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godot-genre-shooter

Expert blueprint for TPS/hybrid shooters: soft-lock aim assist, cover validation rays, SpringArm TPS camera, and genre routing to FPS sibling for viewmodel/hitscan feel. Use for third-person/cover shooters and hybrids. Keywords: TPS, soft_lock, cover, SpringArm3D, hybrid shooter, aim assist — not FPS-only movement.

The English summary is being prepared. Showing the original description.

Run score Not tested

See how to install

Files included (12)

  • SKILL.md9.6 KB
  • references/advanced-meta-systems.md1.7 KB
  • references/migration-notes.md2.6 KB
  • references/tps-gunplay-core.md2.9 KB
  • scripts/advanced_weapon_controller.gd4.5 KB
  • scripts/cover_validator_rays.gd1.6 KB
  • scripts/lag_compensator.gd1.5 KB
  • scripts/projectile.gd2.3 KB
  • scripts/shooter_patterns.gd5.0 KB
  • scripts/soft_lock_aim_assist.gd2.3 KB
  • scripts/tps_camera_spring_arm.gd1.7 KB
  • scripts/weapon_recoil_pattern.gd1.2 KB

SKILL.md (original)

Review the instructions the agent will receive before you install.

Core Loop

Engage → Aim (soft-lock/cover) → Fire → Confirm → Acquire Next

NEVER Do (TPS / hybrid)

  • NEVER put FPS viewmodel/bob/look recipes in this skill — route to shooter-fps.
  • NEVER use _process() for hit registration — _physics_process + space-state queries.
  • NEVER trust the client for authoritative hits — server validate / rewind.
  • NEVER use Area3D overlap for bullets — ray / shape queries.
  • NEVER hardcode weapon stats in logic — WeaponData Resources.
  • NEVER skip excluding the shooter's RID on queries.
  • NEVER use TCP for shooter net sync — ENet/UDP.

MANDATORY scripts (non-FPS paths)

Read before implementing the matching system:

  1. soft_lock_aim_assist.gd — controller/hybrid assist & sticky aim
  2. cover_validator_rays.gd — cover / peek validity rays
  3. tps_camera_spring_arm.gd — SpringArm3D TPS camera collision

Also available: advanced_weapon_controller.gd (shared weapon controller — prefer FPS skill for FPS feel), shooter_patterns.gd, projectile.gd, weapon_recoil_pattern.gd (spray Resource), lag_compensator.gd (server rewind).

Decision trees

Camera / stance

NeedAction
Over-shoulder TPStps_camera_spring_arm.gd
Cover check before peek-firecover_validator_rays.gd
Soft-lock / assistsoft_lock_aim_assist.gd
True FPS digsite→ godot-genre-shooter-fps

Fire mode

NeedAction
Hitscan / projectile theoryShared WeaponData + space-state; FPS implementation details in shooter-fps
Pooled projectilesprojectile.gd / patterns script
Explosion radiusShapeCast3D pattern in shooter_patterns.gd

Net

NeedAction
Client juicePredict tracers locally
DamageServer authoritative; show no-reg on mismatch
Net rewind / lag complag_compensator.gd + advanced-meta-systems.md
Learnable sprayweapon_recoil_pattern.gd

Weapon selection (short)

Hitscan for rifles/SMGs; physical projectiles for rockets/arrows; balance in WeaponData Resources (.tres), never hardcoded on nodes.

ArchetypeROFDamageImplementation
SMGHighLowHitscan + tight vertical spray
SniperLowHighHitscan + tracer
ShotgunBurstMediumMulti-pellet spread, <10m
RocketSlowHighprojectile.gd + shape AoE

Gunplay theory → tps-gunplay-core.md. Net rewind → advanced-meta-systems.md.

Recoil and feel (WHY)

Apply kick to camera rotation and spread bloom, not weapon mesh alone. Learnable spray via weapon_recoil_pattern.gd. Layer gunfire: mechanical + shot + reverb tail on separate 3D players.

Multiplayer (short)

Client predicts VFX/tracers; server validates hits (rpc + rewind). Never trust client damage. ENet/UDP, not TCP. Server wins on mismatch — show no-reg feedback.

Reference

Progressive disclosure: open Official Documentation links only when researching a specific API; load Related Skills when routing to a peer domain — do not preload the whole lattice.

Official Documentation

  • Ray-casting — PhysicsDirectSpaceState3D.intersect_ray hitscan queries, exceptions, and collision masks for frame-rate-independent fire.
  • Physics introduction — layers/masks, _physics_process timing, and body types that keep hit registration deterministic.
  • PhysicsDirectSpaceState3D — direct intersect_ray / intersect_shape for high-frequency shots without RayCast3D node overhead.
  • PhysicsRayQueryParameters3D — from/to, exclude RIDs, and collision_mask for shooter-owned hitscan queries.
  • CharacterBody3D — move_and_collide projectile bodies with gravity, bounce, and lifetime.
  • SpringArm — collision-aware TPS camera boom and shoulder offset without clipping into cover.
  • Using decals — perspective-correct bullet holes and impact marks instead of Sprite3D billboards.
  • Controllers, gamepads, and joysticks — stick look input that aim-assist friction/magnetism modulates.
  • High-level multiplayer — RPC authority and unreliable modes for fire events with server-validated hits.
  • Camera3D — FOV punch, aim rays from -global_basis.z, and h_offset for TPS shoulder swap.
  • PhysicsShapeQueryParameters3D — sphere/shape queries for rocket/grenade AoE without Area3D spam.
  • AudioStreamPlayer3D — layered shot/mechanical/tail players for punchy spatial gunfire.

Related Skills

Prerequisites

  • godot-physics-3d — CharacterBody3D/RigidBody3D, collision layers, and direct space queries that hitscan and projectiles depend on.
  • godot-input-handling — look/fire/reload action maps and gamepad stick curves before aim assist and recoil kick.
  • godot-camera-systems — FPS/TPS camera rigs, FOV, and SpringArm patterns that weapon kick and soft-lock rotate.
  • godot-project-foundations — Resource-based WeaponData, scene structure, and import defaults before balancing archetypes.

Complements

  • godot-combat-system — damage events, hit zones, and health pipelines that consume shooter take_damage results.
  • godot-raycasting-queries — reusable ray/shape query helpers for cover checks, LOS, and hitscan without duplicating query setup.
  • godot-audio-systems — bus routing and 3D attenuation for mechanical + shot + reverb-tail gunfire layers.
  • godot-multiplayer-networking — ENet peers, RPC modes, and authority so fire is predicted client-side and damage is server-validated.
  • godot-adapt-single-to-multiplayer — prediction, reconciliation, and lag-compensation shells around hitscan validation.
  • godot-particles — muzzle flash, tracers, and impact bursts that sell gunplay without blocking the fire path.

Downstream / consumers

Master

  • godot-master — library router and mirrored module entry for cross-skill discovery.

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