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A Hat in Time (Windows, Mac OS X)/Unused Objects/Enemies

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This is a sub-page of A Hat in Time (Windows, Mac OS X)/Unused Objects.

Hat_Boss_MafiaRocket

AHatIntime Boss MafiaRocket(Object).png
A very odd enemy that is classified as a boss in its script files. It’s a mafia riding a rocket, much like one does in Cheating the Race. It does not move, nor does it have any kind of unique coding to itself. Use unknown. It’s still present in the Modding Tools.

Mafia Shark

Class file: "Hat_Enemy_MafiaShark"
Bot Class: "Hat_Bot_MafiaShark"

The robot shark enemy from the Alpha and Beta builds. It can properly interact with Hat Kid in the earliest versions of the final game, but Hat Kid’s class file has since removed unique variables for interacting with it, and thus it would need to be slightly reprogrammed to function correctly. Otherwise, it behaves like it did in the older builds.


Lazy Paw Gang

AHatIntime MoonKitten(Object).png
(This Actor is shown in the video at the top of the main page)
Class file: "Hat_MoonKitten"
Bot Class: "Hat_Bot_MoonKitten"

The scrapped version of the Lazy Paw Gang, before they were made to fit Alpine Skyline. Compared to their ninja-like variants in the final game, they move slower, attack slower, and cannot turn invisible. They can also balance on ropes, making them the only known enemy ever made for the game that can interact with ropes. They were intended to appear on the Moon as the featured character in the scrapped Act, “Moon Stars”. Remnants of Moon Stars can be found in the initial release of the game, along with the Moon Kittens, fully functional. They’ve long since been removed from the final game and Modding Tools.


Science Owls

Class files: "Hat_Enemy_ScienceOwl_Charge", "Hat_Enemy_ScienceOwl_Fire", and "Hat_Enemy_ScienceOwl_Laser"
Bot Classes: "Hat_Bot_ScienceOwl_Charge, Hat_Bot_ScienceOwl_Fire, and Hat_Bot_ScienceOwl_Laser"

The remains of the unique Science Owl enemies from the Beta builds. In the initial release, all of their relevant coding was present, but have now since been wiped and removed from the final game. Their class files are still present in the Modding Tools, though.


Venus Trap

AHatIntime VenusTrapEnemy(Object).png
(This Actor is shown in the video at the top of the main page)
Class file: "Hat_Enemy_VenusTrap"
Bot Class: "Hat_Bot_VenusTrap"

A trap-based enemy that can be seen in prerelease footage from a Dev Stream on February 27, 2016. The Venus Trap was intended to fool players with an item attached to its tongue, only for it to be a fake and chomp them with its massive teeth if they got too close. It is invincible, but has unused animations indicating it could at least have been stunned at one point. Its class files have since been removed from the final game and Modding Tools. Also, strangely, the coding in its default properties that would assign its Bot class is commented-out, meaning it has no Bot class when loaded in-game. It seems to function fine without it, though. Coding for holding the player in place when getting chomped is also commented-out. No longer present in the game or the Modding Tools.


Rough Patch

AHatIntime BushCat(Object).png
(These Actors are shown in the video at the top of the main page)
Class files: "Hat_Enemy_BushCat" and "Hat_Enemy_BushCat_Dweller"
Bot Class: "Hat_Bot_BushCat"

An unused enemy meant for Subcon Forest. Can be seen in prerelease footage from a Dev Stream on February 27, 2016. They functioned a lot like the Queen Statue enemies in the final game, blending in with the environment and pursuing the player if they got too close. A dweller version was made, too. Invincible to all damage except explosions, although it should be noted that it seems this enemy was originally meant to only be able to be defeated by chemical flasks from the Owl's Brew Badge/Brewing Hat. Thing is, the Damage Type that the chemical flasks used in the Beta builds was the generic explosion type, whereas later they got their own, unique Damage Type. This means that the Rough Patches became immune to their intended weakness, and are now otherwise very diffiult to kill, as only specific hazards can damage them. No longer present in the game or the Modding Tools.


Forest Dweller

AHatIntime EnemyDweller(Object).png
(This Actor is shown in the video at the top of the main page)
Class file: "Hat_Enemy_ForestDweller"
Bot Class: "Hat_Bot_ForestDweller_Enemy"

An odd and very basic enemy that appears as a Forest Dweller. Most likely a test enemy, or an enemy that didn't get very far in development. It floats around, and if it spots the player, it chases them.


Janitor

Class file: "Hat_Enemy_Janitor"
Bot Class: "Hat_Bot_Janitor"

An enemy used in the Beta, meant for Mafia Town at night. They would guard certain paths, and if the player touched them, they freak out, furious, and chase the player with great speed. They have several unused animations for different idling animations, attacks, and exhaustion. Coding for the enemy was initially in the game and the Modding Tools, but has since been wiped. The class file is still there, though.


'Light Plants'

AHatIntime ForestPlants(Object).png
(These Actors are shown in the video at the top of the main page)
Class files: "Hat_Enemy_LightPlant", "Hat_Enemy_LightPlantBig", "Hat_Enemy_LightPlantVeryBig", and "Hat_Enemy_LightPlantTeleporting"
Bot Class: "Hat_Bot_LightPlant"


An enemy which borrows the name of an enemy from the Alpha and Beta builds, but is actually a different enemy now. The 'Forest Plants', as they're called, are tall pink and yellow plants with large mouths that attempt to bite Hat Kid if she gets too close to one. The yellow plant can dig through the ground and appear next to Hat Kid if it spots her. Comes in multiple sizes, although prerelease footage only shows the smallest size of them, suggesting that the larger sizes may just be a leftover of the original Light Plant enemy and was never intended for the Forest Plants. No longer present in the game or the Modding Tools.


Hat_Enemy_FireworkCannon

An unused 'enemy' meant for Battle of the Birds. It's the cannon model from Mafia Town, but Hat Kid can jump on it and attack it to damage it. Has 999 health, and strangely cannot be homing attacked until its health falls below 900.


Hat_Enemy_Mobster_Big

A large Mafia goon with a starry material applied. Can be seen in Prototype footage of the game, and was meant to appear in spike arena traps around Subcon Forest.


Hat_Enemy_Mobster_Forest

A standard Mafia goon also meant to appear in the scrapped spike trap arenas in Subcon Forest. When he dies, he turns into purple dots that fall away.


Hat_Enemy_Mobster_Groovy

A unique design of the Mafia not seen anywhere else. Intended for the original boss fight on the Moon in Trainwreck of Science.


Hat_Enemy_ShockingSquid_Fire

AHatIntime FireSquid(Object).png
(This Actor is shown in the video at the top of the main page)
A red version of the Shocking Squid enemy that uses a different attack from the normal version. It erupts numerous explosive projectiles from its head, which are otherwise unused.


Shromb

AHatIntime ShrombEnemy(Object).png
(This Actor is shown in the video at the top of the main page)
Class file: "Hat_Enemy_Shromb"
A scrapped enemy meant for Subcon. Was repurposed for the egg enemies in Alpine Skyline. Went through numerous revisions in behavior since the Prototypes. No longer present in the game or the Modding Tools.


Hat_Enemy_SleepyRaccoon_Club

A unique version of the Sleepy Raccoon not seen anywhere else. Instead of a pillow, this lad holds onto a bag of chips. Meant for the original boss fight on the Moon in Trainwreck of Science.


Hat_Enemy_ThunderCloud

AHatIntime CloudEnemy(Object).png
(This Actor is shown in the video at the top of the main page)
A small thundercloud that shoots down a little bit of lightning. The attack has no collision, and cannot hurt the player. Invincible.


Hat_Goodie_Chaser_LostBoy

An invincible Snatcher Minion that behaves like the Mafia that runs around the fountain in the first Act of Mafia Town and the Mafio Robo enemies from the Beta. No longer present in the game or the Modding Tools.


Hat_Goodie_Chaser_Thief

The Shady Sunburnt, meant for Sand 'n Sails. He has coding for bumping into Sunburnt NPCs, which would make them speak lines about their money getting stolen. When he bumps into one, a unique particle effect plays.