
fps-shooter
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.
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Install
Works with every agent the skills CLI supports.
npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill fps-shooter- 01
Install
Run the command in your project. The CLI asks which agents to install for.
- 02
Describe the task
Ask your agent for something this skill covers. It loads fps-shooter automatically when relevant.
- 03
Review the result
The agent follows the SKILL.md steps, scripts and references bundled with the skill.
Security audits
Independent scans of the skill's instructions and bundled files.
SKILL.md
The instructions your agent reads when the skill is triggered.
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) # cone sample, see refs §4
hit = raycast(camera.world_position, direction, max_dist=RANGE, mask=SHOOTABLE, exclude=[shooter])
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 (never multiplied bydt); movement integration usesdt(seephysics-tuning). Clamp pitch to about ±89° so the view cannot flip over. - Shots that "do nothing" → the ray hits the shooter's own collider, misses hitboxes built from trigger/area volumes, or stops on an invisible trigger zone. Exclude the shooter and set the trigger rule explicitly per engine (refs §2 table).
- Recoil recovery fights the player's aim → recoil was written into the look angle. Keep it as a separate offset that decays to zero (refs §4).
- 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.
FAQ
What does the fps-shooter skill do?
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.
How do I install fps-shooter?
Run npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill fps-shooter in your project. The skills CLI detects the agents you use and copies the skill into the right folder. For Claude Code you can also place the skill folder at ~/.claude/skills/fps-shooter/ (personal) or .claude/skills/fps-shooter/ (project).
Which AI agents can use fps-shooter?
Any agent that supports the open Agent Skills format (a folder with a SKILL.md file), including Claude Code, Codex, Cursor, GitHub Copilot, Gemini CLI, Windsurf, Cline, OpenCode and more.
Is fps-shooter safe to install?
Security partners have reviewed it: Gen Agent Trust Hub passed; Socket passed; Snyk passed. As with any skill, read the SKILL.md and bundled scripts before installing.
Who maintains fps-shooter?
It is published by gamedev-skills in gamedev-skills/awesome-gamedev-agent-skills. It has 6,415 recorded installs.
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