thedivergentai/gd-agentic-skills

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.

First seen Feb 10, 2026

Installation

$ npx skills add thedivergentai/gd-agentic-skills --skill godot-genre-shooter

Summary

  • 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.

Similar popular skills

Related neighbors and high-traction skills in the same topics — useful to compare before installing.

Also in this package

Other skills from thedivergentai/gd-agentic-skills · top by installs.

npx skills add thedivergentai/gd-agentic-skills

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More details

Agent compatibility

Declared targets from SKILL.md / docs. Unmarked agents are not listed — the skill may still install via the CLI.

Claude Code Not declared
Cursor Not declared
Codex Not declared
GitHub Copilot Not declared
Windsurf Not declared
Gemini CLI Not declared
Cline Not declared
OpenCode Not declared

Repository health

Stars 678
License LICENSE
Default branch main
Open issues 0
Status Active

Package contents

Files included with this skill beyond the listing page.

  • skill md SKILL.md 9,819 B
  • docs SUMMARY.md 345 B

History

  1. First seen on skills.sh
  2. First recorded snapshot · 206 installs

SKILL.md

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 registrationphysics_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 logicWeaponData 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. [softlockaimassist.gd](scripts/softlockaimassist.gd) — controller/hybrid assist & sticky aim
  2. [covervalidatorrays.gd](scripts/covervalidatorrays.gd) — cover / peek validity rays
  3. [tpscameraspringarm.gd](scripts/tpscameraspringarm.gd) — SpringArm3D TPS camera collision

Also available: [advancedweaponcontroller.gd](scripts/advancedweaponcontroller.gd) (shared weapon controller — prefer FPS skill for FPS feel), [shooterpatterns.gd](scripts/shooterpatterns.gd), [projectile.gd](scripts/projectile.gd), [weaponrecoilpattern.gd](scripts/weaponrecoilpattern.gd) (spray Resource), [lagcompensator.gd](scripts/lagcompensator.gd) (server rewind).

Decision trees

Camera / stance

Need Action
Over-shoulder TPS [tpscameraspringarm.gd](scripts/tpscameraspringarm.gd)
Cover check before peek-fire [covervalidatorrays.gd](scripts/covervalidatorrays.gd)
Soft-lock / assist [softlockaimassist.gd](scripts/softlockaimassist.gd)
True FPS digsite godot-genre-shooter-fps

Fire mode

Need Action
Hitscan / projectile theory Shared WeaponData + space-state; FPS implementation details in shooter-fps
Pooled projectiles [projectile.gd](scripts/projectile.gd) / patterns script
Explosion radius ShapeCast3D pattern in [shooterpatterns.gd](scripts/shooterpatterns.gd)

Net

Need Action
Client juice Predict tracers locally
Damage Server authoritative; show no-reg on mismatch
Net rewind / lag comp [lagcompensator.gd](scripts/lagcompensator.gd) + [advanced-meta-systems.md](references/advanced-meta-systems.md)
Learnable spray [weaponrecoilpattern.gd](scripts/weaponrecoilpattern.gd)

Weapon selection (short)

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

Archetype ROF Damage Implementation
SMG High Low Hitscan + tight vertical spray
Sniper Low High Hitscan + tracer
Shotgun Burst Medium Multi-pellet spread, <10m
Rocket Slow High [projectile.gd](scripts/projectile.gd) + shape AoE

Gunplay theory → [tps-gunplay-core.md](references/tps-gunplay-core.md). Net rewind → [advanced-meta-systems.md](references/advanced-meta-systems.md).

Recoil and feel (WHY)

Apply kick to camera rotation and spread bloom, not weapon mesh alone. Learnable spray via [weaponrecoilpattern.gd](scripts/weaponrecoilpattern.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-castingPhysicsDirectSpaceState3D.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 intersectray / intersect_shape for high-frequency shots without RayCast3D node overhead.
  • PhysicsRayQueryParameters3D — from/to, exclude RIDs, and collisionmask for shooter-owned hitscan queries.
  • CharacterBody3Dmoveand_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 -globalbasis.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.