fps-shooter
gamedev-skills/awesome-gamedev-agent-skills
Build first-person shooter mechanics: controller, hitscan/projectile combat, weapons, health, and enemy AI.
What is fps-shooter?
A compositional skill for first-person shooters covering the look/move controller, shooting model, weapon feel, and combat systems. Use this when building an FPS, arena shooter, or tuning aim feel, time-to-kill, recoil, and spread.
- First-person controller with WASD/stick movement and mouse/stick look, gravity, jump, and crouch
- Hitscan raycast and projectile shooting models with configurable damage, fire rate, and range falloff
- Weapon system with ammo, magazine, reload, and weapon switching
- Shared health and damage system for player and enemies with headshot multipliers
- Enemy AI with perception, alert states, attack behavior, and cover mechanics
- Hit feedback including hitmarkers, impact decals/particles, hit sounds, and screen shake
How to install fps-shooter
npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill fps-shooter- A 3D game engine (Godot, Unreal, or Unity)
- Foundational 3D controller and camera system (use godot-3d-essentials, unreal-cpp-gameplay, or equivalent)
- Physics system for raycasts and projectile collision
- Input system for look/move and gamepad support
How to use fps-shooter
- 1.Set up a first-person controller with WASD movement and mouse/stick look using the engine's character controller
- 2.Implement the shooting model: choose hitscan raycast or projectile spawn based on your aim skill type
- 3.Configure weapon properties: base damage, fire rate, magazine size, reload time, and range falloff
- 4.Define health and damage: player HP, enemy HP, headshot multiplier, and damage falloff by distance
- 5.Integrate enemy AI using your engine's pathfinding and behavior system to perceive, alert, and attack
- 6.Add hit feedback: spawn impact decals, play hit sounds, show hitmarkers, and apply screen shake on confirmed hits
- 7.Tune design knobs: adjust TTK by balancing damage, fire rate, and HP; set recoil pattern and spread; expose FOV and sensitivity as options
- 8.Test aim feel and combat balance iteratively before building full content
Use cases
- Building an arena shooter or tactical FPS with responsive aim-and-fire mechanics
- Tuning weapon feel by adjusting time-to-kill, recoil patterns, and spread across multiple weapons
- Creating a PvE shooter with enemy AI that perceives, alerts, and reacts to player actions
- Prototyping aim feel and combat balance before building full content
- Implementing hitscan vs. projectile trade-offs to determine skill type (flick vs. lead)
- Game developers building first-person shooters or FPS-style games
- Combat designers tuning weapon balance and feel
- Gameplay programmers implementing shooter mechanics
- Developers prototyping aim feel and time-to-kill balance
fps-shooter FAQ
Use hitscan (instant raycast) for flick-based aim and fast-paced combat; use projectiles for skill-based leading and dodging. Hitscan feels more responsive; projectiles reward prediction and positioning.
TTK emerges from three factors: target HP, damage per shot, and fire rate. Tune all three together: shots_to_kill = ceil(HP / damage), then TTK = (shots_to_kill - 1) / fire_rate. Too low feels twitchy; too high feels spongy.
Avoid pure random recoil (use learnable patterns), hitscan with no falloff (add range-based damage scaling), and missing hit feedback (always show hitmarkers and impact FX). Also ensure look is frame-rate independent and always expose FOV and sensitivity options.
Scale damage by distance: full damage up to ~20 m, then linearly or exponentially reduce to a floor by ~60 m. This prevents long-range weapons from being overpowered and encourages positioning.
Yes, for controller parity with mouse. Implement magnetism (slight aim pull toward targets) or slowdown (reduced look speed near enemies) to make flick shots feasible on analog sticks.
Full instructions (SKILL.md)
Source of truth, from gamedev-skills/awesome-gamedev-agent-skills.
name: fps-shooter description: > Build a first-person shooter: move+mouse-look controller, hitscan or projectile shooting, weapons, health, and enemy AI. Use for an FPS, or tuning aim feel, time-to-kill, recoil, or spread.
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 usesdt(seephysics-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) orunreal-cpp-gameplay/unreal-blueprints; Unity usesunity-physics+ a character controller. - Input:
input-systems(orunreal-enhanced-input) for look/move, rebinding, and gamepad aim assist. - Shooting physics:
godot-physics/unity-physicsfor raycasts and projectile collision. - Enemies:
game-aiwithunity-navmesh/unreal-behavior-trees/ Godot navigation. - Camera & feel:
camera-systemsfor FOV/recoil kick and look smoothing;game-feelfor hit-stop, screen shake, and impact juice. - Polish:
audio-designfor weapon/impact sound;shader-programmingfor muzzle/impact VFX. - Process:
prototype-fastto 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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