Fps Shooter

by gamedev-skillsd4b0e35550c5No license1.3K starsListed Oct 8, 2026Updated Oct 8, 2026Repository updated 11 days ago

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.

AI-generated overview

Playbook for building first-person shooters: controller, shooting model, weapon feel, and combat tuning.

What it does
Provides a compositional playbook for first-person shooters, covering the move-and-look controller, camera, hitscan and projectile shooting models, weapons and ammo, health and damage, enemy AI, and feedback. It defines design knobs such as time-to-kill, recoil, spread, and damage falloff, with pseudocode patterns for hitscan shots, projectile shots, and TTK math. It also lists pitfalls and points to companion skills for controller, input, physics, AI, and polish work.
When to use it
Use when building a first-person game whose core verb is aim and shoot, such as an arena shooter, tactical FPS, PvE shooter, or boomer-shooter. Also use when deciding hitscan versus projectile or tuning time-to-kill, recoil, spread, or aim feel.
Requirements
No scripts; instructions only. It references a companion document at references/shooting-and-feel.md and assumes access to other skills for controller, input, physics, AI, and audio work.

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

KnobEffectSane default
Time-to-kill (TTK)lethality, forgivenessTune dmg × fire-rate × HP together (refs).
Hitscan vs projectileaim skill typeHitscan = flick; projectile = lead/dodge.
Damage falloffrange limitingFull to ~20 m, floor by ~60 m.
Headshot multiplierskill reward~1.5–2.0×.
Recoil patternlearnable kickFixed pattern > pure random.
Spread (bloom)suppress laser-accuracyFirst shot accurate; grows while firing.
Fire rate / magazine / reloadrhythm, downtimeReload = vulnerability window.
Mouse sensitivity / FOVcomfort, readabilityAlways expose both as options.
Aim assist (pad)controller parityMagnetism/slowdown near targets.

Patterns

1. Hitscan shot (instant ray, the workhorse)

python
# 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)

python
# 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_SPEEDp.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)

python
# 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.

Source and attribution

Source:gamedev-skills/awesome-gamedev-agent-skillsinskills/genres/fps-shooterat commitd4b0e35

License: No license

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