Agent skill

fps-shooter

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.

gamedev-skillsgithub.com/gamedev-skillsGitHub ↗
claude-codeclinecodexcursorcopilotwindsurfApache-2.0
Install
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill fps-shooter --agent claude-code

Same command for any agent — swap --agent for codex, cursor, copilot.

Facts
Files in the skill folder: 2
SKILL.md size: 6 KB
Bundled scripts: none
Requires: Engine-agnostic design patterns; snippets are pseudocode (port to your engine)
Path: skills/genres/fps-shooter/SKILL.md
Open the folder on GitHub →
Where it comes from
Stars: 406
Language: Python

Weekly change comes from our own snapshots, not the repository page — it measures attention, not adoption.

From the SKILL.md

# 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

What's inside
Steps it walks through
  1. When to use
  2. Core loop
  3. Must-have systems
  4. Design knobs
  5. Patterns
  6. 1. Hitscan shot (instant ray, the workhorse)
  7. 2. Projectile shot (dodgeable, leads the target)
  8. 3. Time-to-kill (balance the trio together)
  9. Pitfalls / failure modes
  10. Composition (build it from these skills)
  11. References
Ships with 1 file
  • references/shooting-and-feel.md
More from awesome-gamedev-agent-skills
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About this skill
What does the fps-shooter skill do?

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 do I install it?

Run `npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill fps-shooter --agent claude-code` — it drops the skill into your project so the agent can pick it up. Swap the --agent value for codex, cursor or copilot if you use one of those.

Where does this skill come from?

From gamedev-skills/awesome-gamedev-agent-skills, a repository with 406 stars. We read it straight from the repository tree rather than a submitted listing, so what you see here is what is actually published.

Is a popular skill a good skill?

Not necessarily. Stars measure attention, not adoption — a repository can trend for a week and be abandoned. That is why we show the weekly change from our own snapshots next to the total, instead of a single flattering number.

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