view of our Fifth Tower map. Let me know what you guys think?

Reply Good karma+4 votes
Terra1993
Terra1993

Really cool love it, hurry i want to see getsuga tensuo and a green cero ;P

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jrich144 Creator
jrich144

I am just as keen to see those ;)

Reply Good karma+2 votes
eliasr CreatorSubscriber
eliasr

Make the sprites and we might figure something out. - Though I hope that we can make a stable release by summer.

(getsuga and cero is more or less something we can base on the red fire code - though I think we would have to make a model for correct collision with getsuga. Which in turn would blow up when colliding with walls or go straight though.
Alternatively, just basing it on a sprite, means a different collision method, more like a point.... i guess i will have to look that up)

Catch me on skype or steam when you get time.

Reply Good karma+1 vote
eliasr CreatorSubscriber
eliasr

The new ki-punch effect sprite has been completed.
Since the sprite tends to be cut (half covered) by the walls, I implemented a dummy to show it off on.

Before making a video to show this, I would like to synchronize the newer animations, so their timing is right. Some feedback from you the at the last video was that the animations seemed a bit slow. If it still seems slow after the synchronization then it is something we will look at.

Reply Good karma+1 vote
eliasr CreatorSubscriber
eliasr

"we're still working on the goddamn game guys, don't worry." ;)

Reply Good karma+2 votes
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