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SKILL.md

fps-shooter

Agent skill fromgamedev-skills/awesome-gamedev-agent-skills

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.

How to install fps-shooter

install fps-shooter
# install the awesome-gamedev-agent-skills pack with the skills CLI
npx skills add gamedev-skills/awesome-gamedev-agent-skills

# or add only this skill to Claude Code: copy the folder

skills/genres/fps-shooter/

# into

~/.claude/skills/fps-shooter/ (all projects)

.claude/skills/fps-shooter/ (one project)

skills/genres/fps-shooter/SKILL.md

Apache-2.0Full file
1# FPS Shooter
2
3A playbook for first-person shooters — the look/move controller, the shooting model, weapon
4feel, and combat. This is a **compositional** skill: it wires a 3D controller, input, and AI
5into a shooter. It does not re-teach 3D nodes or raycasts; it defines the shooting model and
6the feel knobs (TTK, recoil, spread) that decide whether the guns feel good.
7
8## When to use
9
10- Use when building a first-person game whose core verb is **aim and shoot** — arena shooter,
11 tactical FPS, PvE shooter, boomer-shooter.
12- Use when deciding hitscan vs. projectile, tuning time-to-kill, recoil, spread, or aim feel.
13
14**When *not* to use:** third-person/2D shooting → reuse the shooting model here but build the
15camera/controller from the relevant genre. Wave survival with towers → `tower-defense`.
16For the camera/character body itself, use `godot-3d-essentials` / `unreal-cpp-gameplay`.
17
18## Core loop
19
20**Scan → acquire a target → aim and fire → confirm the kill (feedback) → reposition / reload
21/ advance.** The whole experience rests on the *aim-and-fire* micro-loop feeling crisp:
22responsive look, clear hit feedback, and a death that reads instantly.
23
24## Must-have systems
25
261. **First-person controller** — move (WASD/stick) + mouse/stick look, gravity, jump/crouch.
272. **Camera** — eye-height view, configurable FOV and sensitivity, recoil kick.
283. **Shooting model** — hitscan raycast and/or projectile spawn; one impact path for feedback.
29…

Excerpt shown under the repository's Apache-2.0 license.

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