Skills gamedev-skills awesome-gamedev-agent-skills Gamedev Agent Skills

fps-shooter

Use it when:
You're building a game whose core verb is aim and shoot, or tuning time-to-kill, recoil, spread or aim feel.
It does:
Sets out the controller, shooting model, weapons, health, enemy AI and feedback to build, with a recommended default for each design knob.
Defaults:
Headshots at about 1.5–2× damage, full damage to about 20 m, a learnable recoil pattern and an accurate first shot.
Leaves to others:
The 3D body, raycasts, input and enemy AI, to the repo's engine, input-systems and game-ai skills.

Skill 20 of 27 in the Gamedev Agent Skills bundle, after rpg and before tower-defense.

TL;DR

A genre playbook from a game-development collection. It treats the aim-and-fire micro-loop as the whole game: responsive look, clear hit feedback and a death that reads instantly. Its eight must-have systems run from the first-person controller and camera to objectives beyond shooting. Patterns, in engine-neutral pseudocode, cover a hitscan ray from the camera that excludes the shooter and scales damage by range and headshot, a projectile that despawns once it has covered its range, and time-to-kill worked out from health, damage per shot and fire rate together. Pitfalls include look sensitivity multiplied by frame time, a view that can flip over unless pitch is clamped to about ±89°, shots stopped by the shooter's own collider or by trigger volumes, recoil written into the aim so that recovery fights the player, hitscan pistols that snipe across the map and trusting the client in multiplayer. It insists on FOV and sensitivity options, against motion sickness.

Summarizes the skill at 19d93f9.

npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill fps-shooter
Total Downloads
9,500 on skills.sh, Nov 9, 2026
Repo stars
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First seen
Jun 27, 2026 on skills.sh
Weekly Downloads
1.7K
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Category

Taste for interfaces that don't look generated: direction, motion and accessibility.

Make games: design, genres, game feel and game-jam workflows, whatever the engine.

Everything for building software: planning, coding, debugging, design, frameworks, cloud, agents and skills.

Type

Knowledge and rules the agent applies while it works: best practices, design principles, API references.

Effect

Adds no side effects of its own. It shapes how the agent thinks, writes or reviews. Guidelines and routers are always effect:none, even when the task they support edits code.

Needs

Instructions only. Works in any agent that supports skills.

Publisher

Everyone else. Unverified vendor claims default to community.

Topics

SKILL.md

From gamedev-skills/awesome-gamedev-agent-skills at 19d93f9. Checked daily, last changed Nov 6, 2026.

Frontmatter
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

  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)
# 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 by dt); movement integration uses dt (see physics-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) 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.