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Prerelease:A Hat in Time (Windows, Mac OS X)/2013/Post-Kickstarter

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This is a sub-page of Prerelease:A Hat in Time (Windows, Mac OS X)/2013.

Now that the game had been successfully kickstarted, the amount of development videos and screenshots shown slowed down drastically. Regardless, some updates and teases would be posted occasionally on social media and the Kickstarter by the developers.

August 2013

On August 3 2013, Gears For Breakfast posted on their Kickstarter and game's website that Chapter 3's development had begun.[1] The level also had its name already: Trainwreck of Science. The banner below was shown alongside the news:

AHatIntime Prerelease chapter3Logo.png
The Conductor is already shown with his final design in the banner. On August 12 2021, Shane Frost found one of his original sketches of the Conductor before he was refined and implemented into the game:

AHatIntime Development ConductorConceptSketch.jpg
The original sketch for the Conductor is radically different from his final design. He is much taller, has actual eyes, has an ear piercing, and wears a completely different outfit. The only similarities that it seems to share with the final version are the hat and mouth.


In celebration of the Beta builds releasing in 2015, Luigi Lucarelli released some concept art for the game, with quite a few pieces for Trainwreck of Science.[2]

AHatIntime Prerelease trainend sketch.jpgAHatIntime Prerelease train end and cabin concepts.jpg
These two pieces are for the train's caboose and general train pieces. Both are dated August 3 2013. The ladder on the back of the train appeared in the Beta builds, but was removed in the final game.


AHatIntime Prerelease train interior concepts.jpg

AHatIntime Prerelease Machine Room interior colors.jpgAHatIntime Prerelease science room colors.jpgAhatIntime Prerelease train control room.jpg
These four pieces are all dated August 4 2013, and depict interior rooms of the train intended for Murder on the Science Express and the room at the front of the train used in Train Rush as well. There are quite a few differences in some of the rooms compared to the final game, with some of these designs being seen in outdated cubemaps in the initial release. In the machine room, there's a large red door depicted as the entrance to the science room, but the door has a mechanized look to it instead of the simpler design it would receive. Likewise, the door in the science room is completely different from the final's, being made of shiny metal. The floor of the science room is completely different, and an orange trash can is depicted in the concept art. In the final, the trash can was changed to be more detail and use black and grey textures primarily. The layout of this room would also be completely overhauled, lacking most of the decorations seen in the concept art. However, several decorations for the room were made, and can be found leftover in the final game's Modding Tools, unused. Another major difference is the depiction of two cafeterias, of which only one exists in the final. There's an unused test layout texture and model in the Modding Tools that also acknowledges this second cafeteria.

The second cafeteria appears to have a design that has two floors, much like the used one, and lacks two sets of stairs in the middle for navigating between the floors, with there instead appearing to be a spiral staircase. There's three exits to the room, one of them being on the second floor. There appears to be a bar or cafe in the center of the room, a dining table to the left of it, and an additional seating area on the second floor. There's also a small glass tunnel directly above the bar/cafe. The room, overall, has a slightly more fancy look to it compared to the used cafeteria room.

The sketch of the used cafeteria also has a few differences to the final. One of the two sets of the stairs is a slide in the concept art, and there's no exit on the second floor that would lead to branching rooms; in the place of the door, there's a window. Two machines can be seen at the top of the stairs up against the wall. These machines would provide food, but weren't used in the final. They can, however, be found in the final game's Modding Tools. The tables on the first floor aren't up against the wall, with their instead being various machines and furniture.


On August 10 2013, Jonas posted a preview of DX11 image reflections on Tumblr,[3] which is real-time reflections on metal surfaces. He states that this feature will not be in the final game due to unknown issues with the DX11 build of UDK, and this indeed came to pass. There is no DX11 image reflections in any future build of the game, with the game instead using cubemaps.

AHatIntime Prerelease DX11Reflection.jpg
The Machine Room in Trainwreck of Science, used as a sample for a DX11 reflection.

Also on August 10, a screenshot of a test room showcasing a new enemy was posted on Jonas's Tumblr and the game's Facebook page,[4] with about 20 of them visible in the shot. This is an early version of the Science Owl enemy, which has an empty class file in the Prototype builds.

AHatIntime Prerelease ScientistEnemyTest.jpg
The Science Owl enemies are all using Hat Kid's model as placeholder, and are shown to be throwing potions and clipboards, as they are coded to do in the Alpha builds' data.

On August 13 2013, Jonas made another post on his Tumblr[4] showing this screenshot of the Machine Room in Trainwreck of Science:

AHatIntime Prerelease MachineRoomClipboard.jpg
The screenshot shows a gag with a clipboard being attached to a machine listing the intelligence of a few different species. This same gag was used in future builds and the final game.

On August 17 2013, Jonas posted again on Tumblr a screenshot of Hat Kid standing on the outside ledge of a train:

AHatintime Prerelease scienceexpress.jpg
The desert ground the train travels on is shown for the first time here, and appears in future screenshots, footage, and outdated cubemaps in the Beta builds and final game. The model for the ground can be found in the final game's Modding Tools, but the texture used here is not supplied. The wheels of the trains are also different to the Beta builds and final game, appearing as more generic tires rather than actual train wheels. These too, can be found in the final game's Modding Tools. Additionally, there seems to be no traintrack yet.

On August 22 2013, a new Kickstarter update was posted[5] that shows two new screenshots:

AHatIntime Prerelease train2.png
A screenshot of the Conductor, marking his first in-game appearance. The animation he is using is actually a test animation, and can be found in the data of all future builds, including the final game. A cubemap can be made out in the railing behind him, showing two cube-looking objects using the default texture.

AHatIntime Prerelease crow1.png
A screenshot of Crow Agents, marking their first in-game appearance as well. Several of them are standing at a small station near the train, the model for which can be found in the final game's Modding Tools. The scene depicted in the screenshot, according to unused localization found in the Alpha and Beta builds, would be used as a cutscene in Murder on the Science Express.



To cap off August, a video was shared on August 31 2013[6] that shows Rainy Mafia Town for the first time. Do note that the video was shared on August 31, but the video was originally uploaded on July 27 2013. The rain is much shinier and more realistic-looking than it appears in the Beta builds and final game. There aren't any noticeable differences in level layout compared to its last seen incarnation at the end of June, likely due to July being focused on Vanessa's Manor and the first version of the Toilet of Doom boss fight.

AHatIntime Prerelease RainyMafiaTown.jpg
This screenshot of Rainy Mafia Town was posted alongside the video on Jonas's Tumblr.[7]

September 2013

On September 11 2013, Habboi posted an update on his Kinja site,[8] showing a new screenshot of Hat Kid being grabbed by Queen Vanessa.

AHatIntime Prerelease EarlyVanessaCatch.jpg
This would mark Queen Vanessa's first public in-game appearance. This screenshot was also posted on the game's Facebook page.

On September 20 2013, a Kickstarter update was posted[9], showing three new Mafia Town screenshots. These were also posted on their Twitter and Facebook, according to the bottom of the post.

AHatIntime Prerelease building2.jpg
This first screenshot, dated September 15 2013, focuses on a building that is part of a timer puzzle and holds an Electro Shock Badge behind wooden fences.

Compared to the appearance of this area in the Cosmo Prototype:

  • Some minor decal decorations have added some a couple of the buildings.
  • The roof colors have changed from aqua-teal to light-blue.
  • The lighting given off by the Electro Shock Badge is much softer and doesn't appear on the wall behind it.
  • The rocks on the right have been updated to their appearance in the Alpha builds, although given import dates, it seems it received at least one revision between now and the Alphas.

Compared to the appearance of this area in the Alpha builds:

  • The lighting is still orange-tinted, like in the Prototypes, but not quite as much.
  • There is no large wine barrel on the building's balcony.
  • Two wooden shelves were added to the left side of the wooden cage.
  • Several larger barrels were added on the right of the wooden cage, and the two smaller barrels were moved to the left a bit.
  • The docks are still using their white stone appearance that they used in the Prototypes.
  • A graffiti decal was added onto Seaside Spaghetti on the left.
  • The upper levels of the building structure here were decorated with far more detail in the Alphas.
  • The statue on the upper ledge on the right was removed in the Alphas.
  • The Prototype's hot air balloons are still being used.
  • The kittens banner on the upper edge was changed to a completely different banner.

AHatIntime Prerelease waterwaterwater2.png
A screenshot showing an angle peeking out from a window in Seaside Spaghetti. Oddly, there are no mafia seen on the piers at all.

Compared to the appearance of this area in the Cosmo Prototype:

  • Some islands in the distance were moved a bit.
  • Water sparkles are much smaller.
  • The dock pegs now use a shiner metal material like in the Alphas.
  • The lighthouse's door is now black instead of white.
  • The rocks around the lighthouse have been changed to their Alpha appearance, but the normals appear to be a little different.


Compared to the appearance of this area in the Alpha builds:

  • Buoys were added.
  • Blue ships were added.
  • A small poster decal was added on the side of the lighthouse near the door.
  • Torch stands were added to the docks.

AHatIntime Prerelease waterwaterwater.jpg
The last screenshot is of Hat Kid standing on a pier, looking at the entirety of the docks.

Compared to the appearance of this area in the Cosmo Prototype:

  • There are now waves at the base of the upwards waterfall.
  • The rocks on the right side of the upwards waterfall have been changed to their appearance in the Alpha builds.


Compared to the appearance of this area in the Alpha builds:

  • The roof on the building on the right was changed from lime-green to light-blue.
  • The windows shine based on the angle viewed.


On September 26 2013, Habboi posted an update on his Kinja site,[10] which acts as a mini-update for some news for the game recently. Three new screenshots came from this post:

AHatIntime Prerelease Construction.png
A screenshot of the construction area of Mafia Town, showing newly-added girders as the focus. The crane was in this location in the Prototypes, and has presumably been moved to its final location out of the shot. More detail has been added in the form of extra grass, graffiti decals, and additional decorations like boxes and pipes. The Prototype's observatory model, palm tree model, and hot air balloon model are all still being used. The roof of the meat house is now blue, and a large metal pipe is now connected to a wall. The upwards waterfall in the shot still does not have its rock structures along its sides; the dirt mountain the level was planted on in the Prototypes is still visible.

AHatIntime Prerelease UltraWideDisplay.jpg
A photo taken of a multi-monitor display of the game running, showing Hat Kid standing near the starting point in Mafia Town. This photo is dated no later than September 26 2013. Most of the scene appears to be very similar to the appearance of the level in the Alpha builds, but again, the palm trees are still using the Prototype's design.

AHatIntime Prerelease Sun.jpg
This screenshot is a wide shot of the Science Express, with the main focus showing off the new sun style added to the game. The full train is visible, including the Conductor standing on the outside of the caboose.

October 2013

On October 5 2013, a new Kickstarter update was posted,[11] going more in-depth into Subcon Forest, as well as showing off an updated appearance for it.

AHatIntime Prerelease subconbig.jpg
The level appears much bigger compared to its Prototype incarnation.

Additional screenshots of the level were posted on the game's website.[12]

AHatIntime Prerelease firespirits01.jpg
Hat Kid looking at the Fire Spirits in the distance.

AHatIntime Prerelease moon01.jpg
A shot of the moon peeking through the trees.

AHatIntime Prerelease moonjumper01.jpg
Moonjumper can be seen in the background.

AHatIntime Prerelease mushroom01.jpg
A giant blue mushroom, likely serving as the precursor to the oak tree at the start of the level.

AHatIntime Prerelease trees01.jpg
A shot looking straight up at the tops of the trees, with the giant blue mushroom in view.


On October 20 2013, another Kickstarter post was made[13] that showed the first in-game screenshots of the spaceship hub:

AHatIntime Prerelease hub wip.jpg
A shot of the main room. Several decorations are missing, such as machines and the TV. The carpet is missing its fuzzy texture, and there's also no guard rails.

AHatIntime Prerelease playso.jpg
A screenshot of Hat Kid and Mustache girl in the "Coop mode" menu. Most of the options to pick here were just jokes, according to the developers.


On October 26 2013, Jonas posted a screenshot of a stylized planet on his Tumblr:[14]

AHatIntime Prerelease HubPlanet.jpg
This same planet can be seen in some later screenshots, as well hidden in the Alpha builds outside the spaceship hub.

The game's website also got these screenshots and another new one, showing a ladder:[12]

AHatIntime Prerelease HubLadder.jpg
This ladder would stick around in all prerelease builds, and would be replaced by an elevator in the final game.


November 2013

On November 1 2013, a video was uploaded for Halloween that year, showcasing Vanessa's Manor.[15] There are numerous differences since the Greenlight video and the appearance of the level in the Alpha builds.

  • The very first shot of the level in the video, the monochrome shot, has differences not only to the Alpha builds, but in the very next shot of the level itself within the same video. There are no wooden beams in the monochrome shot, and the candles all lack their flames. The hallway mirror model is unfinished and is using default textures, while in the next shot it's fully textured and the model is finished. The floor isn't made of wood in the monochrome shot; instead it's the blue patchy floor seen in the playroom on the 2nd floor. Finally, the painting against the back wall changed what picture it shows.
  • Something interesting to note is that Hat Kid is walking around the level normally, and doesn't have the sneaking animation implemented yet, it seems.
  • The table up against the top right wall in the first hallway is unfinished and is using default textures. The plant pot on top of it isn't finished either, completely lacking the plant and appearing as a white, low-poly vase.
  • The chair in the top right corner looks slightly different to how it does in the Alpha builds, appearing stiffer and taller, as well as using an early texture.
  • The table in the hallway is white and low-poly instead of pink.
  • The mirror on the wall above the green cabinet is cracked in the footage, but completely intact in the Alpha builds.
  • Hat Kid enters the study from the main hall while fleeing from Vanessa, and for a few seconds at this point in the video, some differences can be seen. The walls of the study are still blue, as they were in the Greenlight video, but the floor is properly wood now. Another unfinished table is close to the entrance to the room.
  • The footage then cuts to Hat Kid walking down the hallway on the 2nd floor. The walls of the 2nd floor are still blue, not green.
  • The unfinished pot can be seen again more clearly on the floor next to the door to the bathroom and near the stairs that lead up to the floor.
  • There's a chest sitting on the table on the right. This was removed by the Alpha.
  • The stairs leading up to the 3rd floor are not locked, although it's unknown if, at this point in the footage, Hat Kid already did the 2nd floor puzzle and unlocked it.
  • Further down the hallway is a painting using default textures. This would be a painting of Vanessa and the prince in the Alphas.
  • There's a small red carpet in front of the door to the playroom. This was removed by the Alphas, as well.
  • There is no bookcase in front of the grandfather clock, nor are there any candles on the wall facing away from the camera in the hallway.
  • The unfinished pot can be seen again, this time right up close to the camera, sitting on top of the white low-poly table model.
  • At just about 0:20 in, Vanessa is heard speaking a line that she does not speak in any future builds, and cannot be found in the final game's Modding Tools. The line can be heard as "I swear I heard something [muffled] in here".
  • The walls of Vanessa's bedroom are blue instead of red.
  • Back down on the 1st floor, Hat Kid flees Vanessa while in the study, and glimpse of the kitchen can be seen, showing that the three candles from the Greenlight video have become a candelabra, like in all future builds.
  • Then back up on the 2nd floor, in Vanessa's bedroom, her vanity mirror is shown to be using default textures at this point.
  • A carpet is also in front of the door that leads back out into the hallway, oddly using a texture intended for the much longer hallway carpets. It was removed by the Alpha builds.
  • In the next scene, Hat Kid is shown fleeing Vanessa in a very dark hallway, likely the 3rd floor. The walls are blue instead of orange, and there's no decorations in the hallway at all yet.


The music being used in the video was composed by Eric Gleiser, intended for when Vanessa is chasing you. The music for this was all released on his album, An OST in Time, in 2018, although all of the variants were merged into one track. There's three different variants of the chase music, all used in the video. There's also a stinger that would play when she spotted you, which actually is referenced in commented-out coding in the Alpha builds. Lastly, the music used at the end of the video would be for when she catches you. Each variant can be heard here, divided into separate tracks:

Seen:

Chase1:

Chase2:

Chase3:

Caught:

It's unknown how each variant would be played in-game compared to how future builds handle the music.

AHatIntime Prerelease AtticConceptArt.png
Concept art for the attic of Vanessa's manor, dated November 12 2013. This was released on the game's Facebook page sometime in mid-2014.

On November 16 2013, Jonas shared a screenshot of an orthogonal view of Vanessa's Manor:[16]
AHatIntime Prerelease 2DViewVanessaManor.png
The screenshot depicts the 2nd floor hallway, which still appears blue as it did in the Halloween trailer. The design of the potted plants has been finalized, and the chest that was sitting on top of the table was removed.


On November 29 2013, Jonas posted a screenshot on his Tumblr of Hat Kid standing in the Mafia HQ freezer.[17]

AHatIntime Prerelease MafiaHQFreezer.jpg
The freezer is in a very basic state, containing barely any decorations, having a completely different door, and sporting different-looking walls. The scrapped cake model can be seen in the background on the left.

AHatIntime Prerelease PreAlphaBeach.jpg
This screenshot, according to imported asset dates, is dated sometime between November 7 2013 and December 18 2013, as it contains the finalized palm tree design but still doesn't have the Alpha/Beta design for the hot air balloons. This screenshot appeared on Habboi's once-public website.[18]


December 2013

On December 14 2013, a video was uploaded showcasing a very early version of the Modding Tools.[19] In the video, as a demonstration of the Modding Tools, he makes a portion of a level from Gremlins 2 on the NES. There are a few noteworthy things shown in the video.

  • At the very start of the video, an early version of the '4th Wall' achievement that was available in the Alpha and Beta builds can be seen. It depicts a generic person silhouette with a '?' on their head leaning out of a picture frame. By the Alphas, it was changed to a drawing of three paintings with shadowy figures inside them.
  • At 0:56 in, Jonas builds lighting in the level for the third time, after placing down a Hat Kid skeletal mesh in the level. When the lighting build completes, the mesh throws a warning due to not having a physics assets applied to optimize shadows. The name of the asset is revealed due to this: hatkid_jonas_old. This version of Hat Kid's model was never found in any public build of the game, and it's unknown what differences it had, if any.
  • Time Pieces are shown to have particles effects now, as they previously didn't have any.
  • Something to note is that the Prototype level intro music, composed by Eric Gleiser, is used in the level in the video. It's unknown if Eric was still employed at Gears For Breakfast at this time.





Also dated December 14 are these screenshots of Hat Kid being grabbed by Queen Vanessa and hiding in a closet:[20][21]

AHatIntime Prerelease vanessa1Dec2013.jpg
This scene appears to be taking place on the 2nd floor.

AHatIntime Prerelease closet1.jpg
This scene appears to be the same as it appears in the Alpha builds.


On December 18 2013, a screenshot of Hat Kid in Subcon Forest was shared on the A Hat in Time Twitter account,[22] showing her wearing the Fox Mask.

AHatIntime Prerelease forest1.jpg
The screenshot is actually dated December 14 2013.

On December 26 2013, an update was posted on Kickstarter[23] that officially announced the release date for the Alpha builds of the game: February 20 2014. This planned release date would be kept. More details on the planned features for the Alpha builds can be read here.

References