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
Patterns
1. Hitscan shot (instant ray, the workhorse)
2. Projectile shot (dodgeable, leads the target)
3. Time-to-kill (balance the trio together)
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 usesdt(seephysics-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.

