Fps Shooter

作者 gamedev-skillsd4b0e35550c5無授權條款1.3K 個星標收錄於 2026年10月8日更新於 2026年10月8日儲存庫11 天前更新

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 產生的概覽

建構第一人稱射擊遊戲的指南:控制器、射擊模型、武器手感與戰鬥調校。

功能
提供一套用於第一人稱射擊遊戲的可組合指南,涵蓋移動與視角控制器、攝影機、即時命中與投射物射擊模型、武器與彈藥、生命值與傷害、敵人 AI 以及回饋。它定義了擊殺時間、後座力、散布和傷害衰減等設計參數,並給出即時命中射擊、投射物射擊和擊殺時間計算的虛擬碼模式。它也列出常見陷阱,並指向控制器、輸入、物理、AI 和打磨相關的配套技能。
適用情境
適用於建構以瞄準射擊為核心動作的第一人稱遊戲,例如競技場射擊、戰術 FPS、PvE 射擊或復古射擊遊戲。也適用於決定使用即時命中還是投射物,或調校擊殺時間、後座力、散布與瞄準手感。
執行需求
無腳本,僅為說明文件。它引用配套文件 references/shooting-and-feel.md,並假定可存取控制器、輸入、物理、AI 與音訊相關的其他技能。

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.

來源與署名

來源:gamedev-skills/awesome-gamedev-agent-skills位於skills/genres/fps-shooter提交d4b0e35

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