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Fps Shooter Agent Skill

> health, and enemy AI. Use for an FPS, or tuning aim feel, time-to-kill, recoil, or spread.

3k tokens
context cost
the whole folder, loaded on every use
2
files
instructions only
0
copies elsewhere
how many repositories repackaged it
401
stars on the repo
on the repository, not the skill itself

Install

one command, takes just this skill from the repository
npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill fps-shooter

The instruction itself

12 sections, as written by the author

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.

When to use

  • Use when building a first-person game whose core verb is aim and shoot — arena shooter,

tactical FPS, PvE shooter, boomer-shooter.

  • Use when deciding hitscan vs. projectile, tuning time-to-kill, recoil, spread, or aim feel.

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.

Core loop

**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.

Must-have systems

  • First-person controller — move (WASD/stick) + mouse/stick look, gravity, jump/crouch.
  • Camera — eye-height view, configurable FOV and sensitivity, recoil kick.
  • Shooting model — hitscan raycast and/or projectile spawn; one impact path for feedback.
  • Weapons + ammo — damage, fire rate, magazine, reload, switching.
  • Health + damage — HP, hit/headshot multipliers, death; player and enemy share the model.
  • Enemy AI — perceive → alert → attack → search; cover and reaction delays (game-ai).
  • Feedback — hitmarkers, impact decals/particles, hit sounds, screen shake, kill confirms.
  • Objectives — what you do besides shoot: clear, capture, survive, escort.

Design knobs

| 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. |

Patterns

1. Hitscan shot (instant ray, the workhorse)

# 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

2. Projectile shot (dodgeable, leads the target)

# 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

3. Time-to-kill (balance the trio together)

# 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

Pitfalls / failure modes

  • Look tied to frame rate or unscaled by dt → sensitivity changes with FPS. Look should

be driven by raw mouse delta; movement integration uses dt (see physics-tuning).

  • Pure random recoil/spread → feels uncontrollable and unfair. Use a learnable recoil

pattern; keep the first shot accurate.

  • Hitscan with no falloff → pistols snipe across the map. Add range-based damage falloff.
  • No hit feedback → players can't tell if shots land. Always show hitmarkers, impact FX, and

a distinct kill confirm.

  • Mismatched TTK → too low feels twitchy/unfair; too high feels spongy. Tune damage,

fire rate, and HP as one system (Pattern 3).

  • Trusting the client in multiplayer → cheating and "I shot first" disputes. Keep authority

server-side; use lag compensation (refs) and defer netcode to the engine multiplayer skill.

  • No FOV / sensitivity options → motion sickness and accessibility failures. Always expose them.

Composition (build it from these skills)

  • Controller + camera: godot-3d-essentials (Godot) or unreal-cpp-gameplay / unreal-blueprints; Unity uses unity-physics + a character controller.
  • Input: input-systems (or unreal-enhanced-input) for look/move, rebinding, and gamepad aim assist.
  • Shooting physics: godot-physics / unity-physics for raycasts and projectile collision.
  • Enemies: game-ai with unity-navmesh / unreal-behavior-trees / Godot navigation.
  • Camera & feel: camera-systems for FOV/recoil kick and look smoothing; game-feel for hit-stop, screen shake, and impact juice.
  • Polish: audio-design for weapon/impact sound; shader-programming for muzzle/impact VFX.
  • Process: prototype-fast to validate aim feel before building content.

References

  • For hitscan vs. projectile trade-offs, damage falloff, recoil/spread, TTK math, hit

registration/lag compensation, and enemy AI states, read references/shooting-and-feel.md.

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How to use it

Copy the folder

Take gamedev-skills/fps-shooter from the repository into ~/.claude/skills for personal use, or into .claude/skills inside a project.

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