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fps-shooter — Claude Code skill: what it does, install

Builds the design for a first-person shooter with movement, aiming, weapons, health and enemy AI. Use it when tuning aim feel, recoil, spread or time-to-kill.

Install into Claude Code · Skills CLI (Vercel) All methods and platforms ↓
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill fps-shooter -a claude-code
Open on GitHub

What fps-shooter does

This skill lays out the loop of finding a target, aiming, firing, confirming a kill, then repositioning or reloading. It covers a first-person controller, camera, hitscan or projectile fire, weapons and ammo, health, damage, enemy AI, and hit feedback.

It includes pseudocode for hitscan shots, projectiles, and time-to-kill calculations based on health, damage per shot, and fire rate. Damage, fire rate and health are meant to be tuned together. Hitmarkers, impact effects and kill confirms are part of the combat feedback.

The skill composes a shooter from related controller, input, physics, AI and camera skills. Mouse look should use raw mouse delta rather than multiplying it by dt, because sensitivity would then vary with FPS. That is a reason to check input handling before tuning weapons.

What it helps with

  • build a first-person movement and look controller
  • choose between hitscan and projectile shooting
  • calculate time-to-kill from damage and fire rate
  • tune weapon recoil and spread
  • add hit feedback and enemy combat states

Example prompts for the agent

  • “Design a first-person shooter with movement, weapons, health and enemy AI.”
  • “Compare hitscan and projectile shooting for this weapon.”
  • “Tune recoil, spread and time-to-kill for the current combat loop.”

How to install fps-shooter

1Skills CLI (Vercel)

npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill fps-shooter -a claude-code

2Manually: put the files in place

~/.claude/skills/fps-shooter/SKILL.md

Copy the whole skill folder; for one project use .claude/skills/fps-shooter/

Step by step, with commands for each platform: How to install skills in Claude Code: five ways

Questions about fps-shooter

How do I install fps-shooter in Claude Code?

Run npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill fps-shooter -a claude-code, then run npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill fps-shooter -a claude-code again. The skill file is at ~/.claude/skills/fps-shooter/SKILL.md.

What does fps-shooter do?

It is a skill for planning a first-person shooter. It covers movement and camera behavior, shooting models, weapons, damage, combat feedback and enemy AI.

What is the difference between hitscan and projectile shooting?

Hitscan checks for a hit instantly. A projectile spawns a moving body, so targets can dodge it and players may need to lead their shots.

Source text

SKILL.md · Apache-2.0
---
name: fps-shooter
description: >
  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.
---

# 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

| Knob | Effect | Sane default |
|------|--------|--------------|
| Time-to-kill (TTK) | lethality, forgiveness | Tune dmg × fire-rate × HP together (refs). |
| Hitscan vs projectile | aim skill type | Hitscan = flick; projectile = lead/dodge. |
| Damage falloff | range limiting | Full to ~20 m, floor by ~60 m. |
| Headshot multiplier | skill reward | ~1.5–2.0×. |
| Recoil pattern | learnable kick | Fixed pattern > pure random. |
| Spread (bloom) | suppress laser-accuracy | First shot accurate; grows while firing. |
| Fire rate / magazine / reload | rhythm, downtime | Reload = vulnerability window. |
| Mouse sensitivity / FOV | comfort, readability | Always expose both as options. |
| Aim assist (pad) | controller parity | Magnetism/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)   # cone sample, see refs §4
hit = raycast(camera.world_position, direction, max_dist=RANGE, mask=SHOOTABLE, exclude=[shooter])
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_SPEED
p.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 (never multiplied by `dt`); movement integration uses `dt`
  (see `physics-tuning`). Clamp pitch to about ±89° so the view cannot flip over.
- **Shots that "do nothing"** → the ray hits the shooter's own collider, misses hitboxes built
  from trigger/area volumes, or stops on an invisible trigger zone. Exclude the shooter and set
  the trigger rule explicitly per engine (refs §2 table).
- **Recoil recovery fights the player's aim** → recoil was written into the look angle. Keep it
  as a separate offset that decays to zero (refs §4).
- **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`.

© gamedev-skills · Apache-2.0 · gamedev-skills/awesome-gamedev-agent-skills

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