Last week we talked about some of the exploratory work that never made it into the game, but this time we thought we’d tickle your aural fancies with some of the sweet, sweet sounds of the Smooth Moves Co. on the Moving Out Soundtrack!
It was a dark and stormy afternoon - it had started out sunny, but TeamSMG Melbourne are in, well, Melbourne, and no day ever ends as it begins – and one of our game designers, who happens to have been an all-star editor in his previous life, dropped a quintessential 80s track on a rough edit of our announce trailer. Oh my goodness, after countless tracks that just didn’t work, Dave nailed it with The Touch.
We all rejoiced! After listening to countless themes written specifically for the game, we realised that we didn’t just want something that SOUNDED like the 80s; we wanted the ACTUAL 80s. Revelation! Though why limit yourself to just one tasty, authentic morsel? We didn’t just want The Touch, we wanted the essence, the core, the crescendo! We wanted the originator.
Enter, Lenny Macaluso. Co-writing The Touch with Stan Bush in 1986, Lenny has so much 80s music clout that we could barely contain ourselves. Though in retirement, Lenny was generous enough to share music he legit wrote in the 80s, tracks never before shared with anyone else, tracks that are now inextricably tied to Moving Out. We know that the soundtrack to Moving Out feels like the 80s because it genuinely is from the 80s. You’re welcome.
Now the sound is on point, but we also just loved working with Lenny. Not only does his music give you good vibes, but he was so supportive of the game itself. He worked so beautifully with us that we even designed and named a level after him with framed gold records to boot.
If you’re anything like us and you can’t get enough of the music in the game, well you’re in luck! The Moving Out Soundtrack is absolutely available on Steam:
There’s also a pretty great IGN Interview with Lenny if you wanna check that out too: https://www.ign.com/articles/moving-out-and-grooving-out
Lastly, there’s an Interview between Lenny and John Szoke, our Moving Out Producer, waxing lyrical about Lenny’s musical history, touring with Tina Turner and what Lenny’s been up to since retiring from the Music Industry: https://www.linkedin.com/pulse/person-who-gave-80s-touch-moving-out-soundtrack-john-szoke/
We hope you really love the soundtrack of the game, and that it transports you back to a time when hair was huge and music was rad.
Until next time, TeamSMG, rockin’ out!
Save 10% on Moving Out + DLC in the Team17 Publisher Sale!
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!
Moving Out – Available Now!
Grab your co-op buddies and get moving – Moving Out is available now on Steam!
Start your exciting career in furniture removals and train to become a fully certified F.A.R.T! (Furniture Arrangement Relocation Technician)
You’ll be tasked with various moving jobs across the busy town of Packmore. Smooth Moves may not be the biggest moving company, but there’s no task too dangerous or strange for this busy team of go-getters. Grow your business to brave new heights, recruit colourful customisable characters, and save your town from furniture peril!
Co-op: Play single player or with up to three friends in local couch co-op! If you’re playing on Steam, you can take the game online with Steam Remote Play Together! Dual Mover Mode: Challenge yourself and take control of two Movers using the joysticks on your controller! Variety of levels: Every moving company starts small, but as your reputation ranks up, so do your destinations. Move through sleepy suburbs, frenzied farms, haunted houses, virtual reality and lands beyond! Character customisation: All Movers have their own unique customisation options and every Mover can use a wheelchair! Assist Mode: Less danger? No problem! More time? You got it! Assist Mode lets you adjust the features in game to suit your player experience. Accessibility Features: Along with the option to toggle on dyslexic-friendly text, Moving Out has an option to adjust UI text, change the control scheme on controller and remap keys on keyboard for PC, and have subtitled speech.
See Moving Out in action!
We’ll have livestreams and VODs running all day over on the Moving Out Steam page! Plus, we’ll be hosting a launch day special livestream and giving you the chance to win one of four copies of the game on the platform of your choice! Tune in to the Team17 Twitch channel at 4PM BST to join the fun!
Smooth Tunes
Loving the soundtrack in Moving Out? It's available right here on Steam!
With the game coming out on the 28th – YEP! That’s tomorrow! – we wanted to highlight a really… interesting feature that is pretty unique to our game.
Introducing:
DUUUUUAAAL MOOOOOOOOVERRRR MOOOODDDDE
I like the sound of that, I hear you say, but what is it? Well, DMM is an Advanced Mode that allows one person to wield TWO movers with ONE controller! We know, that’s crazy!
Like all good things, there was a need for this. Our designers, having to test levels with multiple players, couldn’t really do that alone. Enter the most complicated testing tool we ever created. The functionality to play multiple characters with a single controller was absolutely invaluable to our designers, and they loved it so much that they wanted to share it with everyone!
We also wanted to give solo players access to the two-player content, and without DMM there would have been no easy way to do that.
Now, we want to be really clear here. This mode is HARD! It’s not for everyone. We can’t stress that enough. It requires an almost impossible -to-achieve level of controller mastery and your spatial awareness game must be en pointe.
As this mode is so difficult, we’ve made sure you have to intentionally enable it in the Settings Menu, first. Once you do you’ll see the option to join as Dual Movers. Now we did say this was HARD, so we added a warning screen when you join as Dual Movers because we’re slightly terrified for you. If you’re positive you want to give it a shot… well, we aren’t responsible for the brain explosion that is likely to ensue. You have been warned…
Here’s the really cool thing. You can use a combination of Dual Movers plus individual players controlling characters 3 & 4 or if you want to get really fancy, you can even have two sets of Dual Movers, which allows two players to control four movers simultaneously. Yeah, you might need to re-read that sentence.
We did say this was HARD, right?
To help with any bruised egos, we really want to emphasise that our developers have been using this mode to test the game for a really long time and they can still struggle with it themselves. Even recording content for this Blog: FAIL!
To reiterate… it’s very, very HARD!
As for how to use this mode, you can switch which side of the controller is the primary mover and we have a handy UI dashed indicator so you always know which character is the left/primary mover, even at a glance.
With extensive experience under their belts, our developers suggest always keeping your primary mover to the left of the secondary mover, or you’ll be asking for a whole world of left/right spatial awareness confusion! If you do happen to get your wires crossed, it’s ok, we have you covered – just tap that toggle button to swap and you’ll be back to ‘normal’ in no time.
As this mode is, you know, so HARD, you can always try Dual Mover in combination with Assist Mode options to make things a little more manageable.
When all is said and done, this is a really weird and wacky mode, but maybe that difficulty is just the challenge you’ve been looking for. Maybe it’s something you really want to master. So sure, it might be HARD, but you can always try to go HARDER!!
Dual Mover Mode is something we’re proud to share with you, our super engaged players, and you’ll find it there waiting for you, so make sure you update on launch day and you’ll get these extra goodies as well:
New Dance moves with the option to choose which dance you want to move your mover!
A whole lot more Character Customisation options
4k support for PS4
New and updated Art on heaps of levels with new particle effects included
Random license plates for your Smooth Moves Truck
Milliseconds added to the Game Timer for those extra competitive types among us
Split Keyboard allowing for two players to use the one keyboard on PC
Multi-user Achievements
Awarding bonus challenges retroactively
We are so excited to bring this game to you on April 28th 2020. Oh my goodness, that is TOMORROW! Let us know in the comments what you think about DMM or any of the Day Zero updates and we can’t wait for you to play Moving Out!
Team SMG,
Moving Out from home (just like everybody else in isolation)
Moving Out Monday #15 - Customisation
Hey Movers,
Last week was all about accessibility, but this week we wanted to show off some of the really cool options you’ll have customise your characters and truly make them your own!
The artists went to town when it came to customisation and had lots of fun making weird, quirky and otherwise adorable accessories. We know you’ll have fun making the human characters representative of yourself, but more importantly, you can even put a bird on the bird, you meta-thinking animal.
Running with the animal theme, you can have fish-for-brains and feel bee-utiful with elaborate head pieces of dynamism and grace. And that hair – it IS the 80s, after all.
In spec-tacular fashion, you have many options. You can even sport some bodacious 3D glasses as you toast the perfect waffle. Delicious.
We can’t wait for you to see what our artists have in store for you come character creation and to see what YOU come up with as you play.
May your home be your sanctuary, Team SMG!
PS. Don't forget you can pre-order Moving Out ahead of launch on April 28th to get four extra movers in 'The Employees of the Month' Pack!