A groundbreaking new single player RPG with unparalleled customization, discovery, and character development! Read more
Funding for this project was canceled by the project creator on June 20, 2013.
About this project
Patchwork Battles is a multi-platform (iOS, Android, PC, Mac) turn-based RPG with groundbreaking new levels of customization and depth. Through a set of revolutionary systems, Patchwork Battles can be customized by each player to suit his or her own style of play!
In Patchwork Battles you'll become the young Jaden Toys on his quest to become a Grand Elite Animator and win the Patchwork Battles competition. He won't be doing this himself though, as he needs his Mimics. Mimics are magical beings that you build and bring to life through the magical art of Animation.
Every Mimic is made up of various body parts: arms, legs, head, body, etc. These body parts are imbued with a spirit of a Sixteen (see Sneak Peak below for more info). This spirit gives the body part its role or class. The body parts are put together in any fashion the Animator sees fit, and then brought to life!
One Animator may have a sword-wielding, magic-casting Tank. Another may have a Knight who can heal. Another still might have a Trickster who can cast elemental magic on its enemies and beneficial spells on its allies. It's up to each Animator to decide how he/she wants his/her party to look and function.
An Animator controls more than just how the Mimic looks and acts. He/she also has to build the different skills the Mimics have. Each Spirit knows a few base skills that can be used in battle. These skills are fairly weak, though. It's up to the Animator to further enhance them with new and special abilities.
Every Animator is able to create their own truly unique party of Mimics with their own truly unique set of skills.
codeGrit Studio was founded earlier this year with the purpose of creating some really cool and ultra customizable games. Patchwork Battles if the first of those games. I currently make up the whole (well, mostly whole) of codeGrit Studio. I am the designer, producer, and sole developer. There are also a few contractors who fill in various roles when needed.
So then, who am I?
My name is Jason LaChapelle and I'm the designer, producer, and developer behind Patchwork Battles. As they say, I am codeGrit Studio. I've been working as a Software Engineer / Software Architect for a little over 12 years now and have developed and delivered countless software products. This includes both greenfield and enhancement/upgrades. I've been doing game development as a hobby for much longer than my 12 years of professional development experience (started when I was just a wee little lad).
I'm 30 years old and currently reside in Middletown, CT. I got my first development gig at the ripe old age of 18. How I got that job is a pretty cool story, but I won't go into it here. Let's just say I landed an interview because I delivered pizza to this company 3 times a week. From there my career has really taken off and I've gotten to work with some really cool technologies. I've done mobile (iOS and Android) application development, web based development (C#, node.js, Django, Rails, etc), and desktop based development (C++, C#, VB). I even got to do some really cool predictive text algorithm for some unique devices: XBox 360, Smart TVs, embedded chips, etc.
I'm married and have a wonderfully awesome 17 month old daughter. I work out of my home, both for my full time job and for Patchwork Battles. There's nothing better than being able to work from home 100% of the time
Like most (read: all) games out there, Patchwork Battles requires quite a bit of artistic content. Unfortunately, I myself lack any sort of artistic talent - even my stick figures come out as circles *shrug*. Luckily I was able to find just the right man for the job - Franklin Chan. You can see his work all over this Kickstarter. He'd like to continue to eat, and I'd like him to not starve. With your help we can make that possible.
I also need to find someone who can make these cute little Mimics move. Just having some guys stand around would be pretty boring, don't you think? Once again, with your help we can keep an animator from starving for at least one more project!
Patchwork Battles is about 40% complete, in terms of development. Most of the backend systems have been developed (Battle System, Crafting, etc). What's left is tweaking the developed game systems, building the animations, adding in art work, building the "overworld", and adding in the social features (including the server-side work).
However, I have very little art to put in place of text and console outputs. What I do have is just really bad developer art! That's where Franklin and this mysterious animator come in :) With your help, I'll be able to get pretty things to put into the code I have and bring Patchwork Battles to.. more life!
To help drive this point home I'm going to show you guys a couple of screens as they currently exist in Patchwork Battles. Be warned, though, as what you're about to see is the quintessential developer art. It's not pretty.. in fact, it's pretty ugly.. but it's allowing me to continue development without an artist on board!!
What follows is an early development build version of the in-game Battle Scene. There is a more detailed write up about what you're seeing in Update #5.
This is not all about the money, though. We're also after the community. We believe, fully, in early and frequent community interaction. We are building Patchwork Battles for you, after all. Kickstarter is a great way to build a community and garner feedback on a nearly daily basis. The collaboration between developer, artist, and community is exactly what we're after!
- Character Development. There should be more to character development then just choosing a skill or two, right? Shouldn't you, the player, be able to decide who your characters are and how they play? Patchwork Battles strives to give you an extremely deep and rewarding character development system.
- Player Choice. Ultimately, it's your game as you're the one playing it. And, because it's your game, you should be able to choose how you play it. Patchwork Battles will give you a very strong foundation, but it's ultimately up to you to build on that. With this foundation you'll be able to choose what to do, how to do it, and where to go next.
- Accessibility. Patchwork Battles is aiming to be one of the most customizable RPGs to date. With that comes a certain degree of complexity. We're trying (and, in some cases, struggling) to provide you players with the complexity the game requires while also keeping it accessible for those who don't want to jump completely into all the systems Patchwork Battles offers.
- Community. Community is everything, and the Patchwork Battles team really embraces this. We want to provide constant updates to our fans so we can get constant feedback back from our fans. I'm striving to make the development of Patchwork Battles as transparent as possible. Of course the game itself also embraces community in various and really cool ways.
The fantasy world of Patchwork was dying. The planet suffered under a veil of decay that dulled the sun and soured the air. The trees were blighted, the fields were fallow. Fish drowned in the oceans while diseased animals collapsed on sickly limbs. The people of Patchwork struggled desperately to survive. There was no food or medicine, and hope was in short supply.
Faced with losing the world they had long struggled to control, Shaman leaders of the 16 different nations put aside their differences and made the ultimate sacrifice. The resulting spell, jointly cast, ripped the life energy from their very bodies and used it to salve the ragged wounds on their tortured planet.
Patchwork began to heal. The trees and flowers began to blossom again. Fish swam freely in clean water. The animals, with less human interference, thrived and soon lived in far greater numbers than before. The grim survivors of began to rebuild what had once been theirs…
800 Years Ago…
A man known only as Sir Toys discovered that Patchwork contains a very powerful energy. This energy, when harnessed, could be used as a tool to rebuild...or a weapon fit only for destruction. Soon after Sir Toys’ discovery, the kings of the 16 nations on Patchwork learned of his work and started searching for a way to harness the energy for their own ends. Slowly, one by one, each nation learned how to harness the power and use it to build mighty weapons. Threats of force replaced diplomacy, and Patchwork was once again plunged into civil war.
Patchwork ceased to heal. Poverty, starvation, and death became common. The nations warred for 100 years, each nation striving to monopolize control of the world. It was only through the strength and perseverance of Queen Myla that an unquiet peace was restored.
Leatheral, the energy needed for Mimic animation, is now tightly controlled by the single world government. Its uses and misuses are clearly defined and those found misusing Leatheral are banished to a remote part of the world, forced to live off the land until nature reclaims them. The only current approved use of Leatheral is the creation of Mimics, creatures who have only pseudo-life. They can move, they can breath, and they can even think on some level. They are not sentient, they are unable to speak or act without command. Animators are the only people who have been licensed, by the global government, in controlling these Mimics.
These Mimics have two main uses in the world of Patchwork. The first use is for dispute resolution. Instead of the nations warring with each other and causing innocent lives to be lost, they use these Mimics to fight for them. Since Mimics have no feelings, and their power is greatly controlled, the belief is they make a far better way to solve their problems than war does. While not perfect, it has worked out well for over 150 years now.
The second approved use of Mimics is no less competitive, but far more fun: sport. Every two years, Animators from around the world compete in a year-long tournament known as the Patchwork Battles. Animators travel the world, battling other Animators, each trying to finish the competition atop the leaderboards with the most points. The winners of the Patchwork Battles competition are rewarded with fame and riches one could only dream of!
A great Animator, known as Gage Toys, has won the previous 4 Patchwork Battles competitions. After his last competition win Gage announced that he would not be taking part in the next Patchwork Battles. Gage instead has instead decided to train his son, Jaden, in the art of Animation…
- Build a Mimic. No longer are you given a set of characters with predefined roles by the game. Instead, Patchwork Battles gives you a foundation to build your own characters! Use an arsenal of body parts (heads, arms, legs, etc) to create your own unique characters from within a myriad of different classes.
- Create New Skills. Patchwork Battles gives you some base skills and then lets you go out and find and/or craft skill crystals to grow your characters. Imbue your base skills with these crystals to create some truly awesome spells and unique abilities! Want to turn a single target spell into AoE? You can! Want to change and re-focus an existing skill? You can do that too! Truly limitless possibilities!!
- Character Development. Now that you have your Mimics with your insanely awesome skills, they need to develop. Every Mimic develops separately. This means that each of your Mimics earn experience on their own and they each have their own unique skill tree based off the parts they have equipped. Change a body part, and your Mimic's entire skill tree will change!
- Reactionary Battle System. The Reactionary Battle System is a natural progression of the massively popular Active Time Battle system. Instead of just acting and then waiting for your next turn, you can now react to the actions of your enemies and your allies. Dodging, blocking, and spell shielding all happen in reaction to an action by another character! The RBS is a true mixture of the turn-based battles RPG fans love, and real-time systems we all love!
- Gathering and Crafting. Create your own buildings to harvest the materials you need for crafting body parts, part patches, and skill crystals. You can also find these materials out in the wilds on your adventures. Every material has a base quality and element associated with it. The higher the resource quality, the better item it produces. Your crafting levels up independently from your Mimics!
- Community and Social. Patchwork Battles embraces social gameplay. Sell the uber items you create on a centralized Auction House. Using the Auction House provides the buyer and the seller with unique and rare in-game rewards. You can also share your Mimic and Skill blueprints with your friends, or sell them on the Auction House!
- Make Menacing Monsters! Collect different monster parts to build ridiculous monsters that can be sent out to wreck havoc on other players. The more damage your monsters do the more you get rewarded!
One of the first things a young Animator learns is how to empower a Mimic part with a powerful spirit. These spirits (classes) are drawn from the earth and represent the spirit of one of the Sixteen. As of now, only 8 of the Sixteen different spirit have been awakened.
What follows is a brief introduction to 4 of the 8 known Mimic spirits.
The Shadow is a melee damage-dealer. Its strength lies in dealing crazy damage without being noticed. The Shadow is a bit squishy but is able to compensate for its lack of defenses by being a very sneaky fighter. Rarely does a Shadow attack directly, instead choosing to attack when his allies attack or when the enemy is busy focusing on another Mimic.
The Shadow's signature skill is Sneaky Sneaky. The Shadow waits, silently, for an ally to go in for a melee attack on an enemy. Just as the ally begins their strike The Shadow leaps behind the enemy, unleashes a quick stab or two, and then leaps back to where it came from. All very sneakily, of course. If timed right, the Shadow is able to deal massive amounts of damage without an enemy even noticing!
The Trickster is not your standard "take a flurry of blows and live" tank. Instead, the Trickster tanks by avoiding and redistributing damage. Other Mimics aren't all that fond of Mimics who use Trickster parts because they end up taking damage more frequently then they otherwise would. This isn't all bad, however, because Trickster skills can be really amazing at minimizing spike damage to a single Mimic.
The Trickster's signature skill is Yummy Dummy. This skill gives the Mimic the ability to call forth a fantastic dummy that can be used for all sorts of fun stuff. It can taunt the enemy (by being so tauntingly annoying), it can bounce around in place on its spring, and it can even be used as a target for any damage redirection the Trickster may do. This dummy is really a Trickster's best friend!
The Wizard is exactly that: a Wizard. He casts spells, from the back row, that wreak havoc on his adversaries. The Wizard throws balls of fire, calls forth towers of earth, and can even create storms of lightning on the battlefield. If there is an element to be manipulated the Wizard can, and will, manipulate it.
The Wizard's signature skill is Hot Potato. The Wizard summons a molten hot rock at the feet of his enemies. This rock begins to dance around the battlefield, leaving a trail of lava anywhere it touches. Eventually, the rock will heat up to such great temperatures that it explodes, causing mass damage (and hopefully, casualties) to other Mimics caught in its wake!
The Priestess is your guiding light, bringing peace and serenity to your party. When your party of Mimics starts to feel a little beat up, The Priestess steps in and mends them right away. The Priestess is very weak on her own, but her spirit is absolutely vital to your success in the Patchwork Battles.
The signature skill of The Priestess is Let's Try Again. This spell is extremely difficult to time correctly, but once mastered is truly one of the most powerful spells seen in the Patchwork Battles competition. Just as one of your Mimics falls, the Priestess jumps in and summons the God of Life to save the day. The God of Life absorbs the life from whoever fell your Mimic and uses this life to bring back your fallen ally, giving you a great chance to turn the tide in your favor!
#1 Let's talk Patchwork Battles' "pricing"
#2 The (optionally) connected world of Patchwork Battles
#3 Character Development (Part 1): An Introduction
#4 Bonus Update! Let's detail some rewards...
#5 Surprise! Sneak peek at an early development build Battle Scene
Risks and challenges
If there's been one thing I've learned in my 12 years of developing and delivering software, it's that software development is hard and video game development is even harder. Surprises happen all the time, even to the biggest and most experienced team. Being the only person currently working "full-time" on Patchwork Battles, surprises are even more apt to happen.
The largest risk is slipping the release date. My publisher, Ayopa Games, and I have tried to mitigate this risk by giving Patchwork Battles a very reasonable and practical release date. However, date slipping is still a very real risk. Real life provides challenges for a single person development team that might otherwise be avoided if there were multiple developers. We will do everything in our power to avoid this happening!Learn about accountability on Kickstarter
Update #4 covers the in-game rewards.
Patchwork Battles is currently being built for Windows, Mac, Linux, iOS, and Android.
Right now, Windows, Mac, Linux, iOS, and Android are the main targets for Patchwork Battles. I am, however, actively researching if it would be viable to also support Windows Phone 8 and/or Blackberry.
Lots of good, actually! The rare in-game currency will allow you to purchase all sorts of cool things. Here's just a few of the items you'll be able to use the rare in-game currency on...
- New Mimic Class skins
- Various (timed) Boosts, including exp and drop chance
- Monster Part Packs
- Rare crafting material packs
- And much, much, more!
The rare in-game currency is covered, in detail, in Update #1. You can find that update here: http://www.kickstarter.com/projects/codegrit/patchwork-battles-groundbreaking-new-customizable/posts/490967
Oh, of course! There are currently 2 full expansions planned for after Patchwork Battles (not including any updates). These expansions will include new classes, new areas, new skills, new loot, continuation of the story, etc. They will be "full" games in their own right.
Those who get "Forever Classes" will get the new classes released as part of any updates or expansions, for free. Because of this, they'll be offered a fairly big discount on the full expansion purchase.
Those who get "Forever Content" will have access to all these updates and expansions at no cost.. forever.. on all platforms!
The current form of the game "overworld" works a lot like Valkyria Chronicles. There is even a book, like in VC. Except, unlike VC, this is a big thick history book. Each page of the book has series of images. Each of these images triggers a story scene or enters you into a battle.
The only "overworld" that exists is the town. In town you can buy/sell stuff from Vendors, use the auction house, find/gather your resources, and craft. The thing to note here is you don't walk your character around. You basically just see buildings with a fancy background. You can click on/tap on these buildings and take your action(s).
This how it currently exists. Should the community decide this is not ideal/not what they'd want, I'm 100% open to changing it :)
- (30 days)