I've made video about the engine, but it's not 100% engine yet - a script engine is not connected.
I experimented with Lua and PascalScript, and PascalScript was my favorite. Unfortunately, it was impossible to use it with other platforms so I waited (for Lua4Delphi) and wondered (http://www.pascalgamedevelopment.com...ene-and-Pascal).
"pstudio" opened my mind yesterday with news "RemObjects Script for .NET: Managed JavaScript and Pascal Script for .NET and Mono" so I can managed "Pascal Script" to other platforms and have one script for all renderers - this is only theory for now, but if it succeeds, it will be able to write THRONE renderers for the following platforms: PSVita, Xbox, iOS, MacOSX, Android.
It sounds like a lot of hours of work, but I'm going to use ready-made frameworks: XNA, very similar PSVita SDK and MonoGame.

I don't know what I would do in the next few years, but my current plan looks like this:
- write renderers
- write sprite engine for all those renderers with this same names and properties,
- write 2D physics engine for C# (or Oxygene) with this same names and properties,
- write some help classes for sound engines with this same names and properties,
- connect "PascalScript for .Net" to renderers,
- connect "PascalScript" to THRONE (SynEdit, RTTI reader),
- write scripts with THRONE,
- make 2D games with THRONE (editor) and export them to other platforms.
Do you see any troubles at this stage?

Is it just for GameCask's future titles OR will it be license-able to other game developers too?
I'm not sure about the future, so I don't really know.