We Did It Games
posted by on March 19th, 2011   |   3 comments

Hi guys! Here’s a little recap of this week’s events:

My droog of ancient times when writing was all done with sharpened stone and cow hide, Ben Saller, has linked to WeDIG from his blog. Thought it right to give a shout out to his space over at Video Games and Booze. Never was there such a perfect pairing.

I also got a thank you video from the multi-talented John Allen Soares of Westhavenbrook Productions who have brought you such thrill-packed gifts to mankind as Sockbaby, Go Sukashi!, The Vacuum Consortium and my current favorite The Danger Element. Donations to keep Westhavenbrook doing what they do can be made here and there are all manner of rewards for doing so, including your very own thank you video from the mighty John Soares himself.

On the Path-o-Gen front, I’m sadly a little behind as my PC power supply decided to kill itself rather than be subjected to my outrageous power demands. This is the last thing I did: Bacteriophage cycle 2a I’ll be picking up on the trusty MacBook Pro where I left off on the PC for the time being. This boss animation stuff is proving to be rather time consuming, so just hang in there mates! Once we get Path-o-Gen version 1.1 or 2 or however those version conventions work these days, it’s going to be posted to newgrounds.com and kongregate.com and we’ll be asking for the support of the masses to visit Path-o-Gen in those areas. There’s also a splendid surprise in store for what our next project will be, but more on that when I feel like telling you.

Now then. It’s almost 8:40 AM on Saturday morning exactly one week ago. I’m about to set to work on continuing the animation for Bacteriophage when my good pal Krista issues a drawing challenge: A Big Daddy making out with Gordon Freeman. What is it with girls, anyway? I decided to take it one step further and make it “Big Daddy and Gordon Freeman Making Out as LEGOS.”

Please someone make Half-Life LEGO sets happen. Thanks for reading, y’all!

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


posted by on March 11th, 2011   |   2 comments

Any other year with a console Legend of Zelda title on the way, I’d tell you without a second thought that the next entry into one of Nintendo’s most beloved franchises is at the top of my most wanted list. This year, Valve is going to break that trend.

It started with the original Portal. The title got my attention with online videos that demonstrated via witty, corporate themed isometric videos what the gameplay of Portal was all about. One word came to mind: Amazinglyeffingawesometimesten. Then another word came to mind that actually was a word: Different. Here was a refreshing new take on platformer puzzle solving that proved to be as much mind bending as it was flat out enjoyable.

Though the writing and cast for Portal is also fantastic, make no mistake that gameplay is the star of this title. The concept is simple: You have a gun that fires two individual portals and you use them to get from one spot to another. The implementation gets wildly complex as you juggle timed switches and puzzles involving various other clever uses for the portals. Experimentation in this regard is encouraged, necessary and fun.

Portal also expertly presented an unfolding tale that came to light by exploration and discovery, showing and not telling. Coming from the creators of the Half-Life series this is no surprise. The story was there for those who sought to find it and bypassed for those interested in purely advancing in the game. I being the adventurous type made it a point to search every corner for panicked wall scribblings to read.

Finally, whenever someone mentions Portal they must always mention GlaDOS, the famed mechanized antagonist and source of both comedy and terror in the game. I need mention no more than she made the number one spot on IGN’s top 100 video game villains to show how strong of a character she is.

It is for all these reasons that even mention of a sequel sets me on edge. Knowing that Portal 2 is just a month away is going to make me sleepless. Portal 2 is going to take everything awesome about Portal and amplify it. More levels, more GlaDOS, more portals and characters (with the aid of the new co-op), more music (with the return of Jonathan Coulton who wrote the ending song “Still Alive” for the original Portal), more puzzle elements and more stellar writing.

Some fans of the Zelda franchise are reported to have shed a few tears of joy when a new entry is unveiled. This happened to me this year, but exclusively for Portal 2. There’s something magical about the Portal experience that I find unmatched by anything else, and the wait to finally experience all that awesomeness will soon come to a welcome close.

Categories: Industry Rants


posted by on March 8th, 2011   |   2 comments

How many of you guys grew up with Duke Nukem? Surprisingly for me I know of only a few. I’ve been ever curious until recently about the spectre known as Duke Nukem Forever for, well, just about forever. It was only until news broke that the once thought vaporware would really, really, for real be released that I felt a certain void in my soul shriek giddily with anticipation of filling.

Many of you likely don’t see what the big deal is. There was little Duke did to innovate the FPS genre. What it did do is something I admire and seek to replicate and uphold with everything I help create here at WeDIG. It dared to be humorous via any way it wanted to be without a filter and sans shame. Duke is unapologetic.

Duke Nukem has attitude, babes, guns, aliens, mayhem and balls. The impending DN Forever is shaping up to amplify all of these things. Already via the interactive (draw what you dare on a whiteboard) environments, brash (testicle boxing) finishers and (gasp!) simulated urination, on top of the given heaps of gunplay, this title is looking to be everything a modern Duke game should be. What we’ve seen thus far is only the beginning, and I’d be content with just that. The prospect of more just gets me tingly all over.

Duke Nukem Forever makes me feel the same I did when the first bits on Mirror’s Edge hit the airwaves. I’m excited about the prospect of something refreshingly different. Even if the gameplay is firmly rooted in the FPS mechanics of yore, I’m confident the buckets of personality, style and charm, as well as the don’t-let-your-mom-see-this surprises in store are going to propel this game into a must-own category, if only for those Duke cultists like myself.

Lastly I feel I should cite as have others the historic relevance that this title has. With quite possibly the longest development cycle in game history, the release of this game bears a significance and weight unlike any other. Release day is going to feel like waiting at the finish line for a pal who had just completed a marathon. I want to douse everyone involved in development with bottled beverages, hand them a towel and pat them on the back.

For these reasons, I have committed for the first time ever to pre-ordering the special edition set. I rarely do this sort of thing, but a game like this deserves the recognition and even without the sweet swag (bust of Duke for the win!) I’d pay more than the cost of admission simply as a gesture to such a wild legacy. The moment I fire up Duke’s latest adventure and all throughout, I’ll likely be thinking of all the hardships in development the title went through to finally rest in my collection and I’ll thank everyone who made it possible.

Plus there’s a beer button! C’MON!

Categories: Industry Rants


posted by on March 1st, 2011   |   0 comments

Greetings, all ye who have wandered into the chilling, electronic abyss that is the WeDIG Blog. Welcome to Day 1.

First, the most important part of today. Head on over to the Games dungeon and check out our very first foray into digital pacification, Path-o-Gen. This is a project that started with a rad pal of mine who has since gone on to being a stalker of shadows, unseen and in constant avoidance of all things social and internet. Thanks to her for getting me started on this crazy adventure, and an additional thanks wherever she may be for the wee beginnings of Path-o-Gen that I couldn’t not flesh out to something medium-rare and tasty. But enough with the past.

In the coming whenevers I or my co-pilot Gabe here (Gabe being the immortal demigod that took programming/awesoming reigns since the reigns were needing taking) may touch upon the rest of the soon-to-be contributions to binary composed madness that get thrown about this place like buzz saws from a grav gun, but until then know that we’re mostly human, we love games and we’re passionate as all cold hell about making awesome things for everyone to enjoy (unless those someones don’t like cute and sometimes very offensive things). We’ve got several ideas in the works, I’m keeping a secret log of all the next bits to fling your way and you’ll likely see the next thing hit the Apple App Store I’m guessing sometime before the end of the year, but hey if we get more mice in wheels we could have something late Summerish.  I suppose it all depends on how much snacks I’ve procured for those crazy locked-in-house stints of genius that I hear about so often from gabby squirrels in passing.

We Did It Games Gabby Squirrel

Thank you all for visiting, feel free to drop a comment and it’s ok to be rude s’long as it’s not directed personally at me (Though we do reserve the right to edit your comments into something flowery and nicer when desired). Have fun and give us a crapton of feedback, damnit! Special awesome thanks to Gabe for his continued dedication to ass kicking and Jesse Barabe for his melodious alchemy.

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