godot-genre-shooter
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 â Aim â Fire â Kill Confirm â Acquire Next
NEVER Do in Shooters
- NEVER use
_process()for hit detection â 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 â 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
AudioStreamPlayerfor gunfire â Layered audio (shot + mechanical + tail) creates punchy feel. Single-stream guns sound flat and amateurish. - NEVER sync projectiles with
rpc()per-bullet â Bandwidth death. Use client-side prediction for visuals, server-authoritative hit validation. Compress: send firing event, not each frame’s position. - NEVER use
Area3Doverlap for hitscan hits â This is 10-100x slower thanPhysicsRayQueryParameters3D. Areas are for triggers (health pickups), not instant ballistics. - NEVER hardcode damage values in weapon script â Export stats to
Resourcefor weapon data. Designers need iteration without code changes. UseWeaponData.tres. - NEVER allow client-authoritative hit decisions in multiplayer â 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 â Triple-layer audio (shot+tail+mechanical) + screen shake + blood VFX + damage number
- Guns feel identical â Unique recoil patterns (SMG: tight vertical, AK: strong horizontal kick)
- No skill ceiling â Learnable spray patterns (CS:GO style), not pure RNG spread
- Controller aim frustration â Friction (0.3 slowdown near targets) + subtle 0.1 magnetism
Godot-Specific Tips
- Raycasts: Use
PhysicsRayQueryParameters3Dwith proper layer masks - Projectiles:
CharacterBody3DorRigidBody3Ddepending on physics needs - Audio: Multiple
AudioStreamPlayer3Dfor layered gun sounds - Animations:
AnimationTreefor weapon state machines (idle, aim, fire, reload)
Reference
- Master Skill: godot-master