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Kavik Kang

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Kavik Kang last won the day on January 10

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About Kavik Kang

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    Game Designer
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  1. Kavik Kang

    Space Hockey - Pirate Dawn Universe

    Ok, you've given my my answer... ...pray I decide to be merciful. I'm done with you, fascist scum.
  2. Kavik Kang

    Space Hockey - Pirate Dawn Universe

    I am not the problem. My "social skills" are just fine. In fact, I am practically diplomat-like in real life. You don't understand the true nature of the situation here, and how long this has been going on. As I explained, that was from the early conventions. Computer game makers came to our conventions where I was VERY well known and always "bothering" them about making computer games. I was MOST LIKELY the source of the "Rock Star Game Designer" thing. Everyone notice how all I did was try to post looking for someone to make Space Hockey... and look at what THEY have turned it into. All while insisting that I need better social skills, I am not sane, I am a nobody, and I am the problem. And they have, once again, actively prevented me from making games. I just thought I'd point that out for those following along. Normally they would just ban and silence me, close the thread because they can't defeat me in a debate. So they just act like fascists and deny me the right to speak. That's how they NORMALLY react. Pretty soon they will probably ban me... for looking for a programmer to try and make Space Hockey. I am 3 full generations of simulation design ahead of them, and have quantified exactly what that means many, many, many times before. It's a real thing that anyone with an IQ over 90 can understand. They don't qualify.
  3. Kavik Kang

    Space Hockey - Pirate Dawn Universe

    You are attacking me, in the most classic way... "you are not sane". It is amatuerish and pathetic. You are not "trying to help", you are playing a game with me. A game that I am much better at then you are. Just ask Philip Klass. You are not quoting me, you are paraphrasing me in the worst possible light. Intentionally. It is a tactic in the attack you laughably deny. I am probably the source of the "Rock Star Game Designer" thing. I was there, you weren't. I am MOST DEFINITELY the creator of the fundamental basis of Cyberspace, The Matrix, and a Holodeck. They are not "just ideas in my head"... you are still INCAPABLE of understanding that "game design" can take place with no programmers and no code. You are still completely clueless. You have, of course, now made it impossible for me to find someone to make Space Hockey... still actively preventing me from making games. Nothing you say is true, and everything I say is true. It really is that simple. And you don't know enough about games to comprehend Rube, that is the problem there. "Seek professional help..." the most amateurish debate tactic that there is. You do realize that I am the person who defeated Philip Klass in the UFO debate, don't you? You are going to have to do quite a bit better than that...
  4. Kavik Kang

    Space Hockey - Pirate Dawn Universe

    I didn't say any of those things, you did. I am just looking for someone to make Space Hockey. Your attempt at attacking my mental stability, or sanity, is the most pathetic attempt at an attack that you can possibly make. You are creating your own straw man and attempting to beat it too death as if it were me. You are the only person in this thread who is living in their own delusional fantasy world, and that should be obvious to anyone reading it. Oh, and I AM the guy who came up with the fundamental basis of Cyberspace, The Matrix, and a Holodeck. You are just 3 generations behind it, so it is literally indistinguishable from magic too you.
  5. Kavik Kang

    Space Hockey - Pirate Dawn Universe

    Someone who is 3 full generations of "artificial time" ahead of you and has been designing games and simulations since before your industry even existed? About 250-300 years ahead of you, if you count the Ruler & String games... ...Oh, and the guy who came up with the fundamental basis of Cyberspace, The Matrix, and a Holodeck. That guy, remember? Celebration!!! -200 Reputation on GameDev.Net! I MUST be doing something RIGHT!!! Come on, people... Organize... You can get me too -1,000 by the end of next week!
  6. Kavik Kang

    Space Hockey - Pirate Dawn Universe

    Nope... that was probably me. They used to come to our conventions in the earliest days and I was always there "bothering" them looking like Keith Partridge. Arrogant programmers ignoring 300 years of game design history deciding that the "Rock Star Game Designer" was the last thing you wanted to have in your office. I was there, remember? Me at 21😉 You people have been shunning me since the mid-1980's and I knew almost as much about game and simulation design then as I do now. Back then it was like I was in a completely different galaxy from you... at least we are in the same galaxy now.
  7. I am starting over again in trying to make Space Hockey. The design document can be found here... I have been designing games since before the computer game industry even existed. My space combat games are many decades ahead of where the computer game industry currently is. All of my games are, really, three full generations ahead of where the computer game industry is right now. They are stuck in the starting gates of “I go, you go” turns. The first generation of game design. They haven't even reached Charles S Roberts second generation of phased-turns. My games sometimes exist within Stephen V Cole's third generation of game design, and sometimes in my own fourth generation that I call “Rube”. Space Hockey is actually my only fully “first generation” game. That, and the fact that it is a simple arcade game, means that it is a very simple indie game too make. You can see that for yourself in the design document. Once Space Hockey existed, I also have design documents for three DLC expansions that would add three more “Arenas” of 6 scenarios each for Dueling, Capture the Flag, and Base Defense for a total of 19 “mini-games” using the same basic gameplay of Space Hockey with new lineups of ships for each of the four “Arenas”. But for now, I am just trying to get Space Hockey on to Steam. Space Hockey is hockey played by “RC space ships” instead of people. It is inspired by a very old board game scenario called “Space Hockey” for Star Fleet Battles, Nintendo Ice Hockey, and Subspace. Space Hockey has a “Hangar Bay”, the rules for which add a strategic layer of decision making too the game. Space Hockey is an excersise in minimalist game design, 1+1=Chess. It is much more than the sum of its parts, there is a lot of game in Space Hockey for how little their appears to be too it. I am looking for one programmer who is at least close to 30 to get started on Space Hockey. I am a pure designer who can help with tuning in an editor like Unity but I am not a programmer or artist. Once I find a programmer, together we can decide what other team members we will need to complete the game. The last programmer was also an artist and thought he could do it alone in about one year, Space Hockey is a very efficient design and is much more than the sum of its parts. I am, quite possibly, the most hated & despised person in the computer game industry. For over 30 years now. The term “Rock Star Game Designer” was probably inspired by me. So know that by joining me you are joining the “Dark Side of the Game Business” and making yourself a “Black Sheep” in this world. But they are such losers, trust me, that is a thing to be PROUD OF!!! kavik_kang@hotmail.com
  8. Kavik Kang

    Learning programming/development

    I thought I'd go over what I would suggest to someone new to game and simulation design who wants to learn that art and science. The beginning is to learn 7 key games that teach specific things. Cribbage, Poker, Bridge, Chess, Acquire, Avalon Hill/ASL, and Star Fleet Battles. The most important three are Poker, Chess, and Star Fleet Battles. Here's why... Cribbage - Many general concepts from the early classic games are incorporated into this game. Poker - Lying & Bluffing. Diplomacy & Intelligence. Bridge - A more advanced from of Cribbage from a learning perspective. Structure & Framework of basic games. Chess - Strategy and simplicity/minimalism in design. 1+1=Chess. You can spend your lifetime learning Chess, and yet look at it. As an aspiring designer you want to merely understand the true nature of Chess. Know the meaning of Opening Game,Middle Game, and End Game. At least partially take in most or all of the named tactics and opening moves such as Sicilian Defense, Queen's Gambit, and Four Kings Game. Acquire - The classic modern example of minimalist game design. Avalon Hill - The military Ruler & String games commercialized. Charles S Roberts is the second generation of 'Artificial Time" after the "I go, then you go" turns of the thousands of years that came before him. Highly relevant to simulations and real-time games, these are also the first "RTS" games. Advanced Squad Leader could be the only game you bothered to learn of the entire ASL lineup. Star Fleet Battles - The third generation of "Artificial Time", the first "real-time game". Tactical body of knowledge equivalent too strategic body of knowledge of Chess. Just like with Chess, read the Tactics Manual and Term Papers from Captain's Log. Become an SFB tactical expert who understands terms like Gorn Anchor, Plasma Ballet, and Kaufman Retrograde. The three most important games to learn if you want to design games are Poker (Diplomacy & Intelligence), Chess (Strategy), & Star Fleet Battles (Tactics). If you know these 3 games, or these 7, only a true professional game and simulation designer will be able to make you look bad.
  9. Kavik Kang

    Learning programming/development

    @Devi... If you mean becoming a programmer or artist there are many schools for that. If you mean becoming a game designer there really aren't useful schools for that. Start at the beginning with Cribbage, Poker, Bridge, and Chess. Move on from there to learning, and becoming good at, military games like Avalon Hill and Star Fleet Battles (these take you through the evolution of artificial time, which is the core of simulation design). If you want to know serious game and simulation design like a professional that is found in the history of table top games, not computer games. Learning table top games will leave you FAR ahead of any "designer" in the computer game business. THEN go to their silly "game design school" for the piece of paper they want to see, but ignore what they teach you there. You just want the piece of paper so they will pay attention too you, everything they teach that is in contradiction to what you learned from table top games is wrong. Ignore it.
  10. Kavik Kang

    How to avoid open-world grind?

    Stop chasing a "glorious vision" and limit ("contain") the design too something that can be a good game. 1+1=Chess. You aren't going to achieve the glorious vision of "The Matrix", an "open world" or "living universe". That will take 80-100 years, so don't try. If you are making an "open world" make it a very small one, or separated into "areas" on a strategic map and not a single connected thing. The glorious vision of the "open world" itself is your problem with "grinding"... it is a "grind" of emptiness and no game, just an empty "world" to "explore".
  11. Kavik Kang

    "Phase II"

  12. Kavik Kang

    Conquer options in modern wargame?

    Well, "occupy" actually means that your forces have moved into the area, but it is still "contested". The enemy is still there. You've defeated the army, but remnants of the army and civilians will certainly continue the fight against you as a resistance movement. If you try to produce things in this "province", the people will work as slowly as possible and sabotage production as much as they can. They might even be blowing up bridges and railways, warehouses, burning fields of crops. You control them militarily, but that is it. It has not become a "new production center" of your empire, the place is a complete disaster. Threatening a nation in the way you are suggesting is "diplomacy". The way the world works. That is typical, normal peacetime activity. To actually carry out the threat would bring you right back to war, post war occupation, nation building. In our games of the hobbyist era this was often represented by having conquered territory produce far less than home or "core" territory. Often only 25-50% of production of a home/"core" territory even after you have completely "subjugated" it. While contested it might produce nothing, or maybe 10%. This was the most simple way that this was represented in Avalon Hill-like games.
  13. Kavik Kang

    Conquer options in modern wargame?

    "Subjugate" really means "post war occupation" and "nation building". Of course, as you point out many games ignore this and gamers are accustomed too "I occupied this city" by simply winning a battle and moving into it. There is nothing wrong with doing it that way, most games work that way. But if you are viewing it from the perspective of "Represent Everything", then "subjugating" should be a far more force intensive and time consuming objective. Time, as you point out, would absolutely also be another factor to include if you were wanting even more detail and "accuracy". "Subjugate" is something that has actually only rarely actually happened in all of history. Successfully, anyway. Germany & Japan are actually two of the only examples in history of an ultimately successful "post war occupation & nation building". So, in reality, it isn't even actually "a thing", it is an anomaly of history. There are very few examples in all of history of one nation conquering and absorbing another into a happy new part of their nation or political alliance. But, again, gamers are used to what you are saying and won't notice or say a thing if you choose to do it that way. "Represent Everything" is more of a tool to view your design through than a law you must obey.
  14. Kavik Kang

    Conquer options in modern wargame?

    "Subjugate" is a higher level of victory, in other words would require far more force, than simply destroying. You are using gaming world terms like "vassal" that are making you think in past games you've played, maybe Europa Universalis in this case, and you are thinking in game terminology and mechainics instead of thinking about the real world. This is a classic, common problem for people who make games. Always think about the real-world origins behind common terms used in gaming like "Vassal". To destroy a town, you could do that with artillery, or even just setting it on fire. To "subjugate" a town would involve a "post war occupation" and what you probably know as "nation building". Obviously, once you think of it in those real world terms, "subjugating" is the hardest, most time consuming, and most force intensive (requires the most force for the longest period of time) that you could attempt.
  15. Kavik Kang

    Conquer options in modern wargame?

    The real thing there is how much more dynamic it makes the decision making process on the strategic map. With just the options alone the player never has any reason, ever, to use more than the minimum force required to win. By adding the requirements of either victory level, or remaining force strength, or a blending of both, the player has 2 or 3 different "force levels" they might decide to send to that battle and, of course, sending them there means they won't be going somewhere else. So now instead of "what do I want to take" it becomes "what do I want to take, and how do I want to take it". Just two rule systems that interact with each other to become exponentially more than the sum of their parts, or, "1 + 1 = Chess".
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