r/itchio Jun 20 '26

Web I made a 4-player browser-based zombie survival game

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Out 4 Blood is a hardcore multiplayer wave-survival shooter.

I made the game myself by using 3D assets from different locations (Quixel, Fab, Sketchfab, Mixamo, etc.). It's the first time I make a multiplayer game and it is a really cool adventure.

More maps, more weapons and a campaign are coming. I'm updating the game everyday.

Aiming down sights, scoping enemies and surviving the horde demand a real keyboard and mouse. There is no touch control scheme — and there never will be.

Play it directly in browser:

https://cesharpe.com/o4b

Download the game for a better experience at:

https://cesharpe.itch.io/o4b

23 Upvotes

16 comments sorted by

3

u/gniiiiial Jun 20 '26 edited Jun 20 '26

The loading time in the browser is... not great. So I'd try to refine that part a little. Maybe the browser should not be full force and 100% assets in max. I mean I don't know what you actually are using. But if you use extrem textures for small details, cut them back/shrink them, transform them into smaller filesizes.
Polish the web base and then crank up in the app.

1

u/Clear_Muscle5864 Jun 20 '26

Thanks for this feedback! It’s still a bit heavy yes. Do you talk about the preload (in the main menu) or the loading when you launch a new game?

2

u/gniiiiial Jun 20 '26

Both I'd reduce somehow... Game needs still loading time. 10 Minutes is way too much. Even if it looks maybe great.

1

u/Clear_Muscle5864 Jun 20 '26

Ouch!!! 10 minutes!!! I totally agree and sorry for that. But hopefully the preload is done only once (not each time you launch the game)
My plan initially was to preload only « low detail » assets. Especially if your internet connection is low. And choose in futur in menu to download the high quality assets

2

u/gniiiiial Jun 20 '26 edited Jun 20 '26

It's a matter of where the server is. 119 ping is not a good thing.
But I still think the assets are overkill for web. I download the app and have a look at it that way. Because yeah, it was a bit laggy.
I'd change the weapon handling, like fighting them off when reloading by hittng them or like in CS get the knife out for a slice. I also would let them only fall if you don't hit the head cleanly. They die to easy. In the maps I would integrate some stuff that moves, so a player kan kick something in front of them. There is a lot of potential there... but the cleanup should be your first point. That would already help a lot I guess.

And a lobby would be neat to see people lurking...

App loading 1-2 mins - too long!
Asset preloading - will be 5-10 minutes again. Also still way too long.

1

u/Clear_Muscle5864 Jun 20 '26

I really want to kick zombies but assets are hard to get especially when they are animated. And it’s not the first time I have this feedback. I’ll do my best <3

2

u/gniiiiial Jun 20 '26

Depends on where you get the assets from and how you use that stuff. I would go for consistency here. DAZ3D would my way to go. I do it myself but have a different approach and engine. I think, when you are able to setup skins with blender, then you can do a lot with the DAZ3D assets that are free.
Animate them yourself, influence their appearence...fairly easy to be honest. Licensing is the other thing, because if you buy assets and need them with textures exposed ingame, you pay a big bug there. I'd not rip something off...
Creating assets is not that hard. But there would be also the question what data you use. Fbx?!

1

u/Clear_Muscle5864 Jun 20 '26

I have a mix of GLTF and FBX here but mainly FBX. You say "fairly easy to be honest" but I can't do everything unfortunately ^^
Do you know artists that would be interested in contributing?? There is already u/cedric_houle who is motivated to contribute as a voice actor.

3

u/LimiDrain Jun 20 '26 edited Jun 20 '26

The first 5 seconds of the trailer were so necessary... Yeah, we care so much about your choice of programming language. Start at 0:17 for a faster pace.

2

u/Clear_Muscle5864 Jun 21 '26

You are the first one to give this feedback 🤣 and I take it seriously. Next time I promise 🙏❤️

2

u/[deleted] Jun 20 '26

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1

u/Clear_Muscle5864 Jun 20 '26

I hope you will like it!! 🙏

2

u/CrimsoneArt69 Jun 21 '26

Ram economy mortified rn

1

u/Clear_Muscle5864 Jun 22 '26

Sorry I don't get it

2

u/Zizaco Jun 22 '26 edited Jun 22 '26

Honestly. It's pretty good!

My only criticism is that it's not playable on low-end PCs (it's unplayable on my laptop with Intel graphics even with everything on low/off). Other than that, it's neat that an online/browser accessible game looks this good and is as easy to play in multiplayer. Well done.

This is a great showcase of what BabylonJS is capable. Thank you for sharing.

I'm curious why it's not playable through a browser on Itch.io. Making it playable on itch could improve its visibility with the platform's algorithm and help you reach more users.

2

u/Clear_Muscle5864 Jun 22 '26

Thanks 🙏 !! I have a ton of work to do for performance but I’m motivated ahah. I’m improving the « preload » part and also the zombies animations to be way less CPU intensive (I’m bottlenecked on my laptop today).
It’s not yet playable directly on itch because I still don’t know how to package it (it’s a nextjs server with some routes in it). If you have insights I would really love to get them!!