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S4-B1: Avatar Reflection

Archive note: this batch belongs to the retired village/avatar direction and is kept only as historical planning context.

Intent

Make the avatar visibly reflect real user and guardian state.

Capabilities in scope

  • state-driven ambient behavior
  • mood and focus reflection
  • stronger visual feedback loops

Non-goals

  • full village progression systems

Required architectural changes

  • connect ambient and observer state to Phaser behaviors
  • define a stable mapping from system state to avatar expression

Likely files/systems touched

  • frontend game scene
  • animation state machine
  • ambient/proactive state plumbing

Acceptance criteria

  • avatar behavior changes meaningfully with real state

Dependencies on earlier batches

  • depends on Season 3 making state richer

Open risks

  • can feel cosmetic if state mapping is shallow