How riusprime/deathventory works
Deathventory: Ember Road is a survival roguelike prototype whose design and implementation-planning baseline is present; the README says implementation remains gated pending DV-000 approval. The intended player loop centers on protecting and rearranging a physical 6×5 backpack while enemies attack from readable directions, within a campaign. The tree identifies campaign, combat, inventory, loot, progression, survival, and presentation areas, but the sampled source does not establish their runtime wiring. The graph therefore shows product areas and documented capabilities without asserting call flow.
Main entry points: combat Combat · inventory Backpack Inventory · campaign Campaign Routes · data Game Definitions
Components 25
Player Experience
- Campaign Routes
src/domain/campaign - World Travel
src/domain/world - Combat
src/domain/combat - Backpack Inventory
src/domain/inventory - Loot Rewards
src/domain/loot - Progression
src/domain/progression - Survival
src/domain/survival
Game Domain
- Damage
src/domain/damage - Reaction Rules
src/domain/reactions - Game Events
src/domain/events - Knowledge
src/domain/knowledge - Game Models
src/domain/model
Game Content
- Game Definitions
data - Enemy Definitions
data/enemies - Item Definitions
data/items - Location Art
assets/locations - Enemy Art
assets/enemies - Item Art
assets/items
Presentation
- First Fight
src/presentation/first_fight - Combat View
src/presentation/standard_combat - Inventory View
src/presentation/inventory - World View
src/presentation/world - HUD
src/presentation/hud - Audio
src/presentation/audio
Other components
- Player
Connections 20
- Player → Campaign Routes: plays campaign
- Campaign Routes → World Travel: travels routes
- Player → Backpack Inventory: rearranges items
- Combat → Backpack Inventory: attacks backpack
- Combat → Damage: applies damage
- Combat → Reaction Rules: uses reactions
- Combat → Loot Rewards: yields rewards
- Campaign Routes → Progression: advances
- Player → Survival: manages survival
- Game Definitions → Enemy Definitions: includes definitions
- Game Definitions → Item Definitions: includes definitions
- Enemy Art → Combat: depicts enemies
- Item Art → Backpack Inventory: depicts items
- Location Art → World View: depicts locations
- First Fight → Combat: presents combat
- Combat View → Combat: presents combat
- Inventory View → Backpack Inventory: presents inventory
- World View → World Travel: presents travel
- HUD → Player: shows status
- Audio → Combat: supports feedback