Godot Gdscript Patterns
925236118/AlphaAgent
Master Godot 4 GDScript patterns including signals, scenes, state machines, and optimization.
Build a first-person shooter: move+mouse-look controller, hitscan or projectile shooting, weapons, health, and enemy AI.
$ npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill fps-shooter -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install gamedev-skills/awesome-gamedev-agent-skills fps-shooter --agent claude-codeProject scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).
$ git clone --depth 1 https://github.com/gamedev-skills/awesome-gamedev-agent-skills.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/genres/fps-shooter .claude/skills/fps-shooter && rm -rf skills-srcUse ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.
Claude Code skills documentation · loads skills from .claude/skills/
Install the "fps-shooter" agent skill from https://github.com/gamedev-skills/awesome-gamedev-agent-skills/tree/main/skills/genres/fps-shooter into .claude/skills/fps-shooter/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "fps-shooter", then confirm the skill loads.Claude Code copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$skill-installer install https://github.com/gamedev-skills/awesome-gamedev-agent-skills/tree/main/skills/genres/fps-shooterType this inside Codex. $skill-installer <name> installs a curated skill from openai/skills. The installer writes to $CODEX_HOME/skills (default ~/.codex/skills). Restart Codex if the skill does not show up.
$ npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill fps-shooter -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install gamedev-skills/awesome-gamedev-agent-skills fps-shooter --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/gamedev-skills/awesome-gamedev-agent-skills.git skills-src && mkdir -p .agents/skills && cp -r skills-src/skills/genres/fps-shooter .agents/skills/fps-shooter && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "fps-shooter" agent skill from https://github.com/gamedev-skills/awesome-gamedev-agent-skills/tree/main/skills/genres/fps-shooter into .agents/skills/fps-shooter/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "fps-shooter", then confirm the skill loads.Codex copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill fps-shooter -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install gamedev-skills/awesome-gamedev-agent-skills fps-shooter --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/gamedev-skills/awesome-gamedev-agent-skills.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/skills/genres/fps-shooter .cursor/skills/fps-shooter && rm -rf skills-srcUse ~/.cursor/skills/ instead of .cursor/skills for a personal install.
Cursor skills documentation · loads skills from .cursor/skills/, .agents/skills/, .claude/skills/, .codex/skills/
Install the "fps-shooter" agent skill from https://github.com/gamedev-skills/awesome-gamedev-agent-skills/tree/main/skills/genres/fps-shooter into .cursor/skills/fps-shooter/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "fps-shooter", then confirm the skill loads.Cursor copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gemini skills install https://github.com/gamedev-skills/awesome-gamedev-agent-skills.git --path skills/genres/fps-shooter--scope user (default) or --scope workspace; --path is the subfolder of the repo that holds the skill; --consent skips the security confirmation prompt.
$ npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill fps-shooter -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install gamedev-skills/awesome-gamedev-agent-skills fps-shooter --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/gamedev-skills/awesome-gamedev-agent-skills.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/skills/genres/fps-shooter .gemini/skills/fps-shooter && rm -rf skills-srcUse ~/.gemini/skills/ instead of .gemini/skills for a personal install, then run /skills reload.
Gemini CLI skills documentation · loads skills from .gemini/skills/, .agents/skills/
Install the "fps-shooter" agent skill from https://github.com/gamedev-skills/awesome-gamedev-agent-skills/tree/main/skills/genres/fps-shooter into .gemini/skills/fps-shooter/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "fps-shooter", then confirm the skill loads.Gemini CLI copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gh skill install gamedev-skills/awesome-gamedev-agent-skills fps-shooterInstalls for Copilot at project scope by default; add --scope user for a personal install. Preview a skill first with gh skill preview. Needs GitHub CLI 2.90.0 or later (public preview).
$ npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill fps-shooter -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/gamedev-skills/awesome-gamedev-agent-skills.git skills-src && mkdir -p .github/skills && cp -r skills-src/skills/genres/fps-shooter .github/skills/fps-shooter && rm -rf skills-srcUse ~/.copilot/skills/ instead of .github/skills for a personal install. Commit .github/skills so cloud agent and code review can use it.
GitHub Copilot skills documentation · loads skills from .github/skills/, .claude/skills/, .agents/skills/
Install the "fps-shooter" agent skill from https://github.com/gamedev-skills/awesome-gamedev-agent-skills/tree/main/skills/genres/fps-shooter into .github/skills/fps-shooter/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "fps-shooter", then confirm the skill loads.GitHub Copilot copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill fps-shooter -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install gamedev-skills/awesome-gamedev-agent-skills fps-shooter --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/gamedev-skills/awesome-gamedev-agent-skills.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/skills/genres/fps-shooter .opencode/skills/fps-shooter && rm -rf skills-srcUse ~/.config/opencode/skills/ instead of .opencode/skills for a personal install.
OpenCode skills documentation · loads skills from .opencode/skills/, .claude/skills/, .agents/skills/
Install the "fps-shooter" agent skill from https://github.com/gamedev-skills/awesome-gamedev-agent-skills/tree/main/skills/genres/fps-shooter into .opencode/skills/fps-shooter/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "fps-shooter", then confirm the skill loads.OpenCode copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
fps-shooterBuild a first-person shooter: move+mouse-look controller, hitscan or projectile shooting, weapons, health, and enemy AI.
Fps Shooter is an agent skill from gamedev-skills/awesome-gamedev-agent-skills. 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.
Its SKILL.md is about 1.5k tokens, which your agent loads only when the skill is triggered. The skill folder holds 2 other files, including reference files (for example `references/shooting-and-feel.md`).
It sits in Game Development, covering Game development. The repository describes itself as: 74 game-dev skills for AI coding agents — Godot, Unity, Unreal, Phaser, PixiJS, three.js, Bevy, pygame, LÖVE, Roblox. Portable SKILL.md Agent Skills (the format Anthropic… The licence is Apache-2.0.
3 steps, taken from the step headings in SKILL.md.
Read from SKILL.md and the folder at commit 0a70cfc. It shows what the files ask for, not the result of running them.
Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.
From allowed-tools in the SKILL.md frontmatter.
No scripts in the folder and no shell commands in SKILL.md (its code samples are python).
From the folder's file list and the shell code blocks in SKILL.md.
No URLs in SKILL.md.
From URLs in SKILL.md, links to its own repository left out.
Names no API keys, tokens, secrets or passwords.
From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.
Fps Shooter loads about 1.5k tokens when it runs, and up to ~2.6k if it reads all its reference files. Until then it costs about 50 tokens; SKILL.md has 603 words of instructions outside code blocks.
Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.
The automated check found no risky patterns in SKILL.md.
Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.
The full file from gamedev-skills/awesome-gamedev-agent-skills at commit 0a70cfc, republished under its Apache-2.0 licence (© gamedev-skills). 603 words, ~1,528 tokens.
.claude/skills/fps-shooter/SKILL.md (or your agent's skills folder). This skill also uses 1 other file; get the full folder from GitHub.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 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.
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.
game-ai).| 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. |
# 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# 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# 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=0dt → sensitivity changes with FPS. Look should
be driven by raw mouse delta; movement integration uses dt (see physics-tuning).godot-3d-essentials (Godot) or unreal-cpp-gameplay / unreal-blueprints; Unity uses unity-physics + a character controller.input-systems (or unreal-enhanced-input) for look/move, rebinding, and gamepad aim assist.godot-physics / unity-physics for raycasts and projectile collision.game-ai with unity-navmesh / unreal-behavior-trees / Godot navigation.camera-systems for FOV/recoil kick and look smoothing; game-feel for hit-stop, screen shake, and impact juice.audio-design for weapon/impact sound; shader-programming for muzzle/impact VFX.prototype-fast to validate aim feel before building content.references/shooting-and-feel.md.© gamedev-skills, Apache-2.0. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file
SKILL.md and 1 other file (references) in skills/genres/fps-shooter of gamedev-skills/awesome-gamedev-agent-skills.
Open the folder on GitHubat commit 0a70cfc
Fps Shooter next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.
| Skill | Stars | Used in | Tokens | Auto-check | Licence | Repo updated |
|---|---|---|---|---|---|---|
| Fps Shooter this skillgamedev-skills/awesome-gamedev-agent-skills | 1.4k | — | ~1.5k | Automated safety check: Pass | Apache-2.0 | |
| Godot Gdscript Patterns925236118/AlphaAgent | 103 | 10 repos | ~5k | Automated safety check: Pass | MIT | |
| Sprite Genaldegad/sprite-gen | 2.7k | — | ~4.9k | Automated safety check: Pass | Apache-2.0 | |
| 2D Map and Scene Generator0x0funky/agent-sprite-forge | 4.4k | — | ~2.9k | Automated safety check: Pass | MIT | |
| Fantasy Framework Development Guideqq362946/Fantasy | 1.4k | — | ~5.8k | Automated safety check: Pass | Custom licence | |
| Dev StoryDonchitos/Claude-Code-Game-Studios | 26k | — | ~2.4k | Automated safety check: Notes | MIT |
925236118/AlphaAgent
Master Godot 4 GDScript patterns including signals, scenes, state machines, and optimization.
aldegad/sprite-gen
Generates images and game sprites through GPT or Grok with guided provider choices, separate saved defaults, automatic cleanup and optional curation.
0x0funky/agent-sprite-forge
Plans and builds 2D game maps and scenes, from tilemaps and parallax backgrounds to HD-2D plates, with collision checks, a playable HTML preview and Tiled, Godot or LDtk export.
qq362946/Fantasy
Development and review guide for the Fantasy C# distributed game server framework: ECS, FTask, routing, service discovery, config and databases.
Donchitos/Claude-Code-Game-Studios
Implement a story: ADR guidelines, right programmer agent, code plus test.
rehan-remade/universal-modder
Turn generated or hand-made art into exactly what a game engine loads.
gamedev-skills/awesome-gamedev-agent-skills
Plan, generate, source, normalize, and validate cohesive visual game assets.
gamedev-skills/awesome-gamedev-agent-skills
Build production Roblox interfaces with ScreenGui/PlayerGui lifecycle, responsive UDim2 layouts, safe insets, reusable editable Instances, cross-device input and selection, restrained motion…
gamedev-skills/awesome-gamedev-agent-skills
Build a production behavior-tree runtime (Blackboard, action/condition leaves, sequence/selector/parallel composites, decorators) and a Utility AI system (response curves — linear, exponential…
gamedev-skills/awesome-gamedev-agent-skills
Structure a Bevy app around its Entity Component System: build the App with plugins, define Component/Resource types, write systems with Query/Res/Commands, filter and order systems, and use the…
gamedev-skills/awesome-gamedev-agent-skills
Build a card game: card data, deck/hand/discard zones, draw/shuffle/reshuffle, a turn structure, costs, and effect resolution.
gamedev-skills/awesome-gamedev-agent-skills
Implement 2D kinematic character movement in Godot 4.7 with CharacterBody2D and moveandslide(): platformer run/jump with gravity, top-down 8-direction motion, slope handling, and reading collisions.
Categories
Build a first-person shooter: move+mouse-look controller, hitscan or projectile shooting, weapons, health, and enemy AI. Fps Shooter is an agent skill from gamedev-skills/awesome-gamedev-agent-skills. Build a first-person shooter: move+mouse-look controller, hitscan or projectile shooting, weapons, health, and enemy AI.
Fps Shooter fits situations like: tuning aim feel; tasks that involve Game development.
Run `npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill fps-shooter -a claude-code`. Or copy the skill folder (skills/genres/fps-shooter in gamedev-skills/awesome-gamedev-agent-skills) into .claude/skills/fps-shooter in your project. Claude Code loads it when a task matches its description.
Run `npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill fps-shooter -a codex`. Or copy the skill folder (skills/genres/fps-shooter in gamedev-skills/awesome-gamedev-agent-skills) into .agents/skills/fps-shooter in your project. Codex loads it when a task matches its description.
Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill fps-shooter -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/fps-shooter, .gemini/skills/fps-shooter, .github/skills/fps-shooter and .opencode/skills/fps-shooter in your project.
SKILL.md names no scripts, command-line tools or credentials: Fps Shooter is instructions for the agent only. Our summary lists: Python 3.
SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.
Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.
Fps Shooter is published under the Apache-2.0 licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.
About 1.5k tokens (SKILL.md is roughly 6.1k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full. Its references folder adds about 1.1k tokens, read only when the agent opens those files.
Skills that share tags, products or a category with Fps Shooter: Godot Gdscript Patterns (925236118/AlphaAgent, 103 stars), Sprite Gen (aldegad/sprite-gen, 2.7k stars), 2D Map and Scene Generator (0x0funky/agent-sprite-forge, 4.4k stars) and Fantasy Framework Development Guide (qq362946/Fantasy, 1.4k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.
gamedev-skills (a GitHub organization) maintains it in gamedev-skills/awesome-gamedev-agent-skills, which has 1,389 GitHub stars. The repository holds 53 skills in this directory. The repository was last updated on October 9, 2026.
Source: gamedev-skills/awesome-gamedev-agent-skills on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.