This is the concept shell for the first-person shooter branch: tight map footprint, class loadouts, bots, team deathmatch and free-for-all, with a modular backend so the core systems can expand without a rewrite.
Assault, SMG, shotgun, sniper, utility-heavy support.
TDM and FFA first. Objective modes later after the gun feel is right.
The right side is a visual target board, not the finished game. It gives us a design lane before engineering the real first-person systems.
One shared combat model, separate client and server layers, and data-driven class definitions so balancing does not require rewriting the game.
Compact training-ground layout with visible lanes, cover variety, elevated pressure points, and quick re-engagement.
Build the first-person movement prototype before touching matchmaking, bots, or progression. Gun feel comes first.