![]() It didn’t take long for me to realize that The Goblin Game Engine shouldn’t really be a thing – It was just a side quest, just something that was cool, just something that I wanted to experiment with, and I did, and I learned a lot with it and it got me unstuck. And that’s how the journey of creating a videogame with The Goblin Game Engine started. And that process left me wanting to make *something* and publish it as an HTML5 playable. This whole journey had its ups and downs and made me solve a number of problems I was having when trying to make my own video games, a big one being that now I am able to export whatever I make on these engines into an HTML5 playable. The second one was that I *should* make more specialized engines for the types of games I want to make, which made me think about The Machinist, an engine built for turn-based tile-based games, and The Goblin Game Engine, a general-purpose engine with ECS and Scripting, and, in the future, a full-blown editor. These questions led me to a number of different answers, the first one being that gueepo2D should *really* be just an intermediate layer used to build engines and/or games. I have written before about making a game jam on my game library (gueepo2D) and having a bad experience with it, and how that led me to experiment with building something on top of gueepo2D and how I experimented with different architectures, structures, and how I, ultimately, had to ask myself: What am I doing? And *why* am I doing it? The rise and fall of the goblin game engine.
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