We Did It Games
posted by on June 11th, 2014   |   0 comments

Hi friends! And hi random Internet strangers! Yes, you randoms get a friendly hello too. That’s just how we roll here at We Did It Games.

It has been a pretty fast-paced month for us, as we tried to put together a semi-polished “mini-demo” version of Chris Cannon is Buried Alive to submit to IndieCade. The game itself is nowhere near finished, but we do have a handsome little preview version of the game ready to go!

You can download said preview version of the game at the following link. Please just bear in mind that this is a very early version of the game, and we still have a great deal of work to do. That being said, nothing would make us happier than to hear your feedback, both positive and negative, about the game. So if you play it, please take a minute to drop us a line and let us know what we can do to make the final product a better experience for you! Do you want more dialogue? We’ll add it! Do you want Chris to get killed in more ways? We like killing! Do you need someone to feed your fish while you’re out of town? We’ll feed your fish! Just let us know!

Get it for Mac and Windows here:
Buried Alive Public Demo

We are also excited to announce that we have begun working with composer David Levy for the game’s soundtrack, and we couldn’t be more excited about what he will undoubtedly bring to the game. Check out his first contribution to the game here (and then be sure to check out the rest of his music):
Buried Alive: Dirt World, Track 1

Anyway, that’s about it for now. After the end of this week, we are going to take a much-needed couple of days off and probably play an embarrassing amount of Mario Kart 8 while we get our heads back on straight. Thanks for reading, and stay tuned for more news soon!

Categories: Buried Alive, Development

posted by on May 17th, 2014   |   0 comments

Hello world! It is, of course, “Screenshot Saturday” in the game development world, so it seems like a fitting time to drop an update all up in this. We posted on the SSS thread on Reddit, which you can read here (because I know you’re dying to see it).

It has been a busy month (holy crap, how times flies) since we posted our first trailer. We decided we would submit the game to IndieCade, although since we didn’t have time to get it ready for the first deadline, we are being “those guys” and paying the late submission fee.

So there’s that; we have been scrambling to finish up the few things needed to get the game into a presentable state. That includes getting audio into the game. Um… All of the audio. It literally didn’t have any audio at all this time last month, so we have been recording dialogue, designing sounds, talking to composers, and writing sound/music management code. So kids, heed this advice: add sound effects to your game as you go. Doing it all at once is a huge pain. (To be fair, though, we are putting some extra effort into making sure the sounds are really good.)

The good news is that the game has almost all of the sound effects we need to make it fitting for the submission, and it has really improved the game quite a bit. We are still talking to composers, but I think we should have something sorted out pretty soon. Unfortunately, probably not in time for the IndieCade submission, so we will most likely have to rely on place-holder music for now.

We are hoping to put together an updated game-play video sometime soon to show some of the new goodies, so hopefully we will have something exciting for you very soon. Stay tuned!

Categories: Buried Alive, Development

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