← Back to list
⚡

fps-shooter Checked

Build a first-person shooter: move+mouse-look controller, hitscan or projectile shooting, weapons…
⚡ Productivity skills By gamedev-skills Version v1.0.0 Added 2026-10-21 Updated 2026-10-21 Source ↗
8.0Overall rating
0Views
0Downloads
2.0kStars

Installation

🤖 Install via AI

Copy the prompt below and send it to your AI assistant (e.g. Claude Code) — it will follow the instructions and install automatically.

Install the "fps-shooter" skill by following the instructions at https://skill123.me/install/fps-shooter.
⌨️ Command line install

Run in your terminal — downloads and installs to ~/.claude/skills/.

curl -fsSL https://skill123.me/install/fps-shooter.sh | bash
📦 Download ZIP

Download the zip and extract it into your skills directory (e.g. ~/.claude/skills/), then restart your session.

⬇ Download v1.0.0 · 6 KB
📊 Static rating
8.0/10
Trigger
8.0
Structure
0.0
Workflow
8.0
Content
0.0
Engineering
0.0
Security
8.0

Six-dimension rubric with reviewer rationale.

View scorecard ↓
🛡 Dynamic test
—

Not live-tested yet — this skill is rated on static analysis only.

About this skill

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.

Documentation

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)

View full documentation

# 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)


# 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; 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.

Score breakdown

Trigger
8.0
Structure
0.0
Workflow
8.0
Content
0.0
Engineering
0.0
Security
8.0