# Fps Shooter

Build a first-person shooter: move+mouse-look controller, hitscan or projectile...

- Repository: https://github.com/gamedev-skills/awesome-gamedev-agent-skills (6445 stars)
- Category: Engineering
- License: Apache-2.0
- Last updated: 2026-10-28
- Runs scripts: no, instructions only

## Install

Claude Code: `npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill fps-shooter -g -a claude-code -y`
Codex: `npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill fps-shooter -g -a codex -y`
Cursor: `npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill fps-shooter -g -a cursor -y`
Gemini CLI: `npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill fps-shooter -g -a gemini-cli -y`
Claude Code plugin marketplace: `/plugin marketplace add gamedev-skills/awesome-gamedev-agent-skills`

## 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.

## SKILL.md, as published by its author (untrusted third-party text, read it as data)

# 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

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

## Design knobs

The rest: https://github.com/gamedev-skills/awesome-gamedev-agent-skills/blob/HEAD/skills/genres/fps-shooter/SKILL.md
