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Moving Out Monday #20 – To Infinity and Beyond

Hey Movers,

Last week we looked at some of the levels that didn’t necessarily tie in with the core game narrative but we were excited to include as bonuses. This time we thought we’d show you some of the levels that for one reason or another didn’t quite make the cut!

One of the early ideas we played with was including houses that leaned into Pop Culture references. As we developed these sorts of levels, we found that even though they were cool to look at and were really identifiable, the design and layout constraints actually just made it hard to make the levels super fun or challenging. At the end of the day we got all Bauhaus ‘form follows function’ on ourselves and decided that our levels shouldn't be crippled, even by a cool concept. Some of the references DID actually make it into the final game, but mostly as smaller elements within a level, in a very homage-like way; a tip of the hat, if you will.



One of the levels we had fun with was a Pirate Cove, inspired by old Adventure Movies from the 80s. It was jam-packed with rope bridges and floating platforms; hidden treasure and sunken ships. You might notice that the ship makes a little cameo in the game, and that in itself is a really great part of the development process. Not everything you actually create makes it into the final game and that selectiveness takes time. It's really about polish, and making sure that everything ties back to your core idea.



Sometimes there are levels that aren’t 100% great but they DO have something in them that you love. One of these was a level that gave players a shortcut – hey, try jumping through the windows to get to the truck in record time! While this level didn’t quite hit the mark, it did spark the idea that these shortcuts were definitely worth pursuing in other levels.



The seed of an idea can be planted in one level and then actually come to fruition in another. Sometimes the seed is a complete mechanic, and sometimes it’s a matter of finesse. An early exploration level we had was set in space. It looked cool, but all the jumping to move between the small rocks actually made this level too difficult. The idea was solid, but we found we did have to massage it.



At the end of the day, the ideas that don't quite make the cut are just as important as what you do include in the final product. That’s as true for games as it is for any creative project. It’s this winnowing process, this selectivity, this honing of your actual vision – that’s where the individualism and the voice of your team and your game, really shine through.

Thanks for taking a look with us as we walked down memory lane, and let us know in the comments below if you noticed just where that Pirate Ship turned up – bonus points if you share the reference with us in a weird and wacky way!

Until next time,
Keep moving, indoors

Moving Out Monday #19 – Arcade Levels + Greatest Moves

Hey Movers!

Last week we gave you some topsy turvy tips and tricks to help you smash through the game, but this week we’re highlighting some extra little goodies you’ll be able to unlock in the World Map.

Introducing.... the Packmore Arcade!



As you complete level objectives, you’ll be rewarded with Arcade Tokens. These Tokens unlock Arcade levels for your playing pleasure!

The Arcade levels let our designers try out some challenging and unorthodox ‘moving training’ scenarios, things a little outside the box or the scope of the core game itself. They also test your friendship - you’re welcome - as they require a fair bit of coordination!



We also got to play with some funny concepts. Hey, you never know when you might need to carry a sofa across a 48-lane highway, and thanks to Moving Out, you never need to again!

The Arcade also works as a safe testing ground – you get to learn a whole bunch of skills in the sandbox of the Packmore Arcade.



Now, the Arcade really let us explore ideas outside of the core game, but no one thing can ever do everything. That’s why we have the Greatest Moves!

If you work really hard to get all that Gold, then you’re in luck – we have a special treat for you! Achieving the Gold unlocks access to the Greatest Moves in Packmore’s history!



You'll have fun playing basketball; you’ll get the chance to outpace a boulder as you deliver the client’s goods - you multi-tasker, you! And if you’re really good, you might just learn the secret of Rake Island!



There is so much in store for you to explore and we’re so excited for you to unlock these elements. Let us know in the comments if you’ve managed to get there already, and what you’ve had the most fun with!

Until next time, lockdown movers,
Team SMG!

Moving Out Monday #18 - Tips Tricks

Hey Movers,

Last week we shared how Moving Out began, but with the game out and playable now we thought we'd give you some tips and tricks to get you to pro level in no time!

When it comes to Truck Stacking, try to deliver large & wiggly items first. You can easily throw the smaller objects on top of the big ticket items as you progress.

Now if you stack items neatly, you can maximise space and eliminate later struggles!



Those pesky doorways! As our Friends would say... Pivot! Just make sure you line up straight first.

There’s no shame here, so feel free to break the doors - you'll have more room to move.

Come to think of it, why use doors at all? Just smash through the windows!



Oh, Co-Throw, let me count the ways.

A step-by-step guide:
1. Both players grab opposite ends of the item
2. Both players press and hold the throw button to start swinging the object back and forth
3. Release the throw button when the indicator is green to launch the object in the correct direction



In case you didn’t know, larger items can be tossed into the truck!

Remember: stand facing each other and hold the opposite sides of the object to co-throw or you’ll end up in a royal mess. Release when you see the ‘green’ in the direction you want the object to move or it’ll fall flat.

Lasty, give it some space - don't stand too close to the edge, you want to leave some room to swing!

If things get rough, you can always enable Assist Mode!



BONUS! Repeat the Training! You can get re-certified at any time, movers!

We hope some of these tidbits will help you out moving forward…

Until next time,
Move in Unified Isolation!

Moving Out Monday #17 – DevM + SMG

Hey Movers!

With the game out now and in your wonderful hands, we thought it would be a good time to go back to the beginning (the very best place to start) and talk a little bit about how Moving Out came to be!

It was a long and winding journey, full of mystery and adventure, with many players and moving parts, like all good stories must have.

We begin with Jan from DevM, an independent game developer in Sweden, with tiles such as Extreme Forklifting 2, Desert Worms and Silly Sailing under his belt.



INT. JAN’S FRIEND’S HOME – DAY

It is 2016. Jan is helping a friend move house.

JAN
What if moving houses was a game?

JAN’S FRIEND
Like a moving simulator?

JAN
Ummm...

SIX MONTHS LATER

INT. THE SWEDISH LAIR – NIGHT

TIMELAPSE + MONTAGE: 3 days of Jan hacking away furiously at his keyboard making THE PROTOTYPE.



TWELVE MONTHS LATER
A partnership between DevM and SMG is proclaimed. A bright new era in game development begins.

INT. SMG STUDIOS, MELBOURNE – DAY

Dave is given the game to play. He sees the untapped potential and the cogs begin to turn in his Level Designer mind.

DAVE
I do declare, these characters must jump!

LOTS MORE TIME PASSES
The game is being made.

EVEN MORE TIME PASSES
It is a game.

THE END

Such daring, such intrigue!


Actually, we thought we’d just ask Jan some questions.


What are some of your highlights?
When working alone on a game there’s the constant unknown if the game is any fun, or if the idea even makes sense. [So it was a big deal] the first time I had other people play the prototype - seeing how much they enjoyed it.

Another highlight was visiting Melbourne and seeing that there are actually real people working on the game; it felt a little surreal at first.

What’s it been like to work with SMG and T17? Has it been hard being half the world away and in a completely different timezone?
Waking up and aspects of the game have completely changed. [With SMG in Australia, T17 in the UK and DevM in Sweden] it can be a little challenging to work with the timezones. I’ve always been a night person and don’t like getting up early, but yeah, staying up till 6 in the morning hasn’t been optimal.

What’s the last 2 years of your life been like finishing it?
Mostly a blur... :)

Did you ever think it would get signed and actually released?
I always knew the game would be released in some form, but the initial plan was to make it myself and release it as something much smaller. I knew MO would be bigger than my usual games, my initial estimate placed it at 6 months rather than the usual 3 months. A slight underestimate in hindsight.

It was fun coming into the office in the morning and seeing you’d added a new feature like Laika’s tail wagging when co-moving a heavy object. Did you have a favourite little feature that snuck into the game?
I like the way the movers look at each other and the way Rye-Yu burns their toast when straining.



Have you ever slapped a door into someone’s face?
I’ve slapped kitchen cabinet doors into my own face more times than is reasonable.

Have you ever thrown a couch out of a window?
Not yet.

Who is the premiere moving company in Sweden?
Not the ones I have used.

Does it rain in Packmore?
Not since 1983.

What’s your favourite food?
Pizza after a busy day of moving.



Thanks to Jan from DevM for answering these questions! Let us know in the comments if you noticed Laika’s tail doing that little wag or how much you love the rogue flying toast when Rye-Yu strains.

Until next time Movers,
Have fun playing the game!


Moving Out - Local Co-Op

Hello!

Thank you for your wonderful support so far since launch!

We've been receiving a lot of questions regarding whether there is online co-op in game, so we wanted to give a clear answer here.

Moving Out only supports 1-4 players in local co-op.

If you are playing here on Steam, Moving Out supports Remote Play Together so that you can play with friends over an online connection.

Whilst this this may not work for everyone, it does also run with Parsec and TeamViewer - the mechanics of these are similar to Steam Remote Play.

We appreciate all the feedback you have given us, and we hope that you will continue to enjoy Moving Out!