fps-shooter

fps-shooter is a skill for Claude Code from gamedev-skills/awesome-gamedev-agent-skills. It costs 50 tokens per session (1,700 once invoked), scanned A, original, Apache-2.0.

A development guide for a first-person shooter, a game viewed through the character's eyes where players aim and shoot, covering movement, aiming, weapons, health, and enemy behaviour.

In plain words
What is it for?
Use it to build or tune an FPS, including shooting methods, time-to-kill, recoil, bullet spread, aiming, and enemy AI.
Why use it?
It helps structure the systems and combat decisions that determine whether aiming, firing, taking damage, and defeating enemies feel responsive.

Skill for Claude Code

Written for Claude Code: shipped in a Claude Code plugin.

Part of the genres plugin — 9 skills shipped together , and of gamedev

Good fit Use it to build or tune an FPS, including shooting methods, time-to-kill, recoil, bullet spread, aiming, and enemy AI.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/gamedev-skills/awesome-gamedev-agent-skills/fps-shooter
About the project

awesome-gamedev-agent-skills is a collection of 73 instruction files that give AI coding agents specialized guidance for game development with engines and frameworks such as Godot, Unity, Unreal, and Phaser. It helps agents choose relevant engine and task guidance while building games. The catalogue entries are the collection's skills and plugins for agents including Claude Code, Cursor, Codex, and Gemini CLI.

gamedev-skills/awesome-gamedev-agent-skills · 4,867 stars · on GitHub

Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

Any agent
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill fps-shooter
Clone the repo
git clone --depth 1 https://github.com/gamedev-skills/awesome-gamedev-agent-skills

Made for: Claude Code.

Or install genres, the plugin that ships this one along with the rest of its 9 skills.

Wrote this? Show the measurements

A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.

agentmods badge for fps-shooter

README.md
[![agentmods](https://agentmods.dev/badge/skills/gamedev-skills/awesome-gamedev-agent-skills/fps-shooter/github.svg)](https://agentmods.dev/skills/gamedev-skills/awesome-gamedev-agent-skills/fps-shooter)
Your own site
<a href="https://agentmods.dev/skills/gamedev-skills/awesome-gamedev-agent-skills/fps-shooter"><img src="https://agentmods.dev/badge/skills/gamedev-skills/awesome-gamedev-agent-skills/fps-shooter/github.svg" alt="Measured on agentmods" height="20"></a>

Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.

agentmods 80×15 button for fps-shooter

Your own site · 80×15
<a href="https://agentmods.dev/skills/gamedev-skills/awesome-gamedev-agent-skills/fps-shooter"><img src="https://agentmods.dev/badge/skills/gamedev-skills/awesome-gamedev-agent-skills/fps-shooter.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 50 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,700 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe. Third-party audits
  • Socket pass 24 Oct 2026
  • Snyk pass 24 Oct 2026
  • NVIDIA SkillSpector pass 7 Sept 2026
How audits are shown
Origin original No closer match found in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5.1 $0.00050 $0.01700
Opus 5.5 $0.00020 $0.00680
Sonnet 5.5 $0.00010 $0.00340
Haiku 4.5 $0.00005 $0.00170

Measured 2d ago against content hash 86aadd96a3bb, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

fps-shooter scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 2d ago.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

skills/genres/fps-shooter/SKILL.md · 124 lines

How it starts

The opening of the file, as written. The whole thing — 124 lines — stays where its author put it; the contents beside it link to each section on GitHub.

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.

Read the full file on GitHub · 124 lines

Files

What ships with it

1 file beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. 2d ago Changed · +6 lines 86aadd96a3bb
  2. 1mo ago First seen · 118 lines · 50 tokens per session scan A b4772d548c9f

Subscribe to this mod's changes

fps-shooter is a skill published in the GitHub repository gamedev-skills/awesome-gamedev-agent-skills (4,867 stars, last pushed 3d ago), licensed Apache-2.0. It adds 50 tokens to every session and 1,700 once invoked, about $0.0002 per session on Opus 5.5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-30.

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