G-Engine Introduction

I’ve always wanted to write a game engine. But building a game engine without a game can be difficult to do! The needs of the game drive the engine’s features. Plus, without art assets, how do you show off the engine’s features?

To get around this problem, I thought it’d be cool to build a game engine that’s capable of running a game that I played and thoroughly enjoyed when I was in my teens: Gabriel Knight 3: Blood of the Sacred, Blood of the Damned. In late 2017, I took the dive and started working on it!

This post (and those following it) document my progress. In this introductory post, I’ll explain what Gabriel Knight is, why I’m excited about it, and what I hope to accomplish.

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