This document captures design decisions made during Tier 2 that supersede or refine earlier decisions in the Tier 1 documents (01_core_loop.md, 02_physics_mechanics.md, 03_difficulty_curve.md). When discrepancies exist, this document takes precedence.
The amendments are not contradictions — they are refinements made possible by the deeper system design that followed. Tier 1 captured the direction. These amendments capture the commitments.
Auto-fire on virtual joystick touch. Manual-fire was reserved as a settings toggle.
Manual fire is the default and primary control mode. Auto-fire becomes the optional accessibility setting.
Layout (mobile portrait):
┌─────────────────────────────────────────────────────┐
│ [HUD: Score / Combo / Sector] │
│ │
│ │
│ [Heat bar above fire button] │
│ ┌────────┐ │
│ │SPECIAL │ │
│ │ (▣⚡▣) │ │
│ └────────┘ │
│ ┌────────┐ │
│ │ FIRE │ │
│ │ (🔥75%)│ │
│ └────────┘ │
│ │
│ ╭───╮ │
│ │ ◉ │ ← virtual joystick (left thumb) │
│ ╰───╯ │
│ │
│ [HP] [Shield] [pause button] │
└─────────────────────────────────────────────────────┘
Inputs:
Fire button behavior:
Special button behavior:
The settings menu offers three fire modes:
| Mode | Behavior | Recommended For |
|---|---|---|
| Manual Fire (default) | Tap fires once, hold for sustained | Standard play |
| Hold-to-Fire | Effectively the same — tap fires, hold sustains | Casual or one-handed play |
| Auto-Fire | Fire button becomes toggle; ship fires continuously while joystick touched | Accessibility / casual mode |
Auto-fire still applies the heat system, so heat is always present as a tactical constraint regardless of fire mode.
Combo system is unchanged in its core mechanics, but a note is added:
The combo system works especially well with manual fire because aggressive firing now requires real player effort. A player who maintains a 10× multiplier through manual fire and heat management has expressed substantial skill — they deserve the audio cues and score boost.
No mechanical change required.
Specials existed conceptually but charging mechanism was undefined.
Damage-based charging:
Charge cost thresholds (preliminary, tuning required):
| Special | Charge Required |
|---|---|
| Singularity Pull | Low (~50 damage) |
| Phase Shift | Low (~50) |
| Time Dilation Field | Medium (~120) |
| Cherenkov Burst | Medium (~150) |
| Vacuum Pulse | Medium (~150) |
| Penrose Charge | High (~200) |
| Coherence Field | High (~250) |
| Vacuum Bloom | Very high (~400) |
Difficulty curve was defined generally, with density implicitly Sky Force-tier throughout.
Campaign: Sky Force-tier density with liturgical readability throughout.
| Sector | Average bullets on screen | Peak |
|---|---|---|
| 1 Frontier | 15–25 | 40 |
| 2 Long Reach | 25–40 | 55 |
| 3 Veil | 35–50 | 65 |
| 4 Ergosphere | 45–60 | 75 |
| 5 Apparatus | 50–70 | 85 (boss: 120) |
Endless mode: Density escalates with depth, eventually reaching Touhou-tier and beyond.
| Depth | Density Tier | Pattern Coherence | Narrative Frame |
|---|---|---|---|
| 1–25 | Sky Force baseline (30–60) | Full liturgical | Standard Telos cells |
| 25–50 | Heavy Sky Force (50–80) | Liturgical with hints of chaos | Faith fraying |
| 50–100 | Light bullet hell (80–120) | Patterns lensing unexpectedly | Reality bleed-through |
| 100–200 | Bullet hell (120–180) | Liturgical structure breaking | Cells fight without doctrine |
| 200–500 | Touhou-tier (180–250) | Fractal noise patterns | The bleed-through is winning |
| 500–1000 | Brutal bullet hell (250–350) | Pure chaos; cosmic strings drift | At the edge of physics |
| 1000+ | Catastrophic (350+) | Reality incoherent | Beyond sense |
This is lore-justified: the deeper into endless mode, the more the Apparatus's bleed-through has decayed local physics. The endless leaderboard becomes "Who has flown furthest from sense?"
Nine bullet types are locked as the universal vocabulary for Tao Baryon. Every enemy attack uses one or more from this list:
| Bullet Type | Visual | Behavior | First Appears |
|---|---|---|---|
| Pulse | Small bright dot | Straight line, moderate speed | Sector 1 |
| Wave | Sine-curving particle | Wavy path | Sector 2 |
| Spread | Cluster of 3-5 dots | Fans out from source | Sector 1 |
| Predictive | Larger dot with leading marker | Aimed at predicted player position | Sector 2 |
| Spiral | Continuous arc | Rotating spiral | Sector 3 |
| Mandala | Sacred-geometry formation | Expanding then contracting | Sector 3 |
| Cascading | Bullets spawn more on triggers | Chain patterns | Sector 4 |
| Lensed | Bullets bending around gravity wells | Curve visibly mid-flight | Sector 4 |
| Threading | Thin streams (cosmic-string-like) | Long, precise, hard to dodge | Sector 5 + endless |
Failure now interacts with the energy system:
After these amendments, the current locked design is:
References to server-side validation, server timestamps, and remote config implied a client-server architecture.
Tao Baryon v1.0 is a fully client-side single-player game. There is no game server. There is no backend infrastructure. All game state, progression, currencies, energy, build timers, and unlocks are stored locally on the player's device.
Architecture:
What we explicitly accept:
These are not "anti-cheat" — they are good engineering practice that incidentally makes casual tampering harder:
now() - start_timestamp. If now() < start_timestamp (clock rewound), warn the player and pause the timer until clock catches up. This catches accidental time-zone changes and casual cheating.Tao Baryon is a single-player game with non-competitive economy. Cheaters hurt only their own experience. Server costs would dwarf indie-developer revenues. Development time saved by going client-side is enormous. The market (indie mobile arcade shooters) expects client-side. The audience does not punish it.
The Tao of the Baryon is matter, kept as it is, not perfected. The same applies to the architecture.
09_economy.md — "Anti-Exploitation Measures" section to be revised to reflect client-side reality09_economy.md — Remote config references to be removed or marked as "future consideration"01_core_loop.md, 03_difficulty_curve.md — references to remote config tuning revisedDocument version: 1.0 (locked) Part of: Tao Baryon GDD — Tier 2 Foundation