godot-genre-shooter

📁 thedivergentai/gd-agentic-skills 📅 3 days ago
0
总安装量
4
周安装量
安装命令
npx skills add https://github.com/thedivergentai/gd-agentic-skills --skill godot-genre-shooter

Agent 安装分布

opencode 4
gemini-cli 4
codex 4
github-copilot 3
kimi-cli 3

Skill 文档

Genre: Shooter (FPS/TPS)

Gunplay feel, responsive combat, and competitive balance define shooters.

Available Scripts

advanced_weapon_controller.gd

Expert pattern for recoil, bloom, and dual hitscan/projectile systems with object pooling notes.

Core Loop

Engage → Aim → Fire → Kill Confirm → Acquire Next

NEVER Do in Shooters

  • NEVER use _process() for hit detection — Hitscan MUST use physics raycasts in _physics_process() or on-demand. Frame-rate dependent accuracy breaks competitive integrity.
  • NEVER apply recoil to the weapon model transform — Recoil affects CAMERA rotation (view) and SPREAD (accuracy), not the gun’s visual position. Players learn to control camera, not 3D models.
  • NEVER use single AudioStreamPlayer for gunfire — Layered audio (shot + mechanical + tail) creates punchy feel. Single-stream guns sound flat and amateurish.
  • NEVER sync projectiles with rpc() per-bullet — Bandwidth death. Use client-side prediction for visuals, server-authoritative hit validation. Compress: send firing event, not each frame’s position.
  • NEVER use Area3D overlap for hitscan hits — This is 10-100x slower than PhysicsRayQueryParameters3D. Areas are for triggers (health pickups), not instant ballistics.
  • NEVER hardcode damage values in weapon script — Export stats to Resource for weapon data. Designers need iteration without code changes. Use WeaponData.tres.
  • NEVER allow client-authoritative hit decisions in multiplayer — Client says “I shot you” = hacking paradise. Server validates all damage with lag compensation (rewinding).

Weapon System Architecture

class_name Weapon
extends Node3D

@export_group("Stats")
@export var damage: int = 20
@export var fire_rate: float = 0.1  # Seconds between shots
@export var magazine_size: int = 30
@export var reload_time: float = 2.0
@export var range: float = 100.0

@export_group("Recoil")
@export var base_recoil: Vector2 = Vector2(0.5, 2.0)  # X, Y degrees
@export var recoil_recovery_speed: float = 5.0
@export var max_spread: float = 5.0

@export_group("Type")
@export var is_hitscan: bool = true
@export var projectile_scene: PackedScene

var current_ammo: int
var can_fire: bool = true
var current_recoil: Vector2 = Vector2.ZERO
var current_spread: float = 0.0

signal fired
signal reloaded
signal ammo_changed(current: int, max: int)

Hitscan vs Projectile

Hitscan (Instant Hit)

func fire_hitscan() -> void:
    if not can_fire or current_ammo <= 0:
        return
    
    current_ammo -= 1
    ammo_changed.emit(current_ammo, magazine_size)
    
    var camera := get_viewport().get_camera_3d()
    var ray_origin := camera.global_position
    var ray_direction := -camera.global_basis.z
    
    # Apply spread
    ray_direction = apply_spread(ray_direction)
    
    var space := get_world_3d().direct_space_state
    var query := PhysicsRayQueryParameters3D.create(
        ray_origin,
        ray_origin + ray_direction * range
    )
    query.collision_mask = collision_mask
    
    var result := space.intersect_ray(query)
    if result:
        var hit_point: Vector3 = result.position
        var hit_normal: Vector3 = result.normal
        var hit_object: Object = result.collider
        
        spawn_impact_effect(hit_point, hit_normal)
        
        if hit_object.has_method("take_damage"):
            var hit_zone := determine_hit_zone(result)
            var final_damage := calculate_damage(damage, hit_zone)
            hit_object.take_damage(final_damage, hit_zone)
    
    apply_recoil()
    start_fire_cooldown()
    fired.emit()

func determine_hit_zone(result: Dictionary) -> String:
    # Use collision shape name or bone detection for hitboxes
    if "headshot" in result.collider.name.to_lower():
        return "head"
    elif "chest" in result.collider.name.to_lower():
        return "chest"
    return "body"

func calculate_damage(base: int, zone: String) -> int:
    match zone:
        "head": return int(base * 2.5)
        "chest": return int(base * 1.0)
        _: return int(base * 0.8)

Projectile (Physical Bullet)

class_name Projectile
extends CharacterBody3D

@export var speed := 100.0
@export var damage := 20
@export var gravity_affected := true
@export var lifetime := 5.0

var direction: Vector3
var shooter: Node3D

func _ready() -> void:
    await get_tree().create_timer(lifetime).timeout
    queue_free()

func _physics_process(delta: float) -> void:
    if gravity_affected:
        velocity.y -= 9.8 * delta
    
    velocity = direction * speed
    var collision := move_and_collide(velocity * delta)
    
    if collision:
        var collider := collision.get_collider()
        if collider != shooter and collider.has_method("take_damage"):
            collider.take_damage(damage)
        spawn_impact(collision.get_position(), collision.get_normal())
        queue_free()

Recoil System

Three types of recoil working together:

class_name RecoilSystem
extends Node

var visual_recoil: Vector2 = Vector2.ZERO    # Camera kick
var pattern_offset: Vector2 = Vector2.ZERO   # Deterministic pattern
var spread_bloom: float = 0.0                # Accuracy loss

@export var recoil_pattern: Array[Vector2]   # Predefined spray pattern
var pattern_index: int = 0

func apply_recoil(weapon: Weapon) -> void:
    # 1. Visual recoil - camera kick
    visual_recoil.y += weapon.base_recoil.y * randf_range(0.8, 1.2)
    visual_recoil.x += weapon.base_recoil.x * randf_range(-1.0, 1.0)
    
    # 2. Pattern recoil - learnable spray
    if pattern_index < recoil_pattern.size():
        pattern_offset += recoil_pattern[pattern_index]
        pattern_index += 1
    
    # 3. Spread bloom - reduced accuracy
    spread_bloom = min(spread_bloom + 0.5, weapon.max_spread)

func recover_recoil(delta: float, recovery_speed: float) -> void:
    visual_recoil = visual_recoil.lerp(Vector2.ZERO, recovery_speed * delta)
    pattern_offset = pattern_offset.lerp(Vector2.ZERO, recovery_speed * delta)
    spread_bloom = lerp(spread_bloom, 0.0, recovery_speed * delta)
    
    if visual_recoil.length() < 0.01:
        pattern_index = 0  # Reset pattern

func get_spread_direction(base_direction: Vector3) -> Vector3:
    var spread_angle := deg_to_rad(spread_bloom)
    var random_offset := Vector2(
        randf_range(-spread_angle, spread_angle),
        randf_range(-spread_angle, spread_angle)
    )
    return base_direction.rotated(Vector3.UP, random_offset.x).rotated(Vector3.RIGHT, random_offset.y)

Aim Assist (Controller Support)

class_name AimAssist
extends Node3D

@export var assist_range := 50.0
@export var assist_angle := 15.0  # Degrees
@export var friction_strength := 0.3  # Slowdown near targets
@export var magnetism_strength := 0.1  # Pull toward targets

func apply_aim_assist(look_input: Vector2, camera: Camera3D) -> Vector2:
    var target := find_closest_target(camera)
    if not target:
        return look_input
    
    var to_target := target.global_position - camera.global_position
    var camera_forward := -camera.global_basis.z
    var angle := rad_to_deg(camera_forward.angle_to(to_target.normalized()))
    
    if angle > assist_angle:
        return look_input
    
    # Friction - slow movement near targets
    var friction := 1.0 - (friction_strength * (1.0 - angle / assist_angle))
    look_input *= friction
    
    # Magnetism - subtle pull toward target
    var target_screen_pos := camera.unproject_position(target.global_position)
    var screen_center := get_viewport().get_visible_rect().size / 2
    var pull_direction := (target_screen_pos - screen_center).normalized()
    look_input += pull_direction * magnetism_strength * (1.0 - angle / assist_angle)
    
    return look_input

func find_closest_target(camera: Camera3D) -> Node3D:
    var closest: Node3D = null
    var closest_angle := assist_angle
    
    for target in get_tree().get_nodes_in_group("enemies"):
        var to_target := target.global_position - camera.global_position
        var angle := rad_to_deg((-camera.global_basis.z).angle_to(to_target.normalized()))
        
        if angle < closest_angle and to_target.length() < assist_range:
            if has_line_of_sight(camera.global_position, target.global_position):
                closest = target
                closest_angle = angle
    
    return closest

Weapon Feel Polish

Camera Effects

func on_weapon_fired() -> void:
    # Screen shake
    camera_shake(0.1, 0.05)
    
    # FOV punch
    camera.fov += 2.0
    await get_tree().create_timer(0.05).timeout
    camera.fov -= 2.0
    
    # Muzzle flash
    muzzle_flash.visible = true
    await get_tree().create_timer(0.02).timeout
    muzzle_flash.visible = false

func on_weapon_reloaded() -> void:
    # Lock controls during reload
    can_fire = false
    can_aim = false
    
    play_animation("reload")
    await get_tree().create_timer(reload_time).timeout
    
    current_ammo = magazine_size
    can_fire = true
    can_aim = true

Audio Layering

@export var fire_sounds: Array[AudioStream]  # Random selection
@export var tail_sound: AudioStream           # Reverb/echo
@export var mechanical_sound: AudioStream     # Gun mechanism

func play_fire_audio() -> void:
    # Main shot
    var shot := fire_sounds.pick_random()
    fire_audio_player.stream = shot
    fire_audio_player.play()
    
    # Mechanical click
    mechanical_player.play()
    
    # Tail (delayed reverb)
    await get_tree().create_timer(0.1).timeout
    tail_player.play()

Weapon Selection Decision Tree

When designing weapon balance:

  • High fire rate (SMG) = Low damage per shot, rewards tracking aim
  • Low fire rate (Sniper) = High damage, rewards precision
  • Shotguns = Spread pattern (5-8 pellets), effective range <10m
  • ARs = Jack-of-all-trades, medium everything

Technical implementation:

  • Pistol/AR: Hitscan (instant feedback)
  • Rocket/Grenade: Projectile with gravity
  • S niper: Hitscan with tracer visual

Multiplayer Client Prediction Pattern

# CLIENT: Instant feedback, no waiting for server
func fire_client() -> void:
    play_effects_immediate()  # Muzzle flash, recoil, audio
    local_hitscan_visual()    # Visual blood splatter only
    rpc_id(1, "server_validate_shot", camera.global_transform)

# SERVER: Authoritative damage
@rpc("any_peer")
func server_validate_shot(shooter_transform: Transform3D) -> void:
    var hit = perform_server_hitscan(shooter_transform)
    if hit and is_valid_shot(hit):
        rpc("confirm_hit", hit.victim_id, hit.damage)

# EDGE CASE: What if client's visual hit doesn't match server?
# SOLUTION: Server wins. Client shows "no reg" indicator if mismatch.

Common Pitfalls & Expert Fixes

  • Weak bullet impact → Triple-layer audio (shot+tail+mechanical) + screen shake + blood VFX + damage number
  • Guns feel identical → Unique recoil patterns (SMG: tight vertical, AK: strong horizontal kick)
  • No skill ceiling → Learnable spray patterns (CS:GO style), not pure RNG spread
  • Controller aim frustration → Friction (0.3 slowdown near targets) + subtle 0.1 magnetism

Godot-Specific Tips

  1. Raycasts: Use PhysicsRayQueryParameters3D with proper layer masks
  2. Projectiles: CharacterBody3D or RigidBody3D depending on physics needs
  3. Audio: Multiple AudioStreamPlayer3D for layered gun sounds
  4. Animations: AnimationTree for weapon state machines (idle, aim, fire, reload)

Reference