How to use
- Copy the installation command and review the source package before installing it in your own agent environment.
- Check the source document for required tools, credentials and supported hosts.
- Describe your input and desired deliverable; review the output against the source material.
npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill fps-shooterBefore you start
- Installation does not include a model subscription, API allowance or permission to access your files.
- Repository stars and installation counts describe activity, not an independent quality or security test.
Rendered from the source repository. Headings, examples, code, tables, links, and referenced images are preserved.
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)
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 + hitmarker2. 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 forever3. 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=0Pitfalls / 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.



