About Davision


Ludum Dare 37
Ludum Dare 36
Ludum Dare 34
Ludum Dare 31

Davision's Trophies

Innovation - 3rd Place - LD 37 (Jam)
Awarded by LDA
on January 3, 2017

Davision's Archive

Dots In Space…

Posted by
Thursday, July 27th, 2017 1:11 pm


I’m still working on my game of the last jam over here which I hope to release very soon.

I’m currently adding options for atmosphere settings. There are now well over 200 settings including solar system generation, gameplay settings, physics and lots of visual settings like this.

All these settings are also used for randomizing everything on the press of a button so every game can be completely new generated. But you can also unlock all the different settings for you to tweak and save as your own custom presets. You can shoot projectiles the size of planets or create massive destructive shockwaves or make the goal to be destroy the most or shoot projectiles that bounce off the planets Peggle style or be on a moon orbiting your planet… there is lots that mixes things up.

In case you never heard of Dots In Space, it is basically shooting whole solar system to pieces while trying to destroy your opponents planet, it share a good amount of resemblance to the Worms games but here you have to take the gravity of the planets and sun in account and if you are not careful your projectiles might come right back to you. Here is the old jam page: https://ldjam.com/events/ludum-dare/38/dots-in-space

Here is how that looks:

Still working on this

Posted by
Saturday, May 13th, 2017 1:12 pm

Improved the look quite a lot with shading, detail texture generation, background generation and that shadow effect.
New are the moons and I also improved the AI.

Also new is this game mode in which you have destroy planets for precious debris:

Furthermore there will be actual levels where you play against the AI in various scenarious.

Now with AI!

Posted by
Tuesday, May 2nd, 2017 7:13 am

I finally finished a AI for my game Dots In Space…! The game has a good amount of resemblance to the Worms games but it is in space and gravity of planets and the sun are affecting projectiles.

The idea for the AI  was pretty simple, it should not calculate the shots and instead shoot and then adjust based on where it flies to.

Turns out that is much harder then it sounds, while I tried to get AI sane it almost drove me insane. It is now pretty complex and even has basic memory.

There are now 3 difficulties you can choose for the AI, it is default on with Normal difficulty and will shoot as soon as you take your first shot like a real gentleman. You can simply switch if off in the menu for local multiplayer.

New are also a option for indestructible other planets and the option that planets rotate around the sun in both directions.

Here is the download: www.tocogames.itch.io/dots-in-space

Here the jam page: www.ldjam.com/events/ludum-dare/38/dots-in-space

Particles and stuff

Posted by
Sunday, April 23rd, 2017 9:39 am

Not as much as progress as I would have liked but hey particles and destruction is important:

Pew Pew There Goes The Gravity

Posted by
Saturday, April 22nd, 2017 4:55 pm

View post on imgur.com

  • I totally did not shot myself there, that never happened, no, noo, forget about it now!

Whats this?

  • I said I’m not doing anything this Jam because I still have to finish my game Rubi’s Room of the last jam, yet here I am with the start of something, something small

There is some simple faked gravity, each planets gravity affects the projectiles, lotsa pew pew, destruction. I’m not not sure yet if I go for local 2 player versus or something with enemies attacking.

  • I will keep this small because obviously I have to anyway, it says so right there in the theme.

Anyone here played Worms since Worms 1? Also what about that simple game with those bunkers, or whatever they were supposed to be, that came before?

Rubi’s Room is now here to twist your brain

Posted by
Tuesday, December 13th, 2016 9:48 am

It certainly twisted my brain making it and even the computers brains:

View post on imgur.com

I told the computer to rotate it so that all objects are split but somehow it cheated. Well, it turned out I have to snap all the directions otherwise slight off directions keep making it off more and more each rotation. Still not sure if that is a floating point problem since I only pulled directions. It is by far not only the problem I had but everything works now, it is a game!



The game is, as you might guessed, very similiar to the concept of a Rubik’s Cube but the big difference is that you need to put the split objects that are on the tiles back together. This is way easier then completing a Rubik’s cube but still pretty hard. For the easy mode objects can also be rotated on their tile. There are also animals that move on the tiles, they are wrong put together, like a frog face combined with a pigs ass. You can put them right together and then let them come to you, without messing them up again, for extra points. Tip: Double faced or double assed works too, same with objects.

have fun trying it: http://ludumdare.com/compo/ludum-dare-37/?action=preview&uid=44878

Maybe I’m gonna add VR, should fit well for it.



The Get Up 1.0 with VR and more!

Posted by
Saturday, September 17th, 2016 7:20 am

The 1.0 of The Get Up is released, check out the video:

Now also on Gamejolt: http://gamejolt.com/games/the-get-up/189692

Here is whats new versus the original jam version:

  • Sounds
  • Fully fledged VR mode
  • Slaves actually push things now (also butt pushing)
  • Physic simulated palms (Drag out for wood)
  • Destructible vases (The water has purpose)
  • Several obstacles
  • More variations in spawning (front, behind, above)
  • Music
  • Menu with options
  • Improved Physics
  • Actual difficulty increase
  • Fixed stones not touching each other slowing it down heavily

The Get Up is up!

Posted by
Tuesday, August 30th, 2016 6:42 am

My little arcade physics game which plays in ancient Egypt can be downloaded over Itch.io if you dare: https://tocogames.itch.io/the-get-up Here is the jam page: http://ludumdare.com/compo/ludum-dare-36/?action=preview&uid=44878




You are in ancient agypt, keep your slaves from getting stoned, up high they go through physics!

Someone needs to get those stones up there, since you are in charge you can grab your slaves to do it. But beware physics are at play here. Someone needs to keep putting wood in front of the stones so they can keep on rolling and nobody gets crushed. Keep everything in balance and you are good to go to get real high!

New version of Forklift Man

Posted by
Friday, January 1st, 2016 3:07 pm

I added and improved quite a bit in this new version. Previously I already made it work with Virtual Reality: http://ludumdare.com/compo/2015/12/22/forklift-man-in-virtual-reality/ which is now also improved.


You might have wondered before why Forklift Man can grow his limbs at will yet his head is bald as if he can’t grow something as simple as hair. As you can see that is now finally fixed in the new version. Just hold H to grow your hair as long as you like.

You might have also wondered why Forklift Man can’t just grow his brain so he can easier solve the puzzles, well he can now grow his whole head (X)! Also new is the seflie camera (Y):


They appear to be rather useless new growing abilities but I made a simple puzzle around it in the last room.

Also new added is music and some more sounds. The walking is not anymore always straight forward, he actually strafe walks now by turning his pelvis 90 degress to the side just like every human does it, sorta:


I also improved the physics for carrying boxes quite a bit. Before that I gave another physics grab option of UE4 a try but it only turned out worse with arms literally getting broken and knotted and boxes spinning around. But it is  now significantly better anyway, you don’t have to be as gentle to the boxes anymore.

I also made a few tweaks to the cameras and the rooms. It turned out a lot of people thought putting a box on a pillar solves the 2nd room. Because video game logic I guess. Well, no more of that, that pillar is now gone and it hopefully is more clear now that you need to build a bridge (or anything that gets you up on the other side).

Also added now are simple graphics quality settings that you can cycle through by pressing O, here are all the controls:



Just press ESC ingame to get to this controls screen.



Forklift Man in Virtual Reality!

Posted by
Tuesday, December 22nd, 2015 5:15 pm

I just got a Oculus Rift for 2 days and I had to make Forklift Man work with it. I overdone it a bit with 4 different cameras that utilize the Oculus DK2 with position tracking.


  • First of all the First person camera, naturally, the trick here was to make the highest spine bone attached to the camera so the arms are always pointing where you are looking. I had to basically move the bone around for that. The result is that it feels relative natural to grow your arms, point around and grab stuff.
  • Secondly the room camera. There are various games that use the position tracking in a very interesting way so that you are basically a giant leaning into a tiny scene. I made this work here too with the room (R) cameras, the tricky part was to make the player still moving around and stuff while the camera is controlled by the head mounted display.
  • The detached camera is really interesting too, you can just press F and the camera becomes detached while the player can move around and you can see his creepy face and his creepy growing. It was tricky to get the orientations all right, it becomes rather confusing.
  • Last but not least a simple third person camera controlled by the HMD.

Another very cool thing I implemented is optional growing by HMD position (B), so when you lean forward you grow your arms based on how far you get forward. So you can grab something 5 meters away by just leaning forward, sounds like the future am I right? This gets really creepy when you get into a detached camera view look into your characters face and then lean forward, so you actually lean forward in the game while the character reaches towards you. The legs growing is controlled by the height of the HMD then , so you can just stand up to be 20 meters tall and crouch to be normal sized and everything in between works of course too.

You can download the new version with the optional VR here: http://tocogames.itch.io/forklift-man

You find all the VR controls and the optional gamepad controls by pressing ESC ingame.


Forklift Man – Improved physics

Posted by
Friday, December 18th, 2015 12:28 pm

I improved the physics handling quite a bit which makes it much easier to stack boxes, carrying a stack sorta works too:

View post on imgur.com

I also improved some camera things and fixed a issue with the challenge where you have to run fast. At some point I made the growing legs slower when moving which made that challenge very hard.

This is now the so called New version but that older version is still also there for you to download: http://tocogames.itch.io/forklift-man

Forklift Man for Mac

Posted by
Thursday, December 17th, 2015 4:00 pm

Forklift Man is now also available for Mac! You can download it here: http://tocogames.itch.io/forklift-man


In case you don’t know Forklift Man yet, he is the guy who can grow his limbs at will, in his quest for greatestness he has to use his powers to overcome various obstacles and puzzles.



Forklift Man is up here!

Posted by
Tuesday, December 15th, 2015 5:03 pm

The amazing Forklift Man using his superpower:

Forklift Man

As you can see his superpower is that he can grow his limbs rapidly at his will. In the game you are faced with various challenges and puzzles that you have to overcome and solve by using your new found ability.

Getting the growing working with just scaling and moving bones was surprisingly easy getting it to grab physic objects and not going through things was a nightmare. Too many problems to count, that start with UE4 characters can only have 1 simple capsule collision and end with physic object going rogue and flying through walls. I got it then relatively good working though. Artwork is kinda simple abstract which worked well to rapidly create stuff. That style is done through a simple post shader that puts in more color over lighting and adds outlines. Nearly all materials have a fresnel effect that blends 2 colors.

Up here: http://ludumdare.com/compo/ludum-dare-34/?action=preview&uid=44878
You can grab it on Itch.io: http://tocogames.itch.io/forklift-man

Almost there!

Posted by
Monday, December 14th, 2015 8:05 pm

Forklift Man

Posted by
Sunday, December 13th, 2015 5:17 pm


On to some world making now. The plan is to make some puzzle levels around this.


Posted by
Saturday, December 12th, 2015 10:07 pm



Main animations are done but the thing is I have to make a 2nd version for each for when limbs are grown long, so the character will not throw his long limbs around like crazy. Not sure exactly how I will handle it but probably fade between the 2 versions based on how long  the limbs are.

Here is the jump animations, the middle part is then a loop for falling: http://i.imgur.com/U7bXWQf.gif


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