gamedev-skills/fps-shooter
> health, and enemy AI. Use for an FPS, or tuning aim feel, time-to-kill, recoil, or spread.
npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill fps-shooter
A playbook for first-person shooters — the look/move controller, the shooting model, weapon
feel, and combat. This is a compositional skill: it wires a 3D controller, input, and AI
into a shooter. It does not re-teach 3D nodes or raycasts; it defines the shooting model and
the feel knobs (TTK, recoil, spread) that decide whether the guns feel good.
tactical FPS, PvE shooter, boomer-shooter.
When *not* to use: third-person/2D shooting → reuse the shooting model here but build the
camera/controller from the relevant genre. Wave survival with towers → tower-defense.
For the camera/character body itself, use godot-3d-essentials / unreal-cpp-gameplay.
**Scan → acquire a target → aim and fire → confirm the kill (feedback) → reposition / reload
/ advance.** The whole experience rests on the *aim-and-fire* micro-loop feeling crisp:
responsive look, clear hit feedback, and a death that reads instantly.
game-ai).| Knob | Effect | Sane default |
|------|--------|--------------|
| Time-to-kill (TTK) | lethality, forgiveness | Tune dmg × fire-rate × HP together (refs). |
| Hitscan vs projectile | aim skill type | Hitscan = flick; projectile = lead/dodge. |
| Damage falloff | range limiting | Full to ~20 m, floor by ~60 m. |
| Headshot multiplier | skill reward | ~1.5–2.0×. |
| Recoil pattern | learnable kick | Fixed pattern > pure random. |
| Spread (bloom) | suppress laser-accuracy | First shot accurate; grows while firing. |
| Fire rate / magazine / reload | rhythm, downtime | Reload = vulnerability window. |
| Mouse sensitivity / FOV | comfort, readability | Always expose both as options. |
| Aim assist (pad) | controller parity | Magnetism/slowdown near targets. |
# Pseudocode. Cast from the camera; first hit takes damage scaled by range + headshot.
direction = apply_spread(camera.forward, current_spread)
hit = raycast(camera.world_position, direction, max_dist=RANGE, mask=SHOOTABLE)
if hit:
dmg = base_damage * falloff(hit.distance)
if hit.is_head: dmg *= HEADSHOT_MULT
hit.actor.take_damage(dmg)
spawn_impact_fx(hit.point, hit.normal) # decal + sound + hitmarker
# Pseudocode. Spawn a moving body; it deals damage on its own collision.
p = spawn(projectile_scene, at=muzzle.world_position)
p.velocity = camera.forward * PROJECTILE_SPEED
p.on_hit = lambda other, point: (other.take_damage(base_damage), explode_fx(point))
p.lifetime = RANGE / PROJECTILE_SPEED # despawn so shots don't live forever
# Pseudocode. TTK falls out of HP, per-shot damage, and fire rate — tune as one system.
shots_to_kill = ceil(target_hp / damage_per_shot)
ttk_seconds = (shots_to_kill - 1) / fire_rate_per_second # first shot at t=0
dt → sensitivity changes with FPS. Look shouldbe driven by raw mouse delta; movement integration uses dt (see physics-tuning).
pattern; keep the first shot accurate.
a distinct kill confirm.
fire rate, and HP as one system (Pattern 3).
server-side; use lag compensation (refs) and defer netcode to the engine multiplayer skill.
godot-3d-essentials (Godot) or unreal-cpp-gameplay / unreal-blueprints; Unity uses unity-physics + a character controller.input-systems (or unreal-enhanced-input) for look/move, rebinding, and gamepad aim assist.godot-physics / unity-physics for raycasts and projectile collision.game-ai with unity-navmesh / unreal-behavior-trees / Godot navigation.camera-systems for FOV/recoil kick and look smoothing; game-feel for hit-stop, screen shake, and impact juice.audio-design for weapon/impact sound; shader-programming for muzzle/impact VFX.prototype-fast to validate aim feel before building content.registration/lag compensation, and enemy AI states, read references/shooting-and-feel.md.
Take gamedev-skills/fps-shooter from the repository into ~/.claude/skills for personal
use, or into .claude/skills inside a project.
The agent identifies a skill by the name field in its header. Two skills with the
same name cannot sit side by side — one of them will be ignored.