A Hat in Time (Windows, Mac OS X)/Unused Objects
This is a sub-page of A Hat in Time (Windows, Mac OS X).
Provide footage/screenshots of most of these.
Clean up the information, as it's very messy...
The vast majority of unused objects and HUD were present in the initial release and earliest versions of the Modding Tools, but most have long since been removed from either the final game, the Modding Tools, or both. There have also been unused objects and HUD added in major releases, such as DLC releases. As such, this page shall cover ALL unused objects and HUD from the game’s release on October 5, 2017, through its current state.
- 1 Sub-Pages
- 2 Unused Hat Abilities
- 3 Unused Badges
- 4 Unused Projectiles
- 5 Unused Animation Blend Nodes
- 6 Unused Voice Acting Data
- 7 Unused Expression Components
- 8 Unused Intruder Data
- 9 Unused Damage Types
- 10 Unused Status Effects
- 10.1 Hat_StatusEffect_ChairBound
- 10.2 Hat_StatusEffect_Eaten
- 10.3 Hat_StatusEffect_Electrified
- 10.4 Hat_StatusEffect_Grow
- 10.5 Hat_StatusEffect_Shrink
- 10.6 Hat_StatusEffect_RocketJump
- 10.7 Hat_StatusEffect_SandSkating
- 10.8 Hat_StatusEffect_SnatcherTeleport
- 10.9 Hat_StatusEffect_SpeedBoost and Hat_StatusEffect_SpeedBoost_Mini
- 10.10 Hat_StatusEffect_Spicy
- 10.11 Hat_StatusEffect_Spinning
- 10.12 Hat_StatusEffect_Torpedo
- 10.13 Hat_StatusEffect_Tumbling
- 10.14 Hat_StatusEffect_WaterFlaskRefill
- 11 Unused Volumes
- 12 Unused Weapons
- 13 Unused Vehicles
NPCs and playable characters alike!
What's this thing do?
| Level Objects|
Quick, to the Airmobile!
| HUD Elements & Menus|
What time is it?
These baddies got their butts kicked so hard, they were cut from the game!
| System Class Files|
Enemy Shark do do do do do do...
Unused Hat Abilities
No longer present in the current final game or Modding Tools. Ability fully programmed and works flawlessly. Uses the ladybug hat flair model, as seen in prerelease footage. The ability class file doesn’t handle the movement of the ability, but it does give the Status Effect that handles it. Originally had a strict hover time of exactly 3 seconds, but was commented-out and disabled. Requires two Yarn to stitch.
No longer present in the current final game or Modding Tools. Ability fully programmed and works flawlessly, depending on the user's computer settings and frame rate. Attempting to use the ability will spawn the unused vehicle version of the scooter and make Hat Kid jump on it. If it works correctly, Hat Kid can begin driving around on it without issue, however if the user's frame rate is unstable, Hat Kid will get stuck in the air above the scooter, motionless. The player can then control the scooter, but cannot dismount it, resulting in a softlock. Dismounting the scooter destroys it.
Uses the Thor's Hat model as its default flair, which was delegated to a Sprint Hat flair in the final game. No collectible class for this ability exists. Contains unused item qualities that would've used the unused rarities textures for the hat. Missing localization in the game's data, but can be partially seen in prerelease footage. Requires ten Yarn to stitch.
Teen Angst Badge
Classes: "Hat_Badge_DamageToEnergy" and "Hat_Collectible_BadgePart_DamageToEnergy"
The Teen Angst Badge, leftover from the Beta builds. Its coding has been completely wiped and deprecated, although its graphics and localization are still set up within its default properties. No longer present in the current final game or Modding Tools. Collectible class contains coding to display an error message that says "This badge is obsolete, please replace with yarn."
Electro Shock Badge
Classes: "Hat_Badge_Electroshock" and "Hat_Collectible_BadgePart_Electro"
The scrapped Electro Shock Badge, with its coding intact! The localization it’s looking for is not present in any version of the final game. No longer present in the current final game or Modding Tools.
The Explorer’s Badge, leftover from the Beta builds. Its coding was completely wiped and deprecated, although it still retains its default properties. No longer present in the current final game or Modding Tools.
More Health Badge
A completely scrapped Badge not present in the Beta builds. Uses the unused Owl’s Brew Badge HUD icon as placeholder. Required five badge parts to use. No collectible class for this badge exists. No coding present, although its localization was present in the initial release version of the game. No longer present in the current final game or Modding Tools.
Bucket of Mud Badge
A completely scrapped Badge not present in the Beta builds. Uses the unused Owl’s Brew Badge HUD icon as placeholder. Its localization was present in the initial release of the game. Due to the type of Badge it was coded as, a Trigger Badge, it behaves like a Hat Ability if obtained in the final game. No collectible class for this badge exists. Coding is present and works flawlessly, making Hat Kid become muddy like she can in She Came From Outer Space. Required three badge parts to use. No longer present in the current final game or Modding Tools.
Queen's Love Badge
Classes: "Hat_Badge_Queen" and "Hat_Collectible_BadgePart_Queen"
The Queen’s Love badge, leftover from the Beta builds. Originally coded as a Badge version of the Time Stop Hat, its coding has been wiped and most likely implemented in the final’s Time Stop Hat. Not set up to require badge parts to use or have a HUD icon, but still has coding in its collectible class to use unique a graphic on its Badge model. No longer present in the current final game or Modding Tools.
Rocket Jump Badge
A completely scrapped Badge not present in the Beta builds. Coding is intact, although it only handles giving the player the Status Effect that handles the actual ability. Localization for this badge was present in the initial release of the game. No collectible class for this badge exists. Due to the type of Badge it was coded as, a Trigger Badge, it behaves like a Hat Ability if obtained in the final game. Uses the unused Ice Statue Badge HUD icon as a placeholder, but has no graphic assigned to its Badge model, so it defaults to the Electro Shock Badge’s graphic on the player's hat. Required five badge parts to use. No longer present in the current final game or Modding Tools.
Snatcher's Realm Badge
The Snatcher’s Realm Badge, leftover from the Beta builds. Coding is intact, and works flawlessly. Localization was present in the initial release of the game, oddly describing a different kind of functionality than what the Badge actually does and did in the Beta. No longer present in the current final game or Modding tools.
Air Attack Badge
A weapon badge that replaces the player’s homing attack with the air attack move from prerelease builds. Coding is intact and works flawlessly. Uses a unique graphic for its HUD icon and Badge model, and its localization is still in the final game.
Lunge Attack Badge
A weapon badge that replaces the player’s standard ground combo with a different kind of combo. No collectible class for this badge exists. Coding is intact and works flawlessly. Uses placeholder text for its localization, and has no unique graphics for its HUD icon or Badge model.
Leftover from the Beta. Inflicts the normally unused shrink status effect on the player. Intended to be thrown by the scrapped Science Owl enemies.
A scrapped/removed attack from the Snatcher boss fight. A giant chemical flask. Has a dedicated sound effect for it.
Hat_ProjectileGoop and Hat_ProjectileGoop_Base
Bad chocolate projectiles used by the older versions of the Toilet of Doom fights in the Alpha and Beta builds. They become Hat_JumpingHurtEnemy in the Beta, and Hat_Goop in the Alpha.
The unique projectile used by the unused red Shocking Squid enemy.
The projectile spit out by the scrapped Light Plants. Used in the Alpha and Beta builds.
Unused Animation Blend Nodes
An animation blend node intended for Anim Trees. This was used in the Prototypes for the scrapped Pogo ability, and lists two nodes: “Prep” and “Active”. The “Active” animation can be seen being used in the Prototypes while bouncing around, but the “Prep” animation is not known to have ever been implemented.
An animation blend node for something involving sliding. Unknown context.
Unused Voice Acting Data
Voice acting info for the Moonjumper. An official voice for Moonjumper has never been heard or heard of before.
Voice acting info for TV guy. According to Habboi, someone did audition to voice him, but his voices were never implemented.
Voice acting info for Thor. He never got a voice before being scrapped.
Unused Expression Components
An expression system meant for Rough Patches. The face of a Rough Patch enemy normally never changes, although it does have a texture to support blinking and changing expression. No longer present in the game or the Modding Tools.
Self-explanatory. An older version of Hat Kid's expression system, likely from the Alpha builds. No longer present in the game or the Modding Tools.
An expression system for Tim the Time Lord. No longer present in the game or the Modding Tools.
An expression system for Hat Adult, used in the Alpha and Beta builds.
Unused Intruder Data
A file that would handle spawning the Conductor on the spaceship. Upon obtaining thirteen Time Pieces and having cleared Train Rush, the Conductor would join the player's ship to tell them stories about his past adventures...for a price. No longer present in the game or the Modding Tools.
Unused Damage Types
Inflicts the victim with the shrink status effect. Unused, but used in the Beta builds for the Science Owl enemies.
The damage type meant to be used for the scrapped Electroshock Badge.
Meant for the original Toilet of Doom, for getting hit by a bad chocolate attack. Causes the player to get stuck in their hurt animation.
Meant for the scrapped Phantom Head enemies in the Twilight Dungeon from Sand 'n Sails.
Meant for the scrapped ziplining Goats in Alpine Skyline.
Unknown purpose and context, but meant to be used with the unused spicy status effect.
A damage type meant for Sand 'n Sails, for when Hat Kid runs out of water outside of a safe ring.
A damage type meant for the zombie enemies used in the Calcite era of development.
Unused Status Effects
Unused status effect meant for Conductor/Grooves boss fight. Restricts the player's controls heavily, not allowing any hat abilities, jumping, diving, crouching, or attacking. Uses a unique model. Hat Kid had unique animations for this in the initial release of the game, but they've since been deleted. No longer present in the game or the Modding Tools.
Meant to be used by the scrapped Mafia Shark enemy when eating Hat Kid.
Stuns the player for a brief time while electricity shoots out of them. A node in the player's Anim Tree actually checks for this status effect, and tries to play a unique animation for it. Hat Kid does not have and has never been known to have a unique animation for this status effect, so she T-poses during it.
Meant to be inflicted onto the player by Science Owls, but they never throw a potion that makes the player grow. This status effect doesn't work correctly.
Meant to be inflicted onto the player by Science Owls. Does not work correctly. It should be noted that neither this status effect nor the Grow status effect change the player's collision, physics, or abilities at all.
Status effect used by the unused Rocket Jump Badge. A rocket spawns that Hat Kid jumps on in a somewhat awkward way, then goes flying upwards for a second before the rocket explodes. No longer present in the game or the Modding Tools.
Sand Skating, the replacement for the Sandmobile when Jonas was trying to make traveling in Sand 'n Sails more interesting. Hat Kid had unique animations for this status effect, but they've long since been deleted. Even still, in early versions of the final game, one of these animations, the jumping one, was actually still present in Hat Kid's Anim Tree and is used in those versions of the game while the player has this status effect. The ability is momentum-based, suggesting Hat Kid would use the curvature of the dunes in the desert to build up speed. Uses a unique particle. Additionally, the status effect prevents fall damage, but the player cannot crouch or enter first-person. Has a variable for some kind of flag mesh, but no model is set for it in the class's default properties. Habboi stated in his developer playthrough that the effect made Hat Kid like the running man from The Legend of Zelda: Ocarina of Time, so perhaps Hat Kid would've had a large pole with a flag on it on her back while she had the status effect. This status effect has long since been removed from the game and the Modding Tools.
Status effect used by the player when entering a Snatcher Teleporter.
Hat_StatusEffect_SpeedBoost and Hat_StatusEffect_SpeedBoost_Mini
Status effect used by the Speed Booster item in the Beta builds. Mini version lasts less time, and its purpose and context are unknown.
Speeds up the player like the Speed Boost status effects, but also damages them overtime. Probably meant for a period of development when the player had more than four max health, as this can kill the player quickly. Unknown purpose and context.
Activates a spinning particle for the player and nothing else. Purpose and context unknown.
Spawns a swirling air particle around the player and sends them flying forward for a few seconds. Vaguely resembles one of Mustache Girl's attacks in the first part of her boss fight. Unknown purpose and context.
Hat Kid once had an animation for it, according to its coding. The animation isn't present in any public build. Makes the player difficult to control, trying to move them down. The player cannot jump or move on their own while they have this status effect. This status effect has long since been removed from the game and the Modding Tools.
Meant for Sand 'n Sails when refilling water. Hat Kid takes a Water Flask in her hand, scoops up more water from a well, and puts it back on her person. This entire status effect revolves around an unused animation.
A volume meant for Sand 'n Sails, to protect the player from losing water. Non-functional due to missing and/or commented-out coding in Hat Kid's player class. Was somewhat brought back in DLC 1 by the Hat_HeatSafeVolume, which was made for the Beat the Heat Death Wish.
To be used with the scrapped Mafia Shark enemy. Handles spawning the shark and determining where the shark can move. No longer works properly.
A volume that uses the unused Hat_CameraRoutePoint Actors. Coding for its funtionality has been disabled, but it originally called for functions in Hat Kid's player class, presumably functions that no longer exist. Thus, the volume is essentially useless.
Hat_Weapon_Cocoa_Base and Hat_Weapon_Cocoa
Cocoa weapon meant for scrapped Mafia Town/Maifa HQ mission. Cannot attack. Used in conjunction with the unused Cocoa HUD element.
Hat_Weapon_MagnifyingGlass_Base and Hat_Weapon_MagnifyingGlass
Used in Murder on the Science Express. Cannot attack. Functionality is normally broken and must be re-programmed to function as intended. Seems the player could enter first-person mode to 'investiate' clues and whatnot, though the extent of this functionality is not clear by the coding alone. No longer present in the game or the Modding Tools.
Uses the magnifying glass model as placeholder. Can spray murder suspects, the class file for which can only be found in the Beta builds of the game. Weapon could also be used to whistle, which would make all nearby suspects line up at the unused Detective Line Points in the level. However, the coding for this could only be found in the Beta builds, and was removed before the final game released. No longer present in the game or the Modding Tools.
Not used anymore. Would've been used by the Cocoa weapon and the Magnifying Glass weapon.
Ultra powerful umbrella, which defeats non-invincible enemies in one hit. Used for debugging purposes, obviously, so that enemies don't get in the developer's way.
Hat_VehicleScooter and Hat_VehicleScooter_Mail
(This Actor is shown in the video at the top of the page)
Vehicle versions of the scooter and mail scooter. Mail version has a particle attached to the mail sack that's not used on the normal mail scooter.