### **English Summary: Emotion-Driven System Design under 2D Constraints**
#### **Core Design Elements** 1. **Storyboard Emotion Theater** - Zone division by emotional types (sofa/training/tavern areas) - Present interactions through comic panel layouts - Simulate spatial depth via angled dialog boxes
2. **State Machine Behavior System** - 6 preset behavior states (rest/training/socializing) - Time/event-driven state transitions (auto tavern events at night) - Reuse battle animations for interactions
3. **Player Perspective Control** - Double-tap characters to activate bidirectional dialog trees - Swipe to switch between Observer/Roleplay modes - Long-press for inner monologue透视
#### **Dynamic Emotion System** ```mermaid graph TB A[Player Login] --> B{Time Check} B -->|Morning| C[Trigger Training Event] B -->|Night| D[Trigger Secret Dialog] C --> E[State Machine Update] D --> E E --> F[Interface Redraw] ```
#### **Emotion Enhancement Strategies** - **Visual Tricks**: Achieve spatial perception through layered sprites - **Sound Coding**: Custom breathing SFX with 3 frequencies per character - **Choice Ripple**: Critical decisions affect next 3 dialog option pools
#### **Implementation Path** 1. **Asset Reuse** - Convert battle effects into emotion particles (e.g., sword glows → heartbeat特效) - Implement 20 micro-expressions using same sprite sheets
2. **Low-Cost Dynamics** - Dialog shake algorithm: `x = sin(time*10)*2` - Emotion color system: RGB linear gradient by affinity level
3. **Player-Driven Ecosystem** - Weekly "Emotion Puzzles": Repair broken relationship lines - Unlock "Memory Corridor" to review choice impact trees