Nomad

About Nomad Nomad is a prototype built in C++ using my own custom framework. The prototype features a top-down map with multiple Z-levels, field-of-view, a level editor and more. I might revisit this in the future to make a proper game out of it. Gallery Your browser doesn't support embedded videos, but don't worry, you can download it and watch it with your favorite video player! Your browser doesn't support embedded videos, but don't worry, you can download it and watch it with your favorite video player!...

January 12, 2021 · 1 min · Tom Mol

TypeTitan

About TypeTitan A tool that generates type info for C++ In my previous projects I had always wanted some way to get type info, but there was no tool or library that really satisfied all my requirements. I wanted a tool/library that: Used minimal templates Used minimal macros Had little run-time cost Didn’t use RTTI Didn’t use exceptions There are a few high-profile libraries that use reflection, but you have to manually register your types with syntax that looks like this, which I just didn’t want....

November 3, 2020 · 3 min · Tom Mol

Overrun

About Overrun A small game made with Godot within a week. I had heard a lot of good things about Godot and I wanted to check it out. I came up with a simple game idea to test out Godot’s 2D capabilities: a game where you have to kill every single monster before all the civilians are infected. Godot has been a bit rough around the edges and some of the UX isn’t quite there, but it is pretty nice to work with, and the UI tools are some of the nicest I have used in game engines....

August 12, 2020 · 1 min · Tom Mol

Tetro

About Tetro A small game made to test the basics of my Pandora game framework. This block-dropping game is very customizable, the config.json has all the gameplay options, including various rulesets, custom tetro pieces and more. Gallery

July 9, 2020 · 1 min · Tom Mol

Bicycle Controller

About Bicycle Controller Around this time I was supposed to have another internship, however due to the COVID-19 pandemic I had a tough time finding one. Eventually I could be part of the school’s internal project between two third year mechatronics students and a handful of second year game developer students. The project was a home trainer hooked up with sensors controlled by an Arduino. This data would be sent via USB to the target PC....

June 17, 2020 · 2 min · Tom Mol

Devil Pocket

About Devil Pocket This was our graduation project. We had roughly 3 months to complete it. I worked together with Joris de Kleijn, since we’ve proven that we can work together quite effectively like on Borssele Meltdown. Throughout the project, one of the major requirements was documentation. The game design document has to include a plan of action, technical requirements, functional requirements, sketches, and much more. The final document was 60 pages long....

February 28, 2020 · 1 min · Tom Mol

Borssele Meltdown

About Borssele Meltdown This was our last project for the second year. We had about 3 weeks to complete a first-person shooter. I worked together with Joris de Kleijn on this project and we finished it on time and polished, following a 2-week sprint planning with client feedback at the start of each sprint. The game features wave spawning enemies called “Haringmannen”, a spooky unkillable ghost, radiation and randomly spawning item pickups that increase as your supply runs out....

July 17, 2019 · 1 min · Tom Mol

Avontuur in Azië

About Avontuur in Azië I worked on this project while I was an intern at Pillar Games. Our client was the Dutch Freemasonry society, they wanted an interactive, software-powered book to tell the story about how freemasonry spread to the Dutch East Indies and other territories, like Dejima, Formosa and more. My experience working on this project We worked together with several other parties to bring this project to life. We were responsible for the software, the actual book part of the experience....

February 28, 2019 · 2 min · Tom Mol