BZS

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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:

  • Hack 'n' Slash
  • Dashing and dodging
  • Blocking and deflection
  • Kido attacks and bindings

This game is under development and will release 2019 or die trying.

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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Testing the combat system

Over the past couple of months Joshua and his friends have tested the mod in its current state. The feedback on the close combat wasn't in favour of the melee combat and as a result we have attempted to improve the combat experience by reducing the movement speed, increasing the attack range and implementing two new features to assist in combat.

The line between nice to have and need to have should not be taken lightly, as new features usually tends to take more time than first anticipated.

Our current project plan is as seen here:

Bzsmod 2019 06 22

Player lock

The idea of a targeting system is not new, but it has not been considered essential before now. This feature has taken about a month of development to reach its current stage.
Most of you who follow us on discord have probably seen these video clips from the first 2 weeks:

and after some additional fixes to the camera angle:

Today the lock is also detached from the target when the target dies and if you die. We also resolved a CTD bug.
This will be included in the next test session that takes place in the next 2 weeks.

The bugs with the Redfire which can be seen in the last video, is something we will focus on when we have confidence in the melee combat system.

Melee aim assist (aka magnetic attraction)

Due to the rapid fast movement in close combat encounters, we wanted to increase the accessibility to the melee combat by not expecting pin point accuracy from you.

We are currently experimenting with idea based on the combat system from "The Matrix: Path of Neo", where your aim will move towards an enemy player if the player is within a certain angle from your cross hair and within a certain distance from your character.

The current implementation is not ideal as it changes your view in an instant:

Cdn.discordapp.com

This is due to the complexity of Half-Life's software architecture on the client side, and due to the lack of understanding the above result is currently a proff of concept we will test in the next test session.

We would rather want to make the solution change the angle of the character without moving your crosshair, which will require some way to interface with the movement system from the weapon system.
Sometimes it is as easy as using a global variable and hope for the best, but other times that approach is prevented by the compiler or can cause crashes when playing.
Alternatively we will attempt to slope the view, so there is no lack of orientation.

Other modification:

We did run into some issues when we attempted to create a sprite container to render the stun sprite, but after working on the client side, it is highly likely that we can resolve the issues there by letting the client update the sprite position based on its predicted player positions.

We also wanted to create a blurry faded effect to the view screen of the player who takes damage, it appears that there was a pre-implemented but unused feature for exactly that on the client side.

These are some things we will return to when the animation of Ichigo are in place.

Currently we are also looking at dashing in the air, as the movement appears to be curved, this is something we want to resolve as part of the issues with the movement system, as it indirectly affects the fighting in the game.


We hope this update can bring you some overview of what we have been doing since April. We post updates frequently on Discord and often share some images and videos from the development chat as they are made on the fly. Not all of that content makes it to Moddb as it doesn't meet the standard for articles, so if you are interested in small updates, then meet us at Discord.

Update #28 No April fools, only progress!

Update #28 No April fools, only progress!

News

6 weeks has passed and it is about time for a proper update. Make sure to catch us on discord if you want to know more about the development. Unfortunately...

Update #27 Teleportations and animations

Update #27 Teleportations and animations

News 4 comments

In this update we will reveal the project plan for BZSmod and follow up on the outcome from the last dev meeting.

Update #26 One Last Stand

Update #26 One Last Stand

News 2 comments

We decided not to give up on the mod, which also can be seen from the medial uploads this month.

A review of progress in 2018

A review of progress in 2018

News 3 comments

Holding the flag high does not accomplish anything on its own. The outcome of 2018 holds some lessons to be learned and requires a new standard to break...

RSS Files
Game design document (2016)

Game design document (2016)

Other

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.

Comments  (0 - 10 of 672)
Toonimator
Toonimator

Dear Sir,
Could I be of some help to you? I am currently working on the field of modeling and animations. In fact I have created a small game on Unity, that I haven't uploaded yet since it is unfinished. I am still kind of in training. If you have no problems with it, would you be willing to assign me some of the parts of this project to work alongside your team? Otherwise, if you have any problems with it, then I apologize for troubling you.

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eliasr CreatorSubscriber
eliasr

Hi. It would really be up to Joshua if he needs any help with animations. I would recommend asking him on Discord.

However, I would actually recommend you to finish your own game instead.
2 parts:
1. Joshua isn't a master animator, his limited experience will most likely not provide you with a good mentorship.

2. There is a subject I want to write a book about, and it is "why you should get a hobby". In my experience a degree can get you into a company at junior level, especially if you have nothing else to show for.
It is the skills from practising, or in your case, your Unity game and your portfolio of work, that will provide better opportunities for a job. And it is the skills after you get into a job, which determines your future/wages/promotions, not a degree.

Since you already started on your own game, you have a foundation to build your value on, not just with animation, but also Leadership, PR, Coding, Shipping a product.
As Robert Kiyosaki would say, it is better to know a little about everything than knowing everything about 1 thing.

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Deivis_101
Deivis_101

Oh god. I remember putting this mod on watch list back when I was still in high school. Now I'm 27. Somehow that hit me real hard. I'm surprised someone is still working on it. Pretty much every mod from that time is dead and never finished or released in the first place. Oh wow. Good luck, man.

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eliasr CreatorSubscriber
eliasr

Same, which is also why Joshua and I will make a final attempt at completing it. It will be out this year.

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CHezzes
CHezzes

Out of all half life mods, this is the last thing i expected but you know what? I can now safely say half life has a mod for everything.

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eliasr CreatorSubscriber
eliasr

The really cool part about HL, is that it is like a game engine, but with a lot of pre-fabricated stuff. And it is fairly uncomplex when it comes to level editing.
However working from an FPS template, it ofcourse has it own set of cons and challenges that needs to be recoded. Another issue is the age of the engine.

For the code part I would say the biggest issue is to find a sense of order in that mess they made.

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eliasr CreatorSubscriber
eliasr

New deadlines are in the work, an update can be expected soon.

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eliasr CreatorSubscriber
eliasr

Back on track. I just moved to a new city and recently got the normal routine going again.

Currently working on the combo design for Ichigo.

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Guest
Guest

Hey man, im hyped for this mod and I am wondering if you're doing ok since we haven't heard from you for a while.

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eliasr CreatorSubscriber
eliasr

We are alive, but to be honest it has been difficult to find surplus time for spare projects this year. The change in my environment (job, house, gas furnace -> heat pump renovation) has left me with less energy than I anticipated.

I am not satisfied with the effort that I have committed this year, and I have considered if we should aim towards releasing bzsmod as it is now with the worst bugs being fixed.
That is something I have yet to discuss with Angel and Joshua.

Instead of working on the combos for Ichigo, I will attempt to complete the blocking feature; I believe it to be a good place to start.

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Guest
Guest

I'm glad you're alive, your life comes first before this mod and I respect the fact you still work on the mod despite the lack of time to work on it.

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