Shooter Specific Elements
Weapon Systems
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Weapon design:
- Weapon types (pistol, rifle, shotgun, sniper, explosive, etc.)
- Weapon stats (damage, fire rate, accuracy, reload time, ammo capacity)
- Weapon progression (starting weapons, unlocks, upgrades)
- Weapon feel (recoil patterns, sound design, impact feedback)
- Balance considerations (risk/reward, situational use)
Aiming and Combat Mechanics
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Combat systems:
- Aiming system (first-person, third-person, twin-stick, lock-on)
- Hit detection (hitscan vs. projectile)
- Accuracy mechanics (spread, recoil, movement penalties)
- Critical hits / weak points
- Melee integration (if applicable)
Enemy Design and AI
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Enemy systems:
- Enemy types (fodder, elite, tank, ranged, melee, boss)
- AI behavior patterns (aggressive, defensive, flanking, cover use)
- Spawn systems (waves, triggers, procedural)
- Difficulty scaling (health, damage, AI sophistication)
- Enemy tells and telegraphing
Arena and Level Design
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Level structure:
- Arena flow (choke points, open spaces, verticality)
- Cover system design (destructible, dynamic, static)
- Spawn points and safe zones
- Power-up placement
- Environmental hazards
- Sightlines and engagement distances
Multiplayer Considerations
{{multiplayer}}
Multiplayer systems (if applicable):
- Game modes (deathmatch, team deathmatch, objective-based, etc.)
- Map design for PvP
- Loadout systems
- Matchmaking and ranking
- Balance considerations (skill ceiling, counter-play)