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Post of Undeniable Truths

Hey spammers! I really appreciate how you’ve kept my inbox warm with new comments about your new business solutions, but now it’s time for actual content to reappear.

I’ve been neglecting this site for a very, very long time now. But the reason for it is quite simple: the project died back in late 2010. It wasn’t easy to announce it, so I didn’t.

The very last meeting we had, project members declared that they had to work on their final assignment and understandably so; the project was a long standing failure. We didn’t make the game that wowed or impressed, and it ate our time. We tried hard to reach deadlines, peopled worked with my unintelligible game design which ate a lot of my focus and gave me quite a bit of grief when I couldn’t get it right. So regretfully, most members that have worked on Mystling have gone to other places in life and I hope this project served as a stepping stone on maybe how not to run a project in the future.

Now… with the negativity out of the way, now for the fun stuff. Or moderately fun, at the very least.

I have graduated now myself and am in hot pursuit of a spot into the business. It’s not exactly easy, as jobs do not knock on your shoulder and many of them have a fairly high bar of entry. But in my time of unemployment I’ve found the time and motivation to see that Mystling gets a chance at getting done. So that’s what’s going on now. I am working together with two excellent people, Niclas and Fredrik. We have worked on the design and story aspect now for a very, very long time, but now the gameplay is as done as it’ll need to be.

The thing about planning ahead is that it doesn’t come even close to making, so I’m going to code the prototype for how the gameplay is going to work in GameMaker. Derek Yu, the guy behind Aquaria, wrote the inspiring article Finishing a Game which all punch out hard facts on how to make your game – this huge beast of a thing – reality.

I am alive. But I am more alive on Facebook, so if you want to chime in on questions or see new updates, it’s the place to check. For the moment it’s a great platform for me to easily reach out and get responses and coverage, it might change later on of course if people want me to use Twitter or something else instead.


So that’s the plan. It excites me very much, and hopefully it’ll make you at least shrug your shoulders and do that weird face of “yeah, okay”.

That’s all I could ask for.

Developer Interview on GameTrailers.com!

Thanks to Marcus Herbetsson (mherbertsson.com)  for creating and uploading the video for us!

We are aware that the video itself does not show off too much gameplay, but as it is a work in progress we did not feel like sharing unfinished features. So the scope of this interview is to talk about the game we are creating and showing off our demo that was created for a competition called GCC that unfortunately didn’t came to be due to too few participants. The prize-money of that cancelled contest was 500.000 SEK, or $72 490.

We were quite… lets say “displeased” with that decision.

However, hope you’ll enjoy this first look at the very early stages of our game Mystling!

Mystling submitted and working!

Now we have finally finished a playable demo of the game, complete with a tutorial that shows all the important features we managed to get into this version. It was very hard work from our programmers, but now we can show people our game and let them play which is pretty huge. We even included the video we created a year ago for the first entry to SGA into the end of the demo!

So head on over to our SGA-site and hopefully in not too many days we’ll hear from the jury about the outcome (they are supposed to have completed all the judging by the 30:th), which we of course hope will be a good one.

Here’s the images we have taken from the demo, and in the not too distant future we’ll remake the video and send it up on YouTube; but for now settle with some nice still images until then!

Continue Reading


Hello everyone, it’s really been a while since I last posted anything about the game.

We are busy at work trying to get things together for the Swedish Gaming Awards-deadline which is due 14:th of May. Since last time we have finished our editor so it’s in working condition, as well as recruiting a new programmer to work with us making gameplay. We have almost all of the assets for creating the levels completed and the gameplay which albeit buggy and still heavy at work are really starting to take form. It’s looking a bit cloudy on our chances of getting all of what we wanted to show up due to delays but it’s always like this in this kind of business, but we are certain to bring a demo of what our gameplay is going to be like and showing off as much as possible of what we have produced for the competition.
Since last time we have also gotten a very good and solid story to base this game on that we can’t talk much about, but we do have some very fine moments in store for gamers once the project is finished. We are also certain that this is a game we intend to follow through on, and also bring frequent updates once we have more to show for.
But not just yet. We hope to bring videos and much more to show for everyone after the competition ends, but until then I can show you two pieces of art made by Rasmus Jensen:

These are the current concept-art for two of our areas that we want to put in the game. It also shows the new style the game is taking since Rasmus take over as lead-artist and Markus turned to other important things to do in the project. However it’s in good hands as you can see, and we have many more of these to show as we progress.

Final Design?

It’s so very close to being final now, the only thing I imagine could use a bit more work would be for the header to have a flash-file showing leaves blowing around the header logo and reworking a bit on the footer.

I hope you’re liking the new design!