Empire of EVIL is a turn-based strategy game in which you take the role of an EVIL Overlord. During your rise to power, you'll implement a variety of diabolical plots, ranging from questionably nefarious to absolutely malicious. You'll buy the equipment you need from shady black market vendors. You'll be loved. You'll be feared. You'll be the ruler of the world. The only thing standing between you and world domination are the pesky agents and soldiers protecting the land you'd rather have as your own. Empire of EVIL will be available on Windows, OSX, and Linux.
I feel like the first thing to say is definitely the hardest. Here goes nothing!
Empire of EVIL is off the ground. There’s a bunch of core work completed, and still some more to go. The goal of the game is to be as open-ended as possible with the ultimate goal of taking over every tile on the map. With lots of tiles to take over, it’s my highest priority to offer as many ways as possible to do this, to keep the task from ever getting tedious.
Currently, there’s a lot that’s already been implemented. Citizens, Agents, Nations (Including the EVIL Empire), Squads, and a tile map holding all of the continents/tiles in the game are getting more and more solid by the day. I've begun implementing the first few plots as well, which have to do with taking over buildings.
Combat is pretty fierce, with every Agent possible defending their territory. EVIL and good Agents alike fall in droves, and the larger the battle, the more chaotic it gets. EVIL Agents leave behind corpses, which will eventually be used in other EVIL plots.
My intent is to implement one ‘takeover’ plot at a time, and see that it can work across the world, before moving onto the next. Currently, the ‘Takeover’ plot is good old-fashioned brute force, with a little bit of reconnaissance beforehand. Any Grunt or Enforcer type EVIL Agent is able to Scout/Run Recon missions. Once a building has been Scouted, you gain the option to capture the building, by moving a Squad onto it and choosing to execute that plot from the main interface.
It’s fairly straightforward, and as I move to lock down the process, it’ll be time to ‘hide’ some of the informational data you get about certain tiles, until their scouted. At that point the accuracy of your information will depend on your scout(s). There will also soon be a possibility of Squads/Scouts/Other Evil Agents being ‘noticed’ as they move through or Scout Non-EVIL tiles. I may or may not have a first demo up by that point, but I’ll certainly keep you updated!
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