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README

Sorcery

An open source remake/remaster initially of the classic CRPG Wizardry, Proving Grounds of the Mad Overlord, then hopefully of the Sequels II (The Diamond Knight), III (Legacy of Llylgamyn), and V (Heart of the Maelstrom). Currently under heavy development with a release hopefully later in 2026.

Written using ImGui/SDL2/OpenGL and C++

(Updated 11th July 2026)

Progress Update

  • ~~Load/Save/New Game~~ (DONE)
  • ~~Town/Castle Menus~~ (DONE)
  • ~~Character Creation~~ (DONE)
  • ~~Character Editing~~ (DONE)
  • ~~Party/Expedition Management~~ (DONE)
  • ~~Maze Generation and Navigation~~ (DONE)
  • ~~Dungeon Features~~ (DONE)
  • ~~Automapping~~ (DONE)
  • ~~Keyboard/Mouse/Gamepad Control~~ (DONE)
  • ~~Context-Sensitive-Help~~ (DONE)
  • ~~Gilgamesh's Tavern~~ (DONE)
  • ~~Adventurer's Inn~~ (DONE)
  • ~~Levelling up/Changing Class~~ (DONE)
  • ~~Temple~~ (DONE)
  • ~~Wipe Handling~~ (DONE)
  • ~~Dungeon Events~~ (DONE)
  • ~~Compendium~~ (DONE)
  • ~~Music~~ (DONE)
  • ~~Automap~~ (DONE)
  • Inventory and Item Manipulation (DOING)
  • Special Item Powers and Handling (DOING)
  • Boltac's Equipment Shop (DOING)
  • Creatures and NPCs (TO DO)
  • Magic and Combat (TO DO)
  • Victory Handling (TO DO)
  • Strict (Legacy) Mode (TO DO)
  • Achivements (TO DO)
  • Optional Textured/Rendered 3D View (TO DO)

Wishlist

  • Sequels (II, III, V)
  • Procedurally-Generated Infinite Content (like Diablo)
  • Modding
  • Plugin/3D Graphics

What next? (as of July 2026)

Currently adding Item Usage/Invocation, as well as buying, selling, uncursing, and identifying at Boltac's. Normal inventory management has been mosty completed!

Initially I am planning to remake Wizardry 1, then adding 2 and 3, and then subsequently providing infinite procedurally-generated content like that of Diablo for example. In the meantime, check out Snarfu's bugfix and recompilation of the original Wizardry for Apple II at https://github.com/snafaru.

Compilation

I'm currently developing solely on Linux (Ubuntu 26) so compilation instructions are currently Linux-specific. Windows instructions and releases will of course be supported at a later date. Full compliation instructions for Linux are in the doc/COMPILE text file, but in brief, the easiest way is to use Cmake and optionally VSCode with CMakeTools. C++23 compiler support is required (I'm currently using GCC 14.2).

All code is released under the GPL - see the doc/LICENSE text file for full details.

Contact and Help

All comments and criticism and help welcome. You can find me as Typhon on the C++ Help and DungeonCrawlers.org Discord Servers, or my email address is on the Splash Screen of the Game.

Credits

Graphics used (all free/open source) are by:

Music used (Creative Commonds) is by:

Videos

Watch some (older) gameplay:

Compendium Browsing Entering the Dungeon Dungeon Events

See other gameplay videos at https://www.youtube.com/channel/UCEkmGGFyxu5vH6xAHej3Dag

Screenshots

Core symbols most depended-on inside this repo

Shape

Method 1,177
Class 291
Enum 65
Function 41

Languages

C++100%

Modules by API surface

src/types/character.cpp126 symbols
src/core/ui.cpp125 symbols
src/types/itemtype.cpp77 symbols
src/core/controller.cpp72 symbols
src/types/monstertype.cpp61 symbols
src/types/game.cpp50 symbols
src/types/state.cpp48 symbols
inc/common/enum.hpp43 symbols
inc/common/types.hpp38 symbols
src/types/level.cpp37 symbols
src/types/inventory.cpp25 symbols
src/core/application.cpp25 symbols

For agents

$ claude mcp add sorcery \
  -- python -m otcore.mcp_server <graph>

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