Today we’re jumping right into the Moving Out world of….PHYSICS!
Who doesn’t love physics?! We couldn’t have the best couch co-op moving game full of mayhem and chaos without talking about the physicality of the world.
So much of the game is about how you interact with the objects. Smashing through windows, soaring through the air, stacking items into your delivery truck with the utmost precision: all worthy goals!
From a gameplay perspective, we wanted you to have the chance to be creative in hitting your delivery quotas – moving is serious business, but life is too short to handle things with delicacy and care! So go on: throw that box out the window. Drag that couch out the door. Playing with someone else? Bend those knees, steady yourself and hurl that coffee table through that window right into your truck! Your clients probably won’t thank you, but you’ll sure get the job done quickly.
If speed is your thing, why not get creative - and efficient – and load that bed up with deliverables? You’ll get done in one trip what would have taken another moving company at least three times as long.
Maybe you’re a very precise person? We’ve designed the physics so you’ll be really challenged if you try to create order out of the unpredictable chaos. Objects have their own mass; some are heavy, some are light, some are somewhere in between. Throw a box and it will fly through the air but the fridge will only rock ominously from side-to-side. Your best bet, my very particular friend, is to place your heavy objects in first and then stack your other deliverables inside the truck in a very Tetris-like fashion. Or you could just chuck the lighter objects in after your heavy ticket items if that feels more satisfying. Either way, you do you.
Now, the physics aren’t just limited to the objectives in the game either. Our level designers really went to town with game play elements so you could hover in the air and be pushed from side to side!
Or you could slide down slippery slopes and try to right yourself just in time…
The art team also got to play with physics for character customisation and accessories. There is nothing as satisfying as the jiggle and swish from hair and tails.
At the end of the day, the physics in Moving Out are a blend of humour and destruction. We wanted success in the game to be unruly. On the one hand, you totally nailed getting those deliverables in the truck but it’s questionable as to whether or not you actually helped anyone. You moved those objects out for sure but just like a tornado, you cleared the space of all its stuff whilst leaving behind a major mess to clean up. It’s not your mess to clean up though so… WIN!
Last week we broke down the process of creating a level. Delving a little deeper, once the level is grey boxed, the Art Team get to weave their magic.
The first Art Pass starts with some annotated paint-overs. The artists then build the structures and any other custom elements necessary for gameplay.
After the first Art Pass is complete, it gets handed back to the level designers to check that the level still functions as it should.
With the all clear, the artists iterate on the look and feel. In this phase, we’re mostly working on making the level feel distinct, whilst making sure it’s still stylistically true to the game. This is also where we get to add some quirkiness and humour!
Once the final Art Pass is complete and the team have worked their magic, it’s back to being checked by designers and then sent off for QA.
There are so many wonderful levels in Moving Out, we can’t wait for you to discover them all!
Don’t forget to add Moving Out to your Steam wishlist and follow to keep up to date with news.
This week, we wanted to share some info on how we go about creating a level for Moving Out!
Hoop House The Hoop House was a fun level to make. The inspiration for the Hoop House was one of the level designer’s childhood homes (shown below) with some tweaks to cater to the gameplay.
Here’s a screenshot of the greyboxed level…
There are several steps involved in the process for creating a Moving Out level…
1. Research 2. Pencil sketch of idea 3. Prototype in probuilder 4. Playtest 5. Feedback and fixes 6. Art Pass (Art team makes it look nice while working with designers to make sure they don’t break gameplay). 7. Final Design Pass (Once art is finished the level is passed back to designers so they can implement colliders and check gameplay.) 8. QA Level
…Once that’s all done, we have a lovely finished level ready to play!
Come back next week for some more dev chat! ːsteamhappyː
Here we'll be updating you with news and insights into the development of Moving Out!
We look forward to sharing a series of posts covering topics such as game features, level designs, the mechanics of moving, art processes, funny development stories and of course, giraffes.
To kick off the first blog we thought we would share what the game looked like after the very first day of development...
We’ve come a long way and can’t wait to show you more!
We're incredibly excited to announce that Moving Out will be playable at EGX 2019 next month!
This will be the first ever UK hands-on of the game! So if you and your friends want to give it a go, head over to the Team17 booth by The Leftfield Collection on the show floor - more info here!
We’re very excited to announce that Team17 have teamed up with SMG Studio and DevM Games to bring chaotic moving simulator Moving Out to Nintendo Switch, PC, PlayStation 4 and Xbox One in 2020!