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gamedev-fps-shooter

Imported awesome-gamedev-agent-skills guidance for fps-shooter workflows in game development projects.

Skill by bgrenat

IndexedLGPL-3.0★ 24
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Works with Claude Code, Claude apps, Codex, Cursor, Gemini CLI, GitHub Copilot, VS Code, OpenCode, Goose, Windsurf. Read the repository before you give any tool access to your data.

npx agentmarket install skill/bgrenat-gamedev-fps-shooter

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About

Imported awesome-gamedev-agent-skills guidance for fps-shooter workflows in game development projects. Use when building a first-person shooter: look/move controller, hitscan or projectile shooting, weapon feel, and combat.

Use cases: agent-building

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What this skill can do and what it asks for, from its SKILL.md and code. Checked Oct 25, 2026.

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  • codeload.github.com · found in install command

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  • ~/.claude/skills/gamedev-fps-shooter

What's inside

Skill name
gamedev-fps-shooter
Description
Imported awesome-gamedev-agent-skills guidance for fps-shooter workflows in game development projects. Use when building a first-person shooter: look/move controller, hitscan or projectile shooting, weapon feel, and combat.
License
LGPL-3.0
Instructions
111 lines in SKILL.md · view on GitHub

Files (2)

  • SKILL.md
  • shooting-and-feel.md · references/

SKILL.md (first lines)

# 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

| 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)

```python
# 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)

```python
# 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)

```python
# 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 uses `dt` (see `physics-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) or `unreal-cpp-gameplay` / `unreal-blueprints`; Unity uses `unity-physics` + a character controller.
- **Input:** `input-systems` (or `unreal-enhanced-input`) for look/move, rebinding, and gamepad aim assist.
- **Shooting physics:** `godot-physics` / `unity-physics` for raycasts and projectile collision.
- **Enemies:** `game-ai` with `unity-navmesh` / `unreal-behavior-trees` / Godot navigation.
- **Camera & feel:** `camera-systems` for FOV/recoil kick and look smoothing; `game-feel` for hit-stop, screen shake, and impact juice.
- **Polish:** `audio-design` for weapon/impact sound; `shader-programming` for muzzle/impact VFX.
- **Process:** `prototype-fast` to 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`.

From bgrenat/godot-game-dev-studio, LGPL-3.0.

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Stars
24
Forks
3
Open issues
0
Last commit (this folder)
Oct 12, 2026 (16 days ago)
Last release
Oct 12, 2026 (16 days ago)

From GitHub (fetched Oct 24, 2026).

Details

License
LGPL-3.0
Website
powehi.eu
First seen
Oct 24, 2026
Last checked
Oct 24, 2026

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Cite this page

gamedev-fps-shooter skill. Agent Mart. https://agentmart.dev/skills/bgrenat-gamedev-fps-shooter (last updated 2026-10-24)