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Proto:A Hat in Time (Windows, Mac OS X)/Alpha/Differences Between Builds

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

Texture Differences

Hmmm...
To do:
Document stuff.

Health HUD

Prototype/Early Alphas Alpha Update 5
AHatIntime AlphaBaseHUD.png AHatIntime AlphaUpdate5HUD.gif

Hat Kid got less tough in Alpha Update 5. All previous builds before Alpha Update 5 not only featured a completely different-looking health HUD, but Hat Kid had more health in those builds of the game. Hat Kid could take 7 hits of damage originally, but starting in Alpha Update 5, she can only take 4. According to Jonas, the creator of the game, this change was made to make each hit more significant. The new HUD graphics, which are exclusive to Alpha Update 5 (and the final game's Modding Tools), feature an animated arrow that correctly points to the amount of health Hat Kid has left. In previous builds, the arrow on the health HUD is non-functional, and simply renders at a 45-degree angle at all times. Very early builds of the game from the Harbor era of development (around late 2012) showed the older HUD design with a working arrow. It's not known why the arrow was coded to be non-functional.

Winter Bookstore Credits

Alpha Base Version (Patched) Alpha Update 5
AHatIntime Credits(BaseAlpha).png AHatIntime Credits(AlphaUpdate5).png

The credits were updated to credit Vince for 3D animations. An older version that includes some flavor text at the top about Hat Kid being grown up was present in the pre-patched initial release of the Alpha.


Model Differences

Mafia Town

Alpha Base Version (September 5 2013) Alpha Update 5/Beta (March 1 2014)
AHatIntime casual chair(AlphaModel).png AHatIntime casual chair(Alpha5Model).png

Although not as high-poly as its Prototype incarnation, the version in the initial release of the Alpha is higher-poly than the version in Alpha Update 5 and the Beta builds. The Alpha Update 5 version also comes with LODs, which the initial Alpha version lacks.


Alpha Base Version (November 8 2013) Alpha Update 5/Beta (March 2 2014)
AHatIntime harbour rocks cliff 07(AlphaModel).png AHatIntime harbour rocks cliff 07(Alpha5Model).png

The version in Alpha Update 5 has a whopping two more vertices than the initial Alpha version. One of the rocks at the bottom was also adjusted slightly.


Alpha Base Version (February 3 2014) Alpha Update 5 (February 23 2014)
AHatIntime harbour building 03(AlphaModel).png AHatIntime harbour building 03(Alpha5Model).png

The Alpha Update 5 iteration has just about twice the amount of polygons and vertices compared to the initial Alpha version due to the addition of rims along the edges of the grass.


Alpha Base Version (February 3 2014) Alpha Update 5 (March 12 2014)
AHatIntime harbour building meat(AlphaModel).png AHatIntime harbour building meat(Alpha5Model).png

This is perhaps one of the biggest changes to any one building in Mafia Town across development. The house that had meat sitting in it (which had more of a use in the Goboiano Prototype and not so much of a use for every build afterwards) was converted into a pool house! Alpha Update 5 is the only Alpha build to have this building this way, and this design would stick around for the Beta builds and final game. Consequently, the unique 'door' models and platform model used in the meat house in builds prior to Alpha Update 5 were presumably deleted and were never seen again.


Alpha Base Version (February 14 2014) Alpha Update 5 (February 22 2014)
AHatIntime harbour river structure(AlphaModel).png AHatIntime harbour river structure(Alpha5Model).png

The UVs on the floor were fixed, but the Alpha Update 5 version doesn't have any textures applied to the bars by default. Whoops. The version in Alpha Update 5 is slightly higher-poly than the one in the initial release.


Alpha Base Version (January 4 2013) Alpha Update 5/Beta/Final (February 22 2014)
AHatIntime harbor bridge post(AlphaModel).png AHatIntime harbor bridge post(FinalModel).png
Alpha Base Version (February 2 2013) Alpha Update 5/Beta/Final (February 21 2014)
AHatIntime harbor bridge(AlphaModel).png AHatIntime harbor bridge(FinalModel).png

These two models are a rather curious inclusion in the initial release of the Alpha, as they date way far back to before even the Prototypes. Yet, they aren't present in the data for the Prototype builds at all. These appear to have been made for Calcite, the level that preceded Mafia Town's creation, and can be seen in many of the screenshots and footage of the level. They were quickly replaced in an Alpha update, although if they were replaced in Alpha Update 1 or 2 is currently unknown. The early versions are both slightly higher-poly than the final counterparts.


Alpha Base Version (November 8 2013) Alpha Update 5 (March 4 2014)
AHatIntime harbour rocks beach 03(AlphaModel).png AHatIntime harbour rocks beach 03(Alpha5Model).png

The initial version has more vertices: 531 vs 309.


Alpha Base Version (November 11 2013) Alpha Update 5 (March 5 2014)
AHatIntime harbour rocks beach 04(AlphaModel).png AHatIntime harbour rocks beach 04(Alpha5Model).png

A few rocks were adjusted to clean up the overall model.


Alpha Base Version (November 9 2013) Alpha Update 5 (March 9 2014)
AHatIntime harbour rocks industrial 05(AlphaModel).png AHatIntime harbour rocks industrial 05(Alpha5Model).png

The initial version is slightly lower-poly, but has a lot more vertices: 211 polygons and 623 vertices vs 213 polygons and 335 vertices.


Alpha Base Version (February 18 2014) Alpha Update 5 (February 23 2014)
AHatIntime harbour curved path 01(AlphaModel).png AHatIntime harbour curved path 01(Alpha5Model).png

Both models have the same number of polygons and vertices, however, the Alpha Update 5 version has two LODs, while the initial Alpha version has none.


Alpha Base Version (September 12 2013) Alpha Update 5 (February 22 2014)
AHatIntime harbour path 02(AlphaModel).png AHatIntime harbour path 02(Alpha5Model).png

The models are identical except for the UVs for the white bricks being adjusted very slightly.


Alpha Base Version (January 13 2014) Alpha Update 5 (February 22 2014)
AHatIntime harbour path 03(AlphaModel).png AHatIntime harbour path 03(Alpha5Model).png

The Alpha Update 5 version has 23 more vertices than the initial Alpha version, at 423 vertices. The UVs on several parts of the model were adjusted a bit.


Alpha Base Version (September 26 2013) Alpha Update 5/Beta/Final (March 5 2014)
AHatIntime harbour sewer pipe mod(AlphaModel).png AHatIntime harbour sewer pipe mod(FinalModel).png

Polygon and vertices are the exact same amount between the two, however, the final version has 3 LODs, while the initial release version has none. It should be noted, however, that none of the LODs are present in Alpha Update 5, and were only added later, in the Beta builds. Thus, the differences between the two versions within the Alpha builds is currently unknown.


Alpha Base Version (October 18 2013) Alpha Update 5/Beta/Final (March 1 2014)
AHatIntime Orange(AlphaModel).png AHatIntime Orange(FinalModel).png

The version in the initial release is much higher-poly than the final version. However, the final version has an LOD, which the older version lacks.


Alpha Base Version (September 17 2013) Alpha Update 5/Beta/Final (March 5 2014)
AHatIntime harbour lighthouse top(AlphaModel).png AHatIntime harbour lighthouse top(FinalModel).png

The top of the lighthouse slightly increased in polygon count for Alpha Update 5, with it gaining two metal beams on the sides of its glass. (Not shown)


Mafia HQ

Alpha Base Version (December 2 2013) Alpha Update 5/Beta/Final (March 3 2014)
AHatIntime LightBulb All Light Bulb(AlphaModel).png AHatIntime LightBulb All Light Bulb(FinalModel).png

The wire was made much longer.

Alpha Base Version (December 7 2013) Alpha Update 5/Beta (March 15 2014)
AHatIntime mafia throne podium(AlphaModel).png AHatIntime mafia throne podium(Alpha5Model).png

The version in Alpha Update 5 is higher-poly than the initial Alpha version, but has less vertices. It also doesn't have textures applied by default to the actual pillar.

Vanessa's Manor

Alpha Base Version (August 1 2013) Alpha Update 5 (March 1 2014)
AHatIntime manor basement placeholder(AlphaModel).png AHatIntime manor basement placeholder(Alpha5Model).png

The atrocious UVs on the floor were thankfully fixed.

Alpha Base Version (August 1 2013) Alpha Update 5/Beta/Final (March 2 2014)
AHatIntime manor black border bookshelf(AlphaModel).png AHatIntime manor black border bookshelf(FinalModel).png

A model that is intended to prevent the player from looking through the walls out of bounds, this one in particular being used near the secret bookcase path. It was made smaller in Alpha Update 5, for some reason.

Alpha Base Version (November 20 2013) Alpha Update 5/Beta (March 2 2014)
AHatIntime manor entrance(AlphaModel).png AHatIntime manor entrance(Alpha5Model).png

The version in Alpha Update 5 has six less vertices than the initial Alpha version, at 94 vertices. The UVs on the wall were touched up.


Winter Bookstore

Alpha Base Version (January 27 2014) Alpha Update 5/Beta/Final (Modding Tools) (March 5 2014)
AHatIntime bookstore window main inside(AlphaBaseVersionModel).png AHatIntime bookstore window main inside(FinalModel).png

The model for the inside of a window in the Winter Bookstore level was given a glowing backside and made more colorful.

Alpha Base Version (January 26 2014) Alpha Update 5/Beta/Final (February 24 2014)
AHatIntime lamppost bookstore lampost(AlphaModel).png AHatIntime lamppost bookstore lampost(FinalModel).png

Minor adjustments were made to the UVs on the model. Polygon count is exactly the same.


Music Differences

Track Alpha Alpha Update 5
Mafia Town Main Theme
Mafia Town Underwater Theme -

The main theme of Mafia Town is very slightly different between its Alpha Base Version iteration and its Alpha Update 5 incarnation. Again, the differences are extremely minor changes to the percussion and reverb. Alpha Update 1 supposedly had its own variation of the underwater music that was re-imported for Alpha Update 2. That version cannot be provided here due to Alpha Update 1 currently not being recovered yet.


Audio Differences

After Alpha Update 2 released, most of the voiced lines used in the Alpha builds were re-imported for Alpha Update 3, although it's currently unknown if the re-imported lines were used in said update. The lines were edited to make them slightly louder, clearer, and generally easier to hear and understand. As such, the original files for the voice lines below are exclusive to the original Alpha release through Alpha Update 2. The re-imported lines would go on to be used in the Beta builds and final game and/or can be found in the final game's Modding Tools (although the Moon Penguin lines would soon be deleted after the Modding Tools released).

Character Alpha Base Version Alpha Update 5 Transcription
Mafia
Ahha!
Mafia
Got you all figured out!
Mafia
Child is predictable!
Mafia
That's all you got?!
Mafia
What the-?!
Mafia
How did you-?!
Mafia
You can jump?!
Mafia
I'm so confused!
Mafia
Ow, my head!
Mafia
Hey! Child! Shoo! Mafia can't have child witness when Mafia teaching lesson.
Mafia
This awkward for Mafia! Mafia not sure what to do.
Mafia
Boss, what do we do with eye witness?
Mafia
Teach her lesson, boys!
Mafia
Come to papa Mafia!
Mafia
Why you little...
Mafia
I'm gonna take you down!
Mafia
No child will be in the way of Mafia!
Mafia
Take this! And this!
Mafia
Bow to Mafia!
Mafia
Mafia just help you build character!
Mafia
Eat dirt!
Mafia
Feel the pain? Good!
Mafia
Take this! And that!
Mafia
Ha ha!
Mustache Girl
Hey you, down there! Don't think I didn't see you stalking me!
Mustache Girl
Are you looking for your umbrella? I saw it land near the market area when you... you know... FELL from the SKY!
Mustache Girl
Normally I would question how you managed to fall that far, but I'm in a bit of a hurry! I've got a, uh, "party" planned.
Mustache Girl
You're not a robot are you? You know? The beep-boop-beedup-boop! No? ...You sure?
Mustache Girl
Good! Because I don't work with robots! Come up here and I can show you where your umbrella landed.
Mustache Girl
Follow me!
Mustache Girl
Hey, your umbrella landed right over there.
Mustache Girl
I have some... stuff... to take care of so I've gotta run. But it was good to finally meet someone who isn't a big dumb brute!
Mustache Girl
Maybe we can egg some Mafia buildings later or something? Yeah? Yeah that sounds fun.
Mustache Girl
See ya around!
Mustache Girl
Ouch!
Mustache Girl
Ouch!
Mustache Girl
Ouch!
Mustache Girl
Ow!
Mustache Girl
Ow!
Mustache Girl
Ooff!
Mustache Girl
Hah!
Mustache Girl
Hah!
Mustache Girl
Hah!
Moon Penguin
Y'know, we rarely see strangers around these parts.
Moon Penguin
We're a bit of a ehhh, closed community. If you catch my drift.
Moon Penguin
You're not here for trouble are you? Good. Don't get in anyone's way.
Moon Penguin
We don't let just anyone snoop around, alright. You may have a pretty face but you ain't got no suit.

Localization Differences

mafia_npc.int

tutorial0 = Welcome to the [name]Black Market[/name]! This is opportunity to get rare, exclusive items sto- I mean, brought here by Mafia!
tutorial1 = Rules are simple: The person with the most tickets win.[br]Mafia will yell ticket price, and one person can purchase tickets at that price.
tutorial2 = Try to get many tickets at low price! Item is sold when I feel it is time end. You lose all tickets when done.
tutorial3 = Good luck!

newprice_1 = Price is 1!
newprice_2 = Price is 2!
newprice_5 = Price is 5!
newprice_10 = Price is 10!
newprice_20 = Price is 20!
newprice_30 = Price is 30!
newprice_50 = Price is 50!
newprice_100 = Price is 100!
newprice_200 = Price is 200!
newprice_300 = Price is 300!
newprice_400 = Price is 400!
sold1 = And sold!

Text was added for the unused and later scrapped black market auction minigame, and only appears in Alpha Update 5 and the Beta builds.

mafiatown.int

propellor_unlock0 = You got [name]the propellor upgrade[/name]![br]Press [button:attack] to spin to new heights!

Text was added for the unused and scrapped propellor upgrade.

moonpenguins.int

Alpha Base Version

strangers0 = Y'know,[waitlong] we rarely see strangers around these parts.
strangers1 = We're a bit of a ehhh[waitlong], closed community. [waitlong]If you catch my drift.
strangers2 = We don't let just anyone snoop around, [waitlong]alright. [waitlong]You may have a pretty face[waitlong] but you ain't[wait] got[wait] no[wait] suit.

trouble0 = You're not here for trouble are you? [waitlong]Good. [waitlong]Don't get in anyone's way.

became

Alpha Update 5

strangers0 = Y'know,[wait] we rarely see strangers around these parts.
strangers1 = We're a bit of a ehhh[wait], closed community. [wait]If you catch my drift.
strangers2 = We don't let just anyone snoop around, [wait]alright. [wait]You may have a pretty face[wait] but you ain't[wait] got[wait] no[wait] suit.

trouble0 = You're not here for trouble are you? [wait]Good. [wait]Don't get in anyone's way.

Most of the 'wait' text commands were set to be the shorter versions, most likely to keep a better pace with the accompanied voice acting.

mustachegirl.int

Alpha Base Version

tower0 = Hey you, down there! Don't think I didn't see you stalking me!
tower1 = Are you looking for your umbrella? I saw it land near the market area when you... you know... FELL from the SKY!
tower2 = Normally I would question how you managed to fall that far, but I've got a, uh, "party" planned.
tower3 = You're not a robot are you? You know? The beep-boop-beedup-boop! No? ...You sure?
tower4 = Good! Because I don't work with robots! Come up here and I can show you where your umbrella landed.

grabbed0 = Dude, get off of me!!

became

Alpha Update 5

tower0 = Hey you,[waitlong] down there! [waitlong][waitlong]Don't think I didn't see you stalking me!
tower1 = Are you looking for your umbrella? [waitlong][waitlong]I saw it land near the market area when you... [waitlong][waitlong]you know... [waitlong]FELL from the SKY!
tower2 = Normally I would question [waitlong]how you managed to fall that far, [waitlong][waitlong]but I'm in a bit of a hurry![waitlong][br]I've got a, [waitlong]uh, [waitlong]"party" planned.
tower3 = You're not a robot are you? [waitlong][waitlong]You know? The beep[wait]-boop[wait]-beedup[wait]-boop! [waitlong]No? [waitlong]...You sure?
tower4 = Good! Because I don't work with robots! [waitlong]Come up here and I can show you where your umbrella landed.

grabbed0 = Dude, get off[br]of me!!

A bunch of 'wait' text commands were added likely to keep better pace with the voice acting, and a linebreak command was added to one of her Barrel Battle arena idle dialogues. Her third tower line was also updated to add a large missing chunk of text, to match up with her voice acting.

snatcher.int

Alpha Base Version

intro5 = [shake]You need to go up, or else she'll come up here and find you, right? I guess it would be a terrible misfortune if [hint]the key disappered[/hint], [wave]ha ha ha[/wave]![/shake]

became

Alpha Update 5

intro5 = [shake]You need to go up, or else she'll come up here and find you, right? I guess it would be a terrible misfortune if [hint]the key disappeared[/hint], [wave]ha ha ha[/wave]![/shake]

A minor typo correction in 'disappeared'.

collectibles.int

Alpha Base Version

BadgeCollect1 = You've collected an entire [name][itemname][/name]! Equip it to unlock its powers!

became

Alpha Update 5

BadgeCollect1 = You've collected an entire [name][itemname][/name]! Equip it to unlock its powers! Change active badge with [button:badgeswitch]!

The text that displays when you collect a Badge and have enough to equip it was updated to mention the new feature of being able to swap around which Badge you're using.

menus.int

SingleMafiaTownRain = Mafia Town (Chapter 1 Act 2)
SingleMafiaHQ = Mafia HQ (Chapter 1 Act 2)
SingleSubcon = Subcon Forest (Chapter 2 Act 1)

New text was added for the level select for new levels, despite none of these being accessible in any version of the Alpha (although Mafia Town Act 2 could be accessed in Alpha Update 5 by cheating).

SettingsControls = Controls
SettingsControls_Keyboard = Keyboard
SettingsControls_Controller = Controller
SettingsGame_Multiplayer = Coop

SettingsAudio_MusicVolume = Music Volume
SettingsAudio_VoiceVolume = Voice Volume

SetGraphicsRealTimeEnvShadows = Realtime Environment

SetGraphicsADOF = Advanced DoF

SetInputControllerOnTheFly = Autodetect Controller

New text was added for the new settings options added through the various updates.

Alpha Base Version

GraphicsBucketQuality = Graphics Quality
GraphicsBucketQuality0 = Very High Quality
GraphicsBucketQuality1 = High Quality
GraphicsBucketQuality2 = Medium Quality
GraphicsBucketQuality3 = Low Quality
GraphicsBucketQuality4 = Very Low Quality

became

Alpha Update 5

GraphicsWorldDetail = World Detail

GraphicsDetailPresets = Graphics Detail

GraphicsCustomize = Customize

The way world graphics settings is chosen was changed up.

GameEnableSpeedrunTimer = Enable Speedrun Timer
GameDisplaySpeedrunTimer = Render Speedrun Timer
InvertCameraX = Invert Cam X
InvertCameraY = Invert Cam Y
ControllerEnableRumble = Rumble
CameraSnapSpeed = Camera Snap Speed

percent0 = 0%
percent10 = 10%
percent20 = 20%
percent30 = 30%
percent40 = 40%
percent50 = 50%
percent60 = 60%
percent70 = 70%
percent80 = 80%
percent90 = 90%
percent100 = 100%
percent110 = 110%
percent120 = 120%
percent130 = 130%
percent140 = 140%
percent150 = 150%

SpeedVerySlow = Very Slow
SpeedSlow = Slow
SpeedStandard = Standard
SpeedFast = Fast
SpeedVeryFast = Very Fast

Splitscreen = Splitscreen
Splitscreen_Horizontal = Horizontal
Splitscreen_Vertical = Vertical
Splitscreen_Combined = Combined

A bunch of additional text for more settings, including the speedrun timer and being able to change whether split-screen Coop would be horizontal or vertical. In the final, the only option is vertical split-screen.

taunts.int

Alpha Base Version

ToggleFirstperson = Toggle Firstperson

became

Alpha Update 5

ToggleFirstperson = Toggle First-Person

A minor formatting change.

tutorial.int

watersubmerge = In water to dive

New hint text was added to instruct the player on how to dive underwater.

Coding Differences

As the patch notes for the Alpha builds is thorough, this section will only cover interesting specifics and changes that aren't mentioned in the patch notes.

Quick Dodge Badge

Now locks your rotation when using the Badge. Teleport time has been reduced from 0.2 to 0.15.

Balloons

Collision was properly aligned with the model. Previously, it was offset by 37 units upwards.

Dialogue Bubbles

Text scrolling speed was slowed down: 50 -> 40.

Cockroaches

Can now only be squished by the player if their velocity is greater than 10.

Important Collectibles

Now stop moving completely upon being collected.

Enemies

Minor changes to path finding AI. If an enemy is locked in a 2D plane, when they are defeated and drop a collectible, their velocity is now calculated differently.

Mafia Shark

Is now faster: 360 -> 390.

Forest Trap

The unused forest trap objects for Subcon Forest had their coding to change the music when activated disabled.

Debug HUD

The unused "Hat_HUDElementDebug" was changed to handle debugging the newly-added (also unused) rhythm slashing minigame intended for Mafia HQ, as well as handling controller IDs.

Lava Meshes

Coding was updated to allow them to damage players even while hidden if allowed to, and also prevent them from harming the the player if hidden and not allowed to.

Removed Material Expressions

"Hat_MaterialExpressionOcclusion" and "Hat_MaterialExpressionRimColor" were completely removed from the game data by Alpha Update 5.

Rain

Plenty of additional coding was added for the rainy weather effect seen in Prototype footage and the Beta builds and beyond, although the rain effect still remains unused in the Alpha builds. Rain now also creates splash particles on the ground, and is aligned with the player a bit lower than before: -200 -> -230. It was also scaled down a bit: 5x -> 3x. Coding for a DrawBoxComponent was also removed from the class.

Hat Kid

Minor tweaks to wall-jumping code. When performing a dive cancel, The player's horizontal velocity is now cut in half and the vertical velocity is now hard locked at 250. Can no longer attack in first-person mode. Added coding support for the unused rhythm slash minigame.

Dark Hat Kid (Snatcher Kid)

Health Regen delay increased from 5 to 7.

Vanessa

Collision radius decreased from 15 to 12.

Coop

Some small bits of Coop mode were implemented by Alpha Update 5, but wouldn't be more properly implemented until the Pax 2014 build a month later. An example is handling the spawn points for both characters, checking if the desired point is obstructed, etc. More defined code for split-screen modes was added, as well.

Energy Meter

There were a few adjustments and improvements made to the Energy Meter between the Base Alpha build and Alpha Update 5. Firstly, the Energy Meter and badge slots only display if the player had obtained any Badges. In the Base Alpha build, the meter and slots display even if the player has no Badges.


A little idle animation was added to the Energy Meter in Alpha Update 5 exclusively, shown below:
AHatIntime Alpha5BitMeterAnim.gif
This same kind of animation for the Energy Meter (although not exactly the same) would also appear in the Beta builds.


Finally, in Alpha Update 5, the player can select which Badges to use when they have more than three, but not in the Base Alpha build.