{"schemaVersion":1,"record":{"key":"mechanic/shooting-projectiles--t021","type":"mechanic","id":"shooting-projectiles--t021","lang":"en","title":"First-person shooters","summary":"The player aims from the character’s viewpoint. Position, visibility and ammunition use shape decisions during combat.","updatedAt":"2026-10-21","status":"active","url":"https://gamemechanics.pro/en/knowledge/mechanic/shooting-projectiles--t021/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/shooting-projectiles--t021.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/shooting-projectiles--t021.md","aliases":["First-person shooter"],"tags":["Shooting and projectiles","Mechanics and variants"],"sourceIds":["source-8a492c292e237e0e","source-0a031a39aeeef0d8"],"sources":[{"id":"source-8a492c292e237e0e","title":"Godot: Ray-casting","url":"https://docs.godotengine.org/en/stable/tutorials/physics/ray-casting.html","verifiedAt":null},{"id":"source-0a031a39aeeef0d8","title":"Deep Rock Galactic","url":"https://store.steampowered.com/app/548430/","verifiedAt":null}],"sections":[{"id":"principle","title":"How it works","body":"The player controls a first-person view and weapon, trading precision against speed and exposure."},{"id":"variants","title":"Variants","body":"### Mechanic variants\n\n<a id=\"t021-variants\"></a>\n\n- Aim down sights: zoom trades awareness for precision. <a id=\"t021-v1\"></a>\n- Hip fire: movement increases the spread of shots. <a id=\"t021-v2\"></a>\n- Leading shots: slow projectiles require prediction. <a id=\"t021-v3\"></a>\n- Reloading: an empty magazine creates vulnerability. <a id=\"t021-v4\"></a>"},{"id":"example","title":"Design example","body":"A fast corridor enemy forces a choice between a shotgun and a precise shot through a doorway.\n\nPrototype check: Test shots beside a wall: camera and muzzle lines must not produce an unexplained hit result."},{"id":"context","title":"Context and limits","body":"Shooting connects position selection to the moment of firing. Distinguish view direction, weapon direction and the actual hit query: the camera may see a target while a wall blocks the muzzle. Traveling projectiles need readable trajectories and flight time; immediate hits need clear feedback and a consistent reticle. These overviews propose original rules and hypothetical scenarios. Godot's documentation explains ray intersection queries, not network lag compensation or a universal weapon model."}],"relations":[],"placements":[{"catalogId":"shooting-projectiles","id":"t021","title":"Shooting and projectiles","url":"https://gamemechanics.pro/en/mechanics/shooting-projectiles/#t021","categoryIds":["mechanics"]}],"supersededBy":[],"attributes":{"preview":{"updatedAt":"2026-10-21","title":"First-person shooter","description":"The player aims from the character’s viewpoint. Position, visibility and ammunition use shape decisions during combat.","image":{"src":"images/mechanics/drg-autocannon.webp","width":1440,"height":810,"game":"Deep Rock Galactic","sourceUrl":"https://store.steampowered.com/app/548430/","originalUrl":"https://shared.akamai.steamstatic.com/store_item_assets/steam/apps/548430/ss_e6e1d97ee0a5fc8b82c5a9a1aacba178206e3522.1920x1080.jpg?t=1792497307","credit":"Ghost Ship Games / Coffee Stain Publishing","rights":"© Ghost Ship Games / Coffee Stain Publishing. All rights reserved.","caption":"Weapon and target in one view","alt":"Deep Rock Galactic: the player’s hands and autocannon appear in first person, facing a group of approaching bugs.","markers":[{"x":53,"y":50,"label":"A target in front of the character"},{"x":74,"y":81,"label":"Weapon visible in first person"}]},"tips":["Keep the weapon clear of the main aiming area.","Distinguish feedback for firing, hitting and defeating a target."],"examples":[{"title":"Deep Rock Galactic","url":"https://store.steampowered.com/app/548430/"}]}},"endsAt":null,"provenance":"Original bilingual editorial overviews authored for gamemechanics.pro on 2026-10-20 and reviewed on 2026-10-21. Scenarios are hypothetical design examples; prototype checks describe work to perform, not completed playtests. Primary sources support the stated techniques and implementation context, not every proposed variant.","license":"CC-BY-4.0","codeLicense":"MIT","attribution":"gamemechanics.pro contributors","catalogKey":"catalog/shooting-projectiles"}}