
Fps Shooter
Build a first-person shooter: move+mouse-look controller, hitscan or projectile...
Install
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill fps-shooter -g -a claude-code -y- Repository
- gamedev-skills/awesome-gamedev-agent-skills6.4k
- Category
- Engineering
- Updated
- 8d ago
- License
- Apache-2.0
- Context cost
- Mediumabout 1,602 tokens
- Runs scripts
- No, instructions only
What it does
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.
