Godot Genre Shooter logo

Godot Genre Shooter

Community
thedivergentai
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.

Overview

Publisherthedivergentai
RepositoryGD-Agentic-Skills
Skill namegodot-genre-shooter
Stars
727
Forks
43
Bundled files
11
LicenseLGPL-3.0
Links
  • Markdown instructions

    A SKILL.md file the model loads on demand, so it only costs tokens when a request actually matches.

  • Works with any LLM

    AI skills are plain Markdown, not provider-specific code, so this works with GPT, Claude, Gemini, Grok, or a local model.

  • 11 bundled files

    Scripts, templates, and references the model can read while it works. Files are read-only and never executed.

  • Open source

    Published by thedivergentai on GitHub. Read the source before you install it.

Installation

Install the Godot Genre Shooter AI skill in TypingMind to use it with any LLM, or drop it into another agent that reads SKILL.md.

1

Install in TypingMind

TypingMind installs a skill straight from its GitHub folder — it reads SKILL.md, bundles the resource files, and stores the result locally.

  1. Open the app and go to Plugins → Skills.
  2. Choose "Install from GitHub".
  3. Paste the skill folder URL below and confirm.
  4. Enable the skill in any chat where you want it available.
Plugins → Skills → Add skill → From GitHub URL, then paste the folder URL and press Continue.
2

Install in another agent

Any agent that reads the Agent Skills format can use this skill — copy the folder into that agent's skills directory.

Claude Code — .claude/skills
git clone --depth 1 https://github.com/thedivergentai/GD-Agentic-Skills.git /tmp/GD-Agentic-Skills
mkdir -p .claude/skills
cp -r /tmp/GD-Agentic-Skills/skills/godot-genre-shooter .claude/skills/godot-genre-shooter
Restart Claude Code after copying so it picks up the new skill.

Use it in TypingMind

Enable Godot Genre Shooter in any TypingMind chat and the model takes it from there. Its name and description sit in the system prompt, and the moment a request matches, the model loads the full instructions itself — you never invoke it by hand, and it costs no tokens until it is actually used.

The model loads Godot Genre Shooter on its own as soon as a request matches it.

Works with any AI model

AI skills are plain Markdown instructions rather than provider-specific code, so Godot Genre Shooter is not tied to the model it was written for. Install it once in TypingMind and use it with GPT-5, Claude, Gemini, Grok, DeepSeek, Mistral, Llama, or a local model you run yourself — all on your own API keys.

  • Loaded only when it is needed

    The system prompt carries just the name and description. The instructions are fetched on the first matching request, so an idle skill costs nothing.

  • Switch models mid-chat

    Because the skill is instructions rather than code, changing model does not break it — the next model reads the same SKILL.md.

Skill instructions

This is the SKILL.md content the model loads. Read it before installing — a skill is instructions your model will follow.

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 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. 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 digsitegodot-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-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 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.
  • CharacterBody3Dmove_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.

Bundled files

The model reads these on demand while the skill is loaded. They are exposed as readable files and are never executed.

Frequently asked questions

What does the Godot Genre Shooter AI skill do?

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.

Why use Godot Genre Shooter on TypingMind?

Because you install it once and use it with any model. Godot Genre Shooter is plain Markdown rather than provider-specific code, so the same skill runs on GPT-5, Claude, Gemini, Grok, or a local model — and you can switch model mid-chat without it breaking. TypingMind runs on your own API keys, so you pay providers directly instead of a per-seat subscription, and your skills and chats stay in your own storage.

How do I install Godot Genre Shooter in TypingMind?

Open Plugins → Skills → Install from GitHub in TypingMind and paste https://github.com/thedivergentai/GD-Agentic-Skills/tree/main/skills/godot-genre-shooter. TypingMind reads its SKILL.md and bundles its files and installs it as a skill you can enable per chat.

Which AI models can use Godot Genre Shooter?

Any model you connect in TypingMind. AI skills are plain Markdown instructions rather than provider-specific code, so GPT, Claude, Gemini, Grok, and local models can all load this skill when a request matches it.

How many AI models can I use with Godot Genre Shooter?

As many as you like. As long as a model supports skills, you can use Godot Genre Shooter with it — GPT, Claude, Gemini, Grok, DeepSeek, Mistral, Llama and more — all on TypingMind with your own API keys.

Is the Godot Genre Shooter AI skill free?

Yes. It is published on GitHub by thedivergentai under the LGPL-3.0 license. You only pay your own AI provider for the tokens you use.

What are AI skills?

An AI skill is a reusable instruction bundle that teaches an AI model how to do one specific task. It follows the open Agent Skills format: a SKILL.md file with a name and description, plus any scripts, templates or reference files the model may need. The model reads the instructions only when your request matches the skill, so an installed skill costs nothing until it is used.

How are AI skills different from plugins or MCP servers?

A plugin or MCP server gives a model new tools to call — code that runs somewhere and returns a result. An AI skill gives the model knowledge and process instead: how to approach a task, which steps to follow, what good output looks like. Skills are plain Markdown, so they need no server, no API key and no runtime, and they work with any model.

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