We Did It Games
posted by on April 18th, 2014   |   0 comments

Hello friends. We Did It Games is proud to officially announce our next game: Chris Cannon is Buried Alive! (Or just Buried Alive, if you’re into the whole brevity thing.)

First things first, why don’t you go ahead and get all hot and bothered while you check out the game’s first trailer. Now this is going to be a bit of a joint blog post here, so we will let you know who is speaking when.

Gabe:
Hi guys. As I mentioned in my post last month, we have been working on Buried Alive fairly heavily for a few months now, so we have quite a bit finished already. We are going to be posting fairly regular blog posts to keep you up to date on everything, and to show you what the game has going on.

All of that being said, we still have a great deal of work ahead of us, so at this point, we cannot even estimate a release date. This is a much bigger project than our previous two outings, and the best we can say is that it will be done when it’s done. We’re not going to rush it and release a game that isn’t perfect, so it will definitely take some time. We just hope that once it is finished, you will agree with us that it was worth the wait. (For anyone interested in tech specs, I will do another post in the near future just kind of outlining all of that good stuff.)

Also: mad props to Wayne for putting together a most excellent announcement trailer!

Wayne:
Whoa! We did it! We made it to announcement day! Thanks, Gabe for kicking this party off right, and thanks loyal listeners for your ears full of hearing and hearts full of blood. Blood sure is useful. But this isn’t radio. It’s a blog! Well you still need blood for reading so, man I don’t know where this is going at all. It’s 2am and I don’t feel like sleeping. Let’s try this again.

Whoa man look at that fancy promotional art! That there is Chris Cannon. He’s found himself in quite the dilemma. For some cruel and super-secret reason he’s buried deep underground with just a shovel and an odd choice of garments to aid him. One of those things is useful for concealing nudity most of the time. The other is useful for finding a way out of this mess. Will Chris find a way out? Will he discover the truth about his subterranean imprisonment? Will he survive the odd, dangerous and sometimes just plain silly horrors that lurk far below where good sensible folk like you and I dare tread? I suppose we’ll find out when Chris Cannon is Buried Alive! releases someday!

Stay tuned here and on all of the social media usual suspects for more info!

Categories: Buried Alive, Development, Site News


posted by on March 9th, 2014   |   1 comments

Friends, colleagues, distinguished members of the press: to you we say, “Hello!” There has been some speculation afoot as of late, and we are here today to put an end to it. For the last few weeks, we have been sciencing rather diligently to make sure there could be no doubt, and we think our results more or less speak for themselves. The following observations have been confirmed in the laboratory:

  • Wayne and I both respond to external stimuli; flashlight in the pupils, little rubber hammer to the knee, and all that good stuff.
  • Our hearts beat at regular intervals, supplying a steady flow of blood to all of our vital organs and tissues.
  • We require food and water everyday, which our bodies metabolize and use as energy to remain functional (it’s really cool).
  • When given a series of simple logic questions, we aced them with flying colors (the surgeon is the kid’s mother, duh!).

So it is with great pride that we are here today to announce the following:
Our best scientists all agree that yes, we are in fact still alive!

Okay, seriously though: there is no doubt that 2013 was kind of an “off-year” for WeDIG. We discussed a lot of ideas and worked up a couple small prototypes, but for the most part, Wayne and I became occupied with our own projects that were not directly related to game development, and WeDIG kind of took a back seat for a while.

The good news, however, is that said other projects are out of the way, and for the last couple months we have been working very hard on our new project. It is coming along handsomely, and while there is still a hell of a lot of work ahead of us, we felt it was time to resuscitate this website of ours with some good news.

We still need just a little bit more time before we are ready to reveal anything specific about the project, but it will be coming very soon! After that point, we will be posting fairly regular updates to keep everyone informed about the game’s progress. In the meantime, just continue telling all of your friends how great we are (we all know you have been doing it all this time anyway). Talk to you soon!

Categories: Development, Site News


posted by on November 20th, 2012   |   3 comments

Greetings and salutations, all! It is I, the one who seldom speaks, but when he does what echoes forth shatters your very being. Is your being shattered yet? Just give it a minute. I haven’t worked out all the bugs yet.

But enough tomfoolery, on to the news! Really, all I have for you is that one project we didn’t talk about but then decided to put on hold to work on another project is now back to the being the project we’re working on, making that other project now the one that’s on hold. Got it? What this all amounts to is a debate between dear Gabe and I on what is really more important and of interest to us. On the one side is the overly ambitious project, full of fun ideas but something that will very well take us years to put together. The other side is something more manageable in scope that we can knock out in a year, but that perhaps isn’t as exciting as that one big dream.

After prototyping both ideas, going on hiatus for a while, messing around with other creative endeavors and generally washing off all that yucky burned out feeling, Gabe and I made the decision to jump back to that big dream project. We know that if the idea is awesome enough (and I assure you it very much is), we’ll see it through no matter the time it takes. Expect more frequent updates here and there as we have things to show. As opposed to our last two projects, we want to make the development of this one a little more public, sharing bits of progress as they unfold.

Alright pals, we’ve got a game to make and you’ve got a digestive system to condition. Happy Thanksgiving!

Categories: Development


posted by on February 15th, 2012   |   1 comments

Hi everyone. It’s me. Sorry I’ve been ignoring you all this time. Turns out, we at WeDIG are having to do a little prioritizing, as we have our heads crammed to bursting with possibilities and just haven’t gotten to sorting them out into something you can button-mash to. We’re not gone though. We haven’t forgotten about how much the both of you mean to us so I decided to do something nice for you for Valentine’s Day to make up for all the things you’re not playing yet cause we didn’t make them. I made you a drawing. Pretend it’s interactive. GO!

Categories: Artwork, Development, Site News


posted by on December 19th, 2011   |   0 comments

Season’s Greetings, all ye who dare enter here!  It’s been a little over a month since Ratfist: Milt’s Missing! released, and that means the contest is over and we have a winner! Our skillful king of chumping is the one and only Eric C.!  Eric scored an impressive, borderline obsessive 3711 points. This score is higher than our own programming wizard, Gabe had achieved (once proud for having the high score in everything we do but now shamed permanently). But Eric wouldn’t simply be content with owning the high scoring crown, no sir. He had to be a part of Ratfist: Milt’s Missing! development history! For you see, kind readers, he was instrumental in uncovering and thus aiding us in the vanquishing of one of the most elusive and head scratching bugs found within the game. It is because of this man that our game is better.  Eric C., we salute you.  Eric has won an original Ratfist page signed by Doug TenNapel and as a bonus courtesy of the Doug-man himself, a copy of the Ratfist graphic novel as well as the love and adoration of all who look upon him in awe and wonder.

For the top nine others that submitted a high score during the contest, your contribution and love has not gone unnoticed. There is a special place for all of you now in the Ratfist: Milt’s Missing leaderboards! We’re using the first letter of your last names so the evil lurking about the shadowed underbelly of the web doesn’t try to put a hex on you for liking fun. If hexes are your thing, please drop us a line and let us know you’d rather have us proudly flaunt your full name and your flaunty wishes shall be fulfilled. To check out the boards, click here.

Thanks for dropping by and stay tuned for news on our next big thing!

Categories: Ratfist: Milt's Missing!, Site News


posted by on October 23rd, 2011   |   1 comments

That’s right chums! For those uninitiated, we were approached by the one and only Doug TenNapel, creator of Earthworm Jim and The Neverhood, to make a lil’ Flash game based on his acclaimed webcomic Ratfist. Check out the comic right here. Also, buy as many of Doug’s graphic novels as your bank account will facilitate.

A big thanks to the man Doug TenNapel for choosing us to help fulfill the fantasies of Ratfist fans around the globe who just want to chump some chumps in a rat suit. Big thanks as well to the immensely talented artist Katherine Garner for Ratfist logo support and to the awesome award winning games composer Tommy Tallarico for helping us out with the music. (He did the tunes for Earthworm Jim, y’know!) Mega triple-dog thanks to our WeDIG teammates Ken McGill and Tyler Harris for helping make all this less terrifying to produce and a final thanks to all our fans present and future. We look forward to your feedback.

Also, be on the lookout for news on our next game project. It may or may not involve outer space and booze.

Without further ado, click here and game on!

RATFIST: Milt's Missing

Categories: Development, Ratfist: Milt's Missing!


posted by on August 2nd, 2011   |   0 comments

I know what you’re thinking. Well first it’s something like, “Damn, I just ate this leftover cupcake from two nights ago and I want like five more now.” Next it’s most likely noticing the urge to expel urine into a porcelain bowl but not having the energy to move from the computer just yet. After those thoughts pass you’ve undoubtedly arrived at, “HEY! Didn’t these jackasses have a game coming out in August?” To which I reply, “Did I say August? Well what I meant was-” and then I run for the nearest exit.

Minutes pass and I realize I should give you a real, honest explanation. I come back into the room, sit you down with a bag of Twizzlers and an icy cold Guinness and prepare with a deep breath to reveal unto you the horrors that brought us to delaying the release of our latest little Flash experiment, but not before I point out this rad song Kim Boekbinder – The Impossible Girl wrote using our site and tendency for epic fiction as inspiration. It’s right over here around the 30 minute mark: The Impossible Girl at MakerBot Industries You can also download the song and share it with the world here (right click to save): My Life is Epic

Now that you’re good and hypnotized, prepare for a tale unlike any you’ve ever been forced to endure! So, turns out Gabe, Tyler, Ken and I were chosen by an interdimensional race of gaseous superbeings to immigrate their entire colony over to the States in little jars and then set them free into the atmosphere where they may spy on unclothed attractive people without ever being seen. (Gases by their nature can’t be attractive, so no one ever looks arousing where this species originated). In return we would be given an endless supply of sulfurous smell of which we could do whatever we want. Seeing as how the offer was so irresistible, we immediately began carting over these odd little gas dudes and the whole thing took a little over a month to finish, which has effectively pushed back our game development time. Judging by the pursed grin on your face, I can see that you’re either satisfied with my tale or thinking back on Kim’s song, wishing you were the only man on Earth with your pick of the women you spared after slaying zombies and the like. Either way, I shall not interrupt your peacefulness.

Categories: Development


posted by on July 9th, 2011   |   1 comments

Greetings, ye fiends. I find myself unable to sleep at this reasonable time to be awake anyway and thought I’d give all you spammers an update. Development on project “Ebony Rain” is progressing ever so progressively. If you’re good I might show you another teaser image. If you’re naughty I’ll show you more. The plan for those following along is for us to have this little taste of gaming pleasure completed and released unto the world sometime in August or shortly thereafter (we hope), which at this point sounds alarming now that I consider it. We’ll get it done somehow. Maybe. Ah, the joys of game development.

In other news, I sang a little Flanders and Swann song some time ago. Isn’t that swell?

In ‘nother news, please give a crunchy WeDIG welcome to Tyler Harris, our shiny new animation slave. He’ll be assisting me on animation for project “Dangling Hook.”

Now here! Don’t say I never gave you nothin’.

P.S. If anyone has any super-awesome secret ninja moves for silencing a terribly stabby tooth stuffed with composite, do share.

Categories: Development


posted by on May 22nd, 2011   |   0 comments

We Did It Games’ very first game project , Path-O-Gen, is now as complete as it’s ever going to get in Flash form and spreading infections of entertainment at Kongregate.com, as well as right here at the WeDIG site. As the bringer of all that is good upon you, we humbly request you sign up at Kongregate.com and give us some grades and feedback. Does Path-O-Gen satisfy your desire to be the best happiness plague you can be? If Path-O-Gen were made into an expanded project somewhere in the future or on another platform, what would you want more of?

Here’s what you can expect since the beta was released however long ago: New medals, revamped and new sound effects by the splendid Ken McGill, a new leveling system, and with that a damn fine boss fight by the time you get to level 10, complete with a new music track by the damn fine Jesse Barabe. A huge thanks to both Ken and Jesse for their awesome contributions to Path-O-Gen. I’d also like to add an extra special thanks to whoever “Jodi Rules” on the leaderboards is for filling it up s’damn much. Your persistence is inspiring and encouraging and I hope to see a return of that zest with this new release.

In commemoration of this momentous occasion, please enjoy this collection of horribly photographed sketches I did way back when Path-O-Gen was little more than an idea. Of curious note is those sketches are dated May 26, 2010. Nearly one year later we’re now closing the lid on the project in favor of more awesome things to come. Thanks and enjoy!

Categories: Development, Path-O-Gen, Site News


posted by on April 27th, 2011   |   0 comments

Hi everybody! Everybody, hi. This blog felt lonely and I wanted to give another post a chance to earn some spam comments, so humor me a while, won’t you?

Gabe and I are pressing on with project codename “Sentient Appendage.” I just made up that codename cause I figured our project could use one. Core protagonist animations are in the can and I’m fleshing out the first of a handful of sets that will comprise the first level.

On the PathoGen front, we’re really just waiting on some boss music to finish itself and then we’ll be good to go.

Nothin’ much else to say ‘cept Portal 2 is all sorts of awesome and everyone should go tile their kitchens with copies of it.

Now check out this epic work-in-progress first look at project “Trashwall!” (I change the codename on a minute-by-minute basis)

Categories: Artwork, Development, Industry Rants