fps-shooter Checked
Installation
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.
Run in your terminal — downloads and installs to ~/.claude/skills/.
curl -fsSL https://skill123.me/install/fps-shooter.sh | bash
Download the zip and extract it into your skills directory (e.g. ~/.claude/skills/), then restart your session.
⬇ Download v1.0.0 · 6 KBNot 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) 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.
Score breakdown
Assessment methodology
Version history
Imported from gamedev-skills/awesome-gamedev-agent-skills@main
