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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Happy New Year

By the time you are reading this, it is probably already 2020, and what gives... BZSmod has not been released as promised. Well... yes. We could, but it would be a sad experience without Ichigo in it. So just hang on for a quarter more, we will get there.

Status

We were expecting to release the mod during 2019, with an initial expectation for it to be during summer and later during game testing found some issues we tried to resolve as fast as we could. However it took a long time to get the melee combat to a state where we could move on to something else, it unfortunately included experimenting with some great ideas but practically horrible implementations.

As a result the animations of Ichigo's combat moves could not start before October and here we again experimented with Ichigo's zanpakuto and attachment points, as we wanted to be able to holster the zanpakuto and if possible, use collisionboxes with the zanpakuto to register hits as this would allow for wide swings and be a positive combat feature for Ichigo.

That went really bad. We discovered that we would break all the existing animations if we did so and we also discovered that the attachment point that you can use with sprites, doesn't support models very well.
Additionally by exploring code from starwars jedi academy and a MechWarior mod to halflife MechMod, we saw that the solutions were large and would be time consuming to implement.
For Starwars Jedi Academy, they used a different model solution, which would be incompatible with our code and models.
For Mechmod the solution is really great, but complicated to implement in a short time, as they directly accessed the bones on the model to get its position and extend a saber from that position.

In the middle of November we could start working with the animations, a few issues rose due to a wrong reference file, but we were able to resolve it and during December we had the first version of the animations in the game. Some of them needs to be reworked, and we expect to be done with that in January.

We are no longer adding new features to the game, because the time is up, but we do want to add those we planned initially, and as such we expect to be able to complete it before April.

Bzsmod Gantt December

Unfortunately that might be optimistic too, but we can't really cut anything off without significantly lowering the quality of the game. While the Gantt chart shows that there are no coding from late February and ahead, there most likely will be.

The primary reason that we have been delayed for half a year is due to the combination of smart ideas that we should have let go off sooner, and an increased work requirement at Joshua's and at my workplace.
Since November I have been without my supervising software architect, leaving me as the most experienced person on the team and we also just got 2 new developers on the team that receives training from me, with the common goal of meeting a deadline in Feburary.
While being very interesting, it has also been time requiring.
Those events simply takes priority over BZSmod, and the same is true for Joshua.

What you can expect

As shown in the Gantt chart the melee combat for Ichigo remains to be done, some HUD and some bugfixing. We would also like to get the sound and the Hueco Mundo map into the game as well.

These are our goals and ultimately nothing else should stand in our way to release the mod. We do have some ideas for a secondary ranged attack for Ichigo if we get Grimmjow's Cero Beam working, but in reality it is not something that is easy to do and with the additional time constrain on Joshua and I, we won't be able to add additional hours to the mod.

When we release the mod, it will be done, and it will be released to public domain. We will attempt to establish a Github, so public contributions can be made towards supporting the mod and allow additional features to be added later.

We hope to release the mod by April or sooner.

Thank you for your patience and have a great 2020
Sincerely
- Elias

Update #29 Improving the combat system

Update #29 Improving the combat system

News

Over the past couple of months we have been working hard on improving the combat experience before proceeding with new features such as Ichigo and new...

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.

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 671)
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.

Reply Good karma+1 vote
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.

Reply Good karma+1 vote
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.

Reply Good karma+4 votes
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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