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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 553)
kazumo Jan 22 2015, 4:11pm says:

I can't believe you are still working at this. I just came back to ModDB after years to check some of my favourite mods and you guys are amazing! So glad I tracked you years ago, I guess I'll still be following this!

+1 vote     reply to comment
jrich144 Creator
jrich144 Jan 24 2015, 1:31am replied:

We have been making some good progress lately so we hope to able to show off some good stuff in the future.

+3 votes   reply to comment
eliasr Creator
eliasr Jan 19 2015, 10:08pm says:

A prototype of the combotree has been completed and sucessfully tested.
What remains to be done now, is to implement a wrapping code that handle the data in the tree, and add actual data to the tree.

First implementation will be with Grimmjow, using the new animations by Angel.

+2 votes   reply to comment
jrich144 Creator
jrich144 Jan 23 2015, 3:13am replied:

Also in the realm of maps we have completed one Las Noches Map as seen in an image above. 2 more Maps are in early stages and there are a few more in the concept stage.

Will try to get some screenshots up as the maps reach a more acceptable level to show off.

+2 votes   reply to comment
eliasr Creator
eliasr Dec 16 2014, 4:44am says:

I have just completed my part in DADIU ( Dadiu.dk ) Win32 build: Dropbox.com

The presentation went well and I even got redirected to a German developer contact (all I wanted to know was when people left for the bar).

So small update on the fighting system.
No work since the last commentary-update
Angel has made some nice animations for grimmjow. I will be implementing these with the system as a prototype.

There is a little Christmas and a tiny rapport to be done, so the prototype will probably first be done in early 2015, but it will be done.

At BZSmod we have so far been unable to re-establish our normal team size and we will most likely continue with our current size.
Therefore it seems likely that we will have to let go of some features, otherwise it would cut down on the quality elsewhere. We will bring more info about that after our next general meeting.

Meanwhile Joshua have been challenging himself with hammer tools, which seems to have caught his interest quite a lot.

For now I wish everyone happy holidays, and great ceremonies if you take part in those.

+1 vote   reply to comment
eliasr Creator
eliasr Nov 28 2014, 9:20am says:

Its almost weekend!

+1 vote   reply to comment
jrich144 Creator
jrich144 Nov 28 2014, 9:16pm replied:

Just finished work on a Saturday. Now my weekend finally begins!!.... Watch it fly by.

+1 vote   reply to comment
eliasr Creator
eliasr Nov 30 2014, 4:15am replied:

My Saturday started with 15 hours sleep... and now I haven't been to bed yet (sigh) At least I only got one week of work left before i can take some vacation.

+1 vote   reply to comment
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
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