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