fps

Designs ASCII arena levels and tunes demon pacing for the Jev FPS game.

465|41|Updated Aug 4, 2026
One-click install
npx skills add https://github.com/autonomous-ai/openharness --skill fps-autonomous-ai
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: fps
Source: https://github.com/autonomous-ai/openharness/tree/main/store/agents/jev-fps/skills/fps
Command: npx skills add https://github.com/autonomous-ai/openharness --skill fps-autonomous-ai

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve? Designing a balanced arena level for Jev FPS requires understanding how map layout, demon spawn placement, and movement speed interact with Jev's fixed decision rate of about nine decisions per second. This Skill guides the creation of levels that read well in 3D and expose the real performance limit of the decision loop. ## Core Features & Use Cases - ASCII Map Design: Draw arena layouts using tile characters (#, %, =, ., P, D, M, A) with rules for sight lines, spawn placement, and pillar-based flanking. - Pace Tuning: Configure demonSpeed, demon count, and tickMs to control difficulty, from a relaxed stroll to brutal waves that outpace the decision loop. - Verification Workflow: Run the toolchain check script and read .harness/verdict.json to report wave reached, kills, deaths, and shots on target. - Use Case: Create a 24x16 arena with spawns on two sides of the player start, set demonSpeed to 2.4, then watch the pane to find the wave where Jev stops clearing demons. ## Quick Start Design a Jev FPS arena level in level.json with demon spawns on two sides and demonSpeed 1.2, then run the check script and report how far Jev gets.

Frequently Asked Questions about fps

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I design a level for Jev FPS?

Draw the arena in level.json using tile characters: # for stone, % for tech panel, = for hell brick, . for floor, P for start, D for demon spawn, M for medkit, and A for ammo. Keep sight lines of 5 to 9 tiles and place spawns on at least two sides of the start.

How do I change the difficulty in Jev FPS?

Adjust demonSpeed in level.json: 0.8 gives a relaxed pace, 1.2 is the default, 2.4 is tense from wave 1, and 4.0 is brutal. Each wave adds one demon and 12% speed, so runs end when the pace exceeds nine decisions per second.

What map size works best for Jev FPS levels?

A level of about 24 by 16 tiles fills the minimap nicely. Bigger maps create long quiet walks, while very long halls turn the game into a shooting gallery and tight mazes hide demons until they are biting.

How do I verify a Jev FPS level works?

Run node "$JEV_DSH/toolchain/check.mjs", then watch the pane and read .harness/verdict.json for wave, kills, deaths, best wave, and shots on target. Note that a MOCK badge means the offline stand-in is playing, not the real model.

What does tickMs do in Jev FPS?

tickMs changes the decision rate itself. Raising it to 250 slows the decision loop, showing what a slower reaction time costs: the same demons win much earlier than at the default rate.