Expert blueprint for First-Person Shooters: fps_camera_look, fps_movement_logic, hitscan_weapon_query, weapon_bobbing_system, procedural recoil, and FPS NEVER rules. Shared TPS/cover theory links to godot-genre-shooter. Keywords: FPS, movement physics, weapon bobbing, camera sway, hitscan, viewmodel, air control.
npx skills add https://github.com/thedivergentai/GD-Agentic-Skills --skill godot-genre-shooter-fps
First-person movement, look, viewmodel, and hitscan feel. Shared TPS/cover/soft-lock ownership lives in godot-genre-shooter.
_input mouse look (yaw/pitch)Also: procedural_recoil_handler.gd, hitscan_weapon_logic.gd, advanced_fps_controller.gd, weapon_state_machine.gd, frame_perfect_input.gd, bullet_decal_spawner.gd, weapon_spread_calc.gd, server_projectile_instance.gd, player_anim_bridge.gd, recoil_system.gd (pattern + bloom), aim_assist.gd (controller friction/magnetism).
advanced_weapon_controller.gd is shared theory — keep FPS feel in the scripts above; genre routing for TPS → sibling skill.
Move/Look → Aim → Fire (hitscan) → Recoil recover → Acquire
_process — use _physics_process + intersect_ray.exclude / add_exception for the player RID.== on float cooldowns — is_equal_approx._physics_process — _input / _unhandled_input for look.Transform3D — store yaw/pitch floats.delta before move_and_slide().Transform3D.looking_at for muzzle forward — use -transform.basis.z.AudioStreamPlayer for gunfire — layer mechanical + shot + tail.StringName.Procedural sine bob + look sway — weapon_bobbing_system.gd.
Ray forward/down from step_height when is_on_wall() after move_and_slide(); lift to step top for stairs.
Roll camera Z + local X offset from Input.get_axis("lean_left","lean_right") with lerp.
Hitscan vs projectile, spray patterns, and net prediction details that are not FPS-rig specific → godot-genre-shooter + combat/multiplayer complements. Implement FPS fire path via hitscan_weapon_query.gd + procedural_recoil_handler.gd + recoil_system.gd.
> MANDATORY for hitscan/projectile tradeoffs, three-layer recoil, aim assist, weapon balance matrices, and client prediction: fps-weapon-theory.md. Do NOT Load after MANDATORY script reads unless extending beyond bob/step/lean.
> Progressive disclosure: open Official Documentation links only when researching a specific API; load Related Skills when routing to a peer domain — do not preload the whole lattice.
intersect_ray patterns for hitscan registration without Area3D ballistics.-transform.basis.z forward vectors for aim, recoil, and muzzle direction._input vs _physics_process so mouse look stays zero-latency while movement stays physics-synced.! in expressions.A set of resources to help me write all kinds of internal communications, using the formats that my company likes to use. Claude should use this skill whenever asked to write some sort of internal communications (status reports, leadership updates, 3P updates, company newsletters, FAQs, incident reports, project updates, etc.).
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Take thedivergentai/godot-genre-shooter-fps 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.