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Proto:A Hat in Time (Windows, Mac OS X)/Alpha/Differences to the Final Game/Model Differences

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


Contents

Mafia Town

Town

AHatIntime harbour church dome(AlphaModel).png
Buildings
Mafia do much construction before final game.
AHatIntime harbour rocks festival 04(AlphaModel).png
Rocks
Mafia have many pet rocks!

Balloon

Alpha (November 30 2013) Beta (February 7 2015)
AHatIntime balloon(AlphaModel).png AHatIntime balloon2(BetaModel).png

The common balloon model is still skeletal, like it was in the Prototype builds, and comes with an animation for spinning as well. By the Beta builds, the balloon would be turned into a static mesh model. The Alpha version is a bit higher-poly than the Beta version.

The animation the Alpha's balloon uses:
AHatIntime (Alpha) balloon spin.gif

Casual Chair

Alpha Update 5/Beta (March 1 2014) Final (November 28 2015)
AHatIntime casual chair(Alpha5Model).png AHatIntime casual chair(FinalModel).png

Lower-poly than the final version, and has one less LOD than the final. Its most intensive LOD, however, is lower-poly than the final's most intensive LOD.

Hot Air Balloon

Alpha/Beta (December 18 2013) Final (September 25 2016)
AHatIntime airballoon2(AlphaModel).png AHatIntime airballoon2(FinalModel).png

The hot air balloons floating around Mafia Town are now static meshes, like in the final game. The final version has a slightly different basket design than the one in the Alphas and Betas, and although not shown, the early version has a UV issue on the bottom of the basket that was fixed for the final game. Lastly, the strings that attach the basket to the balloon are completely vertical in the early version, and diagonal in the final.

Wine Barrel

Alpha/Beta (December 15 2013) Final (March 11 2017)
AHatIntime cellar winebarrel small01(AlphaModel).png AHatIntime cellar winebarrel small01(FinalModel).png

Has less vertices than the final: 463 vs 615. The most intensive LOD in the final version is a flat LOD, while the early version has another full model LOD instead.

Cloud

Alpha Update 5 (March 13 2014) Beta/Final (May 15 2014)
AHatIntime Cloud(Alpha5Model).png AHatIntime Cloud(FinalModel).png

Only found in Alpha Update 5, the early cloud model is significantly larger than the one in the final game. Both have the same number of polygons and vertices.

Bridge

Alpha (January 15 2014) Beta (August 16 2014) Final (September 21 2016)
AHatIntime harbour bridge 04(AlphaModel).png AHatIntime harbour bridge 04(BetaModel).png AHatIntime harbour bridge 04(Original).png

The Alpha version of the bridge has a few more vertices than the Beta version, and actually matches the final's stat-wise. However, it lacks any LODs of any kind in the initial Alpha release. In Alpha Update 5, it gained the same number of LODs that the Beta has, which is one more than the final game has. The first LOD in Alpha Update 5 has one less polygon than the first LOD in the Beta, and the second LOD in Alpha Update 5 is much higher-poly than the one in the Beta. The single LOD present in the final's version of the model is higher-poly than any of the LODs from the Alpha and Betas. In regards to textures, between Alpha and Beta, they're the same. The floor texture was changed completely for the final game.

Buoy

Alpha/Beta (November 6 2013) Final (May 19 2015)
AHatIntime harbour bouy(AlphaModel).png AHatIntime harbour bouy(FinalModel).png

Is much larger than in the final game. The top part of the buoy has a distinct top hat shape, whereas the final's is more generic. Has less vertices compared to the final: 231 vs 302. Its most intensive LOD is a full model, while the final game's is a flat LOD.

Beach

Alpha (November 4 2013) Beta (August 16 2014) Final (November 27 2015)
AHatIntime harbour beach(AlphaModel).png AHatIntime harbour beach(BetaModel).png AHatIntime harbour beach(FinalModel).png

The sand in the ocean of Mafia Town is still using the stylized design from the Prototypes. All three models have the same number of polygons and vertices, however, the version in the initial release of the Alpha lacked any LODs. By Alpha Update 5, it had LODs, albeit one less than the Betas and final game do. The Alpha Update 5 LODs are roughly the same stat-wise compared to the ones in the Beta. All LODs in the Beta are lower-poly than the ones in the final game.

Fish

Alpha/Beta (January 20 2014) Final (March 9 2016)
AHatIntime fish 1(AlphaModel).png AHatIntime fish 1(FinalModel).png

The design of the fish is far more simplistic. The early version has a higher polygon count, but less vertices than the final.

Dock Cleat

Alpha/Beta (September 4 2013) Final (September 25 2015)
AHatIntime dock cleat(AlphaModel).png AHatIntime dock cleat(FinalModel).png

Both models have the same number of vertices, but the version in the Alphas completely lacks any LODs. The Beta has LODs for it, although the final also has a flat LOD, which the Beta lacks. All of the other LOD models for it are lower-poly in the Beta than in the final game.

Circular Platform

Alpha (February 17 2014) Beta/Final (August 23 2014)
AHatIntime harbour circular platform(AlphaModel).png AHatIntime harbour circular platform(FinalModel).png

Has less vertices compared to the final: 425 vs 458. The Alpha version lacks any LODs.

Curved Paths

Alpha Update 5 (February 23 2014) Beta/Final (August 23 2014)
AHatIntime harbour curved path 01(Alpha5Model).png AHatIntime harbour curved path 01(FinalModel).png

Has less vertices compared to the final: 1120 vs 1343. LODs are lower-poly than the final's.

Alpha (February 18 2014) Beta/Final (August 23 2014)
AHatIntime harbour curved path 02(AlphaModel).png AHatIntime harbour curved path 02(FinalModel).png

Has less vertices compared to the final: 1214 vs 1438. Completely lacks any LODs in the initial release of the Alpha, but gained two in Alpha Update 5, which are lower-poly than the ones in the final game's.

Cave Door

Alpha (January 19 2014) Beta/Final (August 16 2014)
AHatIntime harbour cave door base(AlphaModel).png AHatIntime harbour cave door base(FinalModel).png

The Alpha version has one more vertice than the final, at 174. It also lacks any LOD models, of which the final has two.

Dock Boards

Alpha (June 26 2013) Beta (August 24 2014) Final (October 3 2015)
AHatIntime harbour dock 01 boards(AlphaModel).png AHatIntime harbour dock 01 boards(BetaModel).png AHatIntime harbour dock 01 boards(FinalModel).png

The Alpha version has more vertices than the final: 5828 vs 5816. The Beta version has less vertices than the final, at 5812. The Alpha version lacks any LODs. The Beta version has LODs, in which the first LOD is lower-poly than the final's, but the second LOD in the final is completely flat, while the Beta's is still a full model.

Alpha (June 26 2013) Beta (August 24 2014) Final (October 3 2015)
AHatIntime harbour dock 02 boards(AlphaModel).png AHatIntime harbour dock 02 boards(BetaModel).png AHatIntime harbour dock 02 boards(FinalModel).png

The Alpha version has one less polygon and vertice than the Beta version and final version. Alpha version lacks any LODs. Beta has LODs, and its first LOD matches the final exactly. Its second LOD, much like the above, is a full model in the Beta but is completely flat in the final.

Girders

Alpha/Beta (September 24 2013) Final (October 3 2015)
AHatIntime harbour girders(AlphaModel).png AHatIntime harbour girders(FinalModel).png

Has less vertices than the final: 1172 vs 1320. The initial Alpha release lacked LODs for this model, but it gained some in Alpha Update 5. The LODs changed between Alpha Update 5, the Beta builds, and the final game.
Stats:
Alpha Update 5 - LOD 1: 468 polygons, 632 vertices. LOD 2: 92 polygons, 199 vertices.
Beta - LOD 1: 708 polygons, 860 vertices. LOD 2: 618 polygons, 765 vertices. LOD 3: 354 polygons, 501 vertices.
Final - LOD 1: 708 polygons, 1008 vertices. LOD 2: 618 polygons, 828 vertices. LOD 3: 354 polygons, 564 vertices.

Factory Pipes

Alpha (September 16 2013) Beta/Final (April 17 2014)
AHatIntime harbour factory pipes(AlphaModel).png AHatIntime harbour factory pipes(FinalModel).png

Uses a bronze material instead of a gold one. Other differences are currently unknown.

Grass Patches

Alpha (January 13 2014) Beta/Final (August 13 2014)
AHatIntime harbour grass 06(AlphaModel).png AHatIntime harbour grass 06(FinalModel).png

Has slightly more vertices than the final: 195 vs 181.

Sand Geometry

Alpha (November 6 2013) Beta/Final (August 16 2014)
AHatIntime harbour grass cliff(AlphaModel).png AHatIntime harbour grass cliff(FinalModel).png

Has slightly less vertices than the final: 151 vs 161. Lacks an LOD model.

Gutter

Alpha/Beta (February 3 2014) Final (October 3 2016)
AHatIntime harbour gutter 03(AlphaModel).png AHatIntime harbour gutter 03(FinalModel).png

Model differences are currently unknown. Lacks LOD models. Material is different, appearing as a more duller deep blue.

Hazard Tape Model

Alpha/Beta (January 13 2014) Final (July 30 2017)
AHatIntime harbour hazard(AlphaModel).png AHatIntime harbour hazard(FinalModel).png

Has half the amount of vertices the final has: 12 vs 24.

Island Boat

Alpha (December 6 2013) Beta/Final (October 4 2014)
AHatIntime harbour island boat(AlphaModel).png AHatIntime harbour island boat(FinalModel).png

The Alpha version is lower-poly than the final and lacks a flat LOD.

Mafia HQ Platform

Alpha/Beta (January 17 2014) Final (September 11 2016)
AHatIntime harbour mafia hq platform(AlphaModel).png AHatIntime harbour mafia hq platform(FinalModel).png

Is much less smooth compared to the final, and thus is lower-poly. The Alpha version lacks any LODs, but it gained some by the Beta builds, which are, obviously, all lower-poly than the final's.

Market Docks

Alpha (November 1 2013) Beta/Final (August 16 2014)
AHatIntime harbour market dock(AlphaModel).png AHatIntime harbour market dock(FinalModel).png

The polygon and vertice count between both versions are the same; the differences are soley in the UVs.

Docks

Alpha (January 6 2014) Beta/Final (August 17 2014)
AHatIntime harbour main dock 01(AlphaModel).png AHatIntime harbour main dock 01(FinalModel).png

Has slightly less vertices than the final: 160 vs 173. Lacks an LOD. The UVs on the stone part on the front were made to tile more in the final version.

Alpha (October 29 2013) Beta/Final (August 16 2014)
AHatIntime harbour main dock 02(AlphaModel).png AHatIntime harbour main dock 02(FinalModel).png

Lacks an LOD. The UVs on the stone part on the front were made to tile more in the final version.

Market Fountain

Alpha (September 30 2013) Beta (August 24 2014) Final (September 14 2016)
AHatIntime harbour market fountain(AlphaModel).png AHatIntime harbour market fountain(BetaModel).png AHatIntime harbour market fountain(FinalModel).png

The Alpha version is much lower-poly than the Beta and final versions. The Beta version has less vertices than the final: 1758 vs 1969. The Alpha version completely lacks any LODs. The Beta version has two LODs, while the final version only has one. The extra LOD in the Beta version heavily decimates the model to make it very low-poly. Visually, the Alpha version is much whiter, while the Beta and final versions are more grey. The Alpha version also lacks the gold rim details seen on the later versions. The final version uses a mossy brick texture, while the Beta version uses a cleaner version of it.

Upper Market Area

Alpha (February 20 2014) Beta (February 25 2015)
AHatIntime harbour market upper(AlphaModel).png AHatIntime harbour market upper(BetaModel).png

This model was replaced in the final game with a similar model with a different name, but it still received a revision in the Beta builds. The Alpha version is slightly lower-poly than the Beta version. Oddly, this asset in the Alpha has an import time that would place it after the initial release of the Alpha, even though it's still found in that version. Seeing as there was apparently a patch quickly released for the initial release, it's possible that map files were affected by the patch too, and that this asset in particular was updated in that patch.

Small Cave

Alpha (December 5 2013) Beta/Final (August 16 2014)
AHatIntime harbour mountain small cave(AlphaModel).png AHatIntime harbour mountain small cave(FinalModel).png

Has slightly more vertices than the final: 139 vs 120.

Palm Tree

Alpha/Beta (December 7 2013) Final (August 16 2017)
AHatIntime harbour palm tree(AlphaModel).png AHatIntime harbour palm tree(FinalModel).png

The design is completely different from the one seen in the Prototype builds. There are still numerous differences, however, mostly stemming from texture differences. The palm tree model in the final game has two material slots, while the pre-Speedrun version has three.

Paths

Alpha (September 12 2013) Beta/Final (August 23 2014)
AHatIntime harbour path 01(AlphaModel).png AHatIntime harbour path 01(FinalModel).png

The white walls were separated from this model and made into their own model for the Beta builds and final game.

Alpha Update 5 (February 22 2014) Beta/Final (August 23 2014)
AHatIntime harbour path 02(Alpha5Model).png AHatIntime harbour path 02(FinalModel).png

Has less vertices than the final: 343 vs 416.

Alpha/Beta (January 15 2014) Final (September 16 2016)
AHatIntime harbour path 04 floor(AlphaModel).png AHatIntime harbour path 04 floor(FinalModel).png

Is significantly lower-poly than the final version: 99 polygons and 87 vertices vs 205 polygons and 235 vertices. The reason for this is due to two small cracks in the ground being added for the final version.

Alpha/Beta (January 18 2014) Final (March 31 2016)
AHatIntime harbour path 04 lower(AlphaModel).png AHatIntime harbour path 04 lower(FinalModel).png

Is slightly higher-poly than the final version.

Alpha Update 5 (February 22 2014) Beta/Final (August 23 2014)
AHatIntime harbour path 03(Alpha5Model).png AHatIntime harbour path 03(FinalModel).png

Has less vertices than the final: 423 vs 474.

Alpha (January 15 2014) Beta/Final (August 16 2014)
AHatIntime harbour path 04 ceiling(AlphaModel).png AHatIntime harbour path 04 ceiling(FinalModel).png

Has slightly less vertices than the final: 49 vs 52. The UVs were changed to tile more in the final version.

Alpha (January 15 2014) Beta (August 23 2014) Final (September 21 2016)
AHatIntime harbour path 04 supports(AlphaModel).png AHatIntime harbour path 04 supports(BetaModel).png AHatIntime harbour path 04 supports(FinalModel).png

The Alpha version has a few more vertices than the Beta version: 58 vs 42. The final version would change one of the pillars into an arch. The Beta version is the only one of these three that has an LOD.

Alpha (January 15 2014) Beta/Final (August 23 2014)
AHatIntime harbour path 04(AlphaModel).png AHatIntime harbour path 04(FinalModel).png

The Alpha version is slightly lower-poly than the final version.

Alpha/Beta (February 14 2014) Final (March 31 2016)
AHatIntime harbour path 04 tunnel(AlphaModel).png AHatIntime harbour path 04 tunnel(FinalModel).png

Has almost half the amount of polygons the final version has: 14 vs 24. The early version is normally pitch-black, so it has been highlighted in the screen so that its shape can be seen.

Pipes

Alpha/Beta (January 2 2014) Final (March 30 2016)
AHatIntime harbour pipe 01(AlphaModel).png AHatIntime harbour pipe 01(FinalModel).png

The color was changed from grey to green, an additional pipe was added to the design, and some ring details on the bottom pipe were removed. The bottom pipe also originally curved three times, while in the final it curves twice. With these changes, the polygon count between the two is actually rather close, with the early version only being slightly higher-poly than the final's. The initial Alpha release lacked any LODs, but gained a single LOD by Alpha Update 5. In the Beta builds, it had 3 LODs, like in the final. The LOD in Alpha Update 5 is extremely strong, being very low-poly. The LODs in the Beta are nowhere near as intensive, and are still a bit higher-poly than the ones in the final game.

Alpha/Beta (January 3 2014) Final (March 30 2016)
AHatIntime harbour pipe 03(AlphaModel).png AHatIntime harbour pipe 03(FinalModel).png

The color was changed from grey to light-blue, an additional pipe was added to the design, and all of the ring details on the pipe were removed. The initial Alpha release lacked any LODs, but gained a single LOD by Alpha Update 5. In the Beta builds, it had 3 LODs, like in the final. The LOD in Alpha Update 5 is extremely strong, being very low-poly. The LODs in the Beta are nowhere near as intensive, and are still a bit higher-poly than the ones in the final game.

Plant Boxes

Alpha (January 13 2014) Beta/Final (August 17 2014)
AHatIntime harbour plant boxes 01(AlphaModel).png AHatIntime harbour plant boxes 01(FinalModel).png

Is slightly lower-poly than the final version. Lacks an LOD model.

Alpha (February 14 2014) Final (August 23 2014)
AHatIntime harbour plant boxes 02(AlphaModel).png AHatIntime harbour plant boxes 02(FinalModel).png

Has less vertices than the final: 220 vs 248. Lacks an LOD model.

Alpha (February 14 2014) Beta (August 23 2014) Final (September 26 2016)
AHatIntime harbour plant boxes 03(AlphaModel).png AHatIntime harbour plant boxes 03(BetaModel).png AHatIntime harbour plant boxes 03(FinalModel).png

Has minor differences here and there. Polygon and vertice count fluctuate between the model versions, with the Beta's being the lowest-poly of the three.

Minor Buildings

Alpha (February 17 2014) Beta (August 23 2014) Final (October 7 2016)
AHatIntime harbour platform 04(AlphaModel).png AHatIntime harbour platform 04(BetaModel).png AHatIntime harbour platform 04(FinalModel).png

The Alpha and Beta versions have the same polygon and vertice count. The Alpha version lacks an LOD model, as does the final version. Both early versions have less vertices than the final: 159 vs 193.


Alpha (February 17 2014) Beta (August 23 2014) Final (October 3 2015)
AHatIntime harbour platform 03(AlphaModel).png AHatIntime harbour platform 03(BetaModel).png AHatIntime harbour platform 03(FinalModel).png

Both the Alpha and Beta versions of the platform have the stairs next to it as part of the model itself instead of being a separate model. The Alpha version lacks any LODs.

Alpha (November 1 2013) Beta (August 16 2014) Final (October 3 2015)
AHatIntime harbour platform 03 02(AlphaModel).png AHatIntime harbour platform 03 02(BetaModel).png AHatIntime harbour platform 03 02(FinalModel).png

Each model progressively gets more and more vertices. The UVs were heavily adjusted between Alpha and Beta.

Alpha (December 27 2013) Beta (August 13 2014) Final (July 16 2017)
AHatIntime harbour platform 02(AlphaModel).png AHatIntime harbour platform 02(BetaModel).png AHatIntime harbour platform 02(FinalModel).png

Primary changes are UVs and an additional material slot being added between the Beta and final versions.

Alpha Update 5 (February 22 2014) Beta/Final (August 23 2014)
AHatIntime harbour platform 05(Alpha5Model).png AHatIntime harbour platform 05(FinalModel).png

Has less vertices than the final: 100 vs 131.

Alpha (February 17 2014) Beta (August 23 2014) Final (September 18 2016)
AHatIntime harbour plant shop glass(AlphaModel).png AHatIntime harbour plant shop glass(BetaModel).png AHatIntime harbour plant shop glass(FinalModel).png

The Alpha version is now separated from the shops next to it. The Beta version added a grey stone rim at the bottom, and the final version overhauls the visuals completely by making it a full-on greenhouse.

Alpha (January 16 2014) Beta/Final (August 16 2014)
AHatIntime harbour platform 06(AlphaModel).png AHatIntime harbour platform 06(FinalModel).png

Has slightly less vertices than the final: 52 vs 66. The UVs were edited to make the texture tile more.

Railings

Alpha/Beta (September 27 2013) Final (October 3 2015)
AHatIntime harbour railing 15(AlphaModel).png AHatIntime harbour railing 15(FinalModel).png

Has a lot less vertices compared to the final: 3703 vs 4329.

Alpha/Beta (December 24 2013) Final (October 3 2015)
AHatIntime harbour railing 20(AlphaModel).png AHatIntime harbour railing 20(FinalModel).png

Has a lot less vertices compared to the final: 3731 vs 4722.

Alpha/Beta (December 27 2013) Final (October 2 2015)
AHatIntime harbour railing 23(AlphaModel).png AHatIntime harbour railing 23(FinalModel).png

The left side of the railing was completely cut off.


AHatIntime harbour railing 25(AlphaModel).png
A unique railing model to the Alphas and Betas, dated December 28 2013. It's a very small and simple railing, almost being modular.

Ruins

AHatIntime harbour ruins(AlphaModel).png
The 'harbour_ruins' model in the Alphas and Betas isn't present in the final game at all, also being absent from the Modding Tools. This version of the model is dated June 30 2013, not very long after Prototype Cosmo was built. The ruins were a platforming set-piece out in the ocean off of the main island. In the final, almost all off-shore level design was removed.

Scaffolding

Alpha (December 29 2013) Beta/Final (August 26 2014)
AHatIntime harbour scaffolding 05(AlphaModel).png AHatIntime harbour scaffolding 05(FinalModel).png

Is a little bit lower-poly than the final version.

Sign Prongs Model

AHatIntime harbour sign prongs(AlphaModel).png
A model of a bunch of prongs, dated October 28 2013. The model is exclusive to the Alpha and Beta builds, and was used to hold up the old Seaside Spaghetti sign. When the sign's design was overhauled for the final game, this model no longer had a purpose, and was completely deleted.

Water Slide Structure

Alpha (September 13 2013) Beta/Final (August 16 2014)
AHatIntime harbour slope structure(AlphaModel).png AHatIntime harbour slope structure(FinalModel).png

Has less vertices than the final: 227 vs 402.

Stairs

Alpha/Beta (September 20 2013) Final (September 29 2016)
AHatIntime harbour stairs 01(AlphaModel).png AHatIntime harbour stairs 01(FinalModel).png

Has a lot less vertices than the final: 897 vs 1740.

Alpha/Beta (January 19 2014) Final (September 29 2016)
AHatIntime harbour stairs 02(AlphaModel).png AHatIntime harbour stairs 02(FinalModel).png

Has a lot less vertices than the final: 896 vs 1743.

Alpha (January 10 2014) Beta/Final (August 16 2014)
AHatIntime harbour stairs 05(AlphaModel).png AHatIntime harbour stairs 05(FinalModel).png

Has less vertices than the final: 1038 vs 1451.

Alpha (January 13 2014) Beta/Final (Modding Tools) (August 28 2014)
AHatIntime harbour stairs 10(AlphaModel).png AHatIntime harbour stairs 10(FinalModel).png

Is slightly higher-poly than the Modding Tools version, but has quite a few less vertices: 875 vs 1005.

Tent

Alpha (January 7 2014) Beta (November 7 2014) Final (September 16 2016)
AHatIntime harbour tent(AlphaModel).png AHatIntime harbour tent(BetaModel).png AHatIntime harbour tent(FinalModel).png

The Alpha version has one less LOD than the Beta version, which is missing the flat LOD that the final version has. The Alpha and Beta versions have the same amount of polygons and vertices, but the LODs differ. The Alpha ones are more intensive and make the model lower-poly, but the Beta's are cleaner. The early versions are both a little lower-poly than the final version.

Wall

Alpha (June 29 2013) Beta/Final (August 14 2014)
AHatIntime harbour wall 01(AlphaModel).png AHatIntime harbour wall 01(FinalModel).png

The UVs were adjusted to tile more.

Mafia Statue

Alpha/Beta (December 30 2013) Final (October 2 2015)
AHatIntime mafia statue(AlphaModel).png AHatIntime mafia statue(FinalModel).png

Is quite a bit higher-poly than the final version. The early version lacks a flat LOD model.

Nail

Alpha/Beta (December 4 2013) Final (August 23 2016)
AHatIntime Nail(AlphaModel).png AHatIntime Nail(FinalModel).png

Has one less vertice than the final version. Let's GO!


Static Seagull Model

AHatIntime seagull static(AlphaModel).png
Another model unique to the Alphas and Betas, dated September 3 2013. This model was used in particles that showed seagulls flying about. In the final, they were replaced with a flat model that uses a texture of a seagull instead.

Statue Pedestal

Alpha (September 6 2013) Beta/Final (April 17 2014)
AHatIntime statue template(AlphaModel).png AHatIntime statue template(FinalModel).png

Has less vertices than the final: 3144 vs 3570. Uses more of a copper color, whereas the final is completely golden.

Square Window

Alpha (September 4 2013) Beta/Final (April 17 2014)
AHatIntime square window(AlphaModel).png AHatIntime square window(FinalModel).png

Has less vertices than the final: 96 vs 120.

Trash Container

Alpha Update 5/Beta (March 1 2014) Final (September 16 2016)
AHatIntime trashcontainer(Alpha5Model).png AHatIntime trashcontainer(FinalModel).png

Is lower-poly than the final, especially noticeable at the hinges for the lid.


HQ

Giant Cutout Sign

Alpha/Beta (November 29 2013) Final (August 9 2017)
AHatIntime Mafia HQ All Mafia HQ Cutout Lights(AlphaModel).png AHatIntime Mafia HQ All Mafia HQ Cutout Lights(FinalModel).png

Is much lower-poly than the final version, having more rigid edges. The LOD model it has decimates the entire sign, while the final's simply removes the lights at the base of the model. Some other details were touched up and added, such as giving the whale a second eyebrow.

Mafia HQ Building Decorations

Alpha/Beta (November 29 2013) Final (August 9 2017)
AHatIntime Mafia HQ All Mafia HQ Window Balcony Umbrella(AlphaModel).png AHatIntime Mafia HQ All Mafia HQ Window Balcony Umbrella(FinalModel).png

Has a lot less vertices than the final: 1910 vs 2794. The windows in the early version do not glow.

Slot Machine

Alpha (Unused) (November 26 2013) Beta/Final (September 7 2014)
AHatIntime mafia slotmachine skel(AlphaModel).png AHatIntime slotmachine skel(FinalModel).png

Has five more vertices than the final, at 1155. The model is loaded because assets listed in all class's default properties are always loaded. The top of the machine reads the title of the game instead of "Slot Machine". The machine uses lighter colors on most of the model, and the scrolling effect at the bottom is of a different design and scrolls horizontally, while the final's scrolls vertically.

Podium

Alpha Update 5/Beta (March 15 2014) Final (January 29 2017)
AHatIntime mafia throne podium(Alpha5Model).png AHatIntime mafia throne podium(FinalModel).png

The podiums were stretched and made much taller for the final version.


Subcon Forest

Forest

Trees

Alpha/Beta (December 12 2013) Final (October 26 2016)
AHatIntime tree1(AlphaModel).png AHatIntime tree1(FinalModel).png

The UVs were edited to account for the new texture.

Alpha/Beta (December 12 2013) Final (October 26 2016)
AHatIntime tree2(AlphaModel).png AHatIntime tree2(FinalModel).png

The UVs were edited to account for the new texture.

Alpha/Beta (December 13 2013) Final (October 26 2016)
AHatIntime tree3(AlphaModel).png AHatIntime tree3(FinalModel).png

The UVs were edited to account for the new texture and the bottom part of the tree was redesigned slightly.


Vanessa's Manor

Basement

Alpha Update 5 (March 1 2014) Beta (January 7 2015) Final (September 9 2015)
AHatIntime manor basement placeholder(Alpha5Model).png AHatIntime manor basement(BetaModel).png AHatIntime manor basement(FinalModel).png

The version of the basement of the manor in the Alphas is marked as placeholder in its filename. The Beta version changes the floor and walls to use caustics. All early versions lack the super secret hole that allows the player to skip the entire level.

Vanessa's Bed

Alpha (September 8 2013) Final (August 15 2017)
AHatIntime manor bed(AlphaModel).png AHatIntime manor bed(FinalModel).png

The bed was completely redesigned for the final game, having a red color scheme, losing the curtains and overall having a more regal appearance.

Black Border Models

Alpha (November 17 2013) Beta (January 7 2015) Final (September 10 2015)
AHatIntime manor black border basement(AlphaModel).png AHatIntime manor black border basement(BetaModel).png AHatIntime manor black border basement(FinalModel).png

A model used in the manor to prevent the player from peeking through walls and seeing things that they shouldn't, with this one being used for the basement. The model was adjusted across development to accommodate for the numerous places and ways the player could see out of bounds.

Alpha (August 3 2013) Beta/Final (June 28 2014)
AHatIntime manor black border floor 01(AlphaModel).png AHatIntime manor black border floor 01(FinalModel).png

This model was used for the first floor. A plane was added to prevent the player from seeing downwards, potentially being able to see the basement.

Carpet

Alpha (November 25 2013) Beta/Final (July 4 2014)
AHatIntime manor carpet floor 02(AlphaModel).png AHatIntime manor carpet floor 02(FinalModel).png

Is slightly lower-poly than the final version.

Hallway Transition Models

Alpha Update 5/Beta (March 2 2014) Final (August 9 2017)
AHatIntime manor entrance(Alpha5Model).png AHatIntime manor entrance(FinalModel).png

Has a lot less vertices than the final version: 94 vs 168. The ceiling was changed from a calk texture to a wooden one.

Alpha (November 20 2013) Beta (January 8 2015) Final (August 9 2017)
AHatIntime manor exit(AlphaModel).png AHatIntime manor exit(BetaModel).png AHatIntime manor exit(FinalModel).png

The Alpha and Beta versions have the same amount of polygons and vertices. Between the Beta and final versions, the ceiling was made to use a wooden texture instead of a calk one, and the amount of vertices increased: 108 vs 170.

Alpha (November 25 2013) Beta (January 7 2015) Final (August 9 2017)
AHatIntime manor floor 01 basement(AlphaModel).png AHatIntime manor floor 01 basement(BetaModel).png AHatIntime manor floor 01 basement(FinalModel).png

The Alpha and Beta versions have the same amount of polygons and vertices. Between the Beta and final versions, the ceiling was made to use a wooden texture instead of a calk one, and the amount of vertices increased: 106 vs 166.

Study

Alpha (November 25 2013) Beta/Final (June 28 2014)
AHatIntime manor floor 01 study(AlphaModel).png AHatIntime manor floor 01 study(FinalModel).png

Has less vertices than the final version: 74 vs 95.

Grandfather Clock

Alpha/Beta (August 6 2013) Final (November 16 2015)
AHatIntime manor grandfather nopendulum(AlphaModel).png AHatIntime manor grandfather nopendulum(FinalModel).png

The final model is much smaller than the early version.

Kitchen Table

Alpha (September 15 2013) Beta/Final (June 29 2014)
AHatIntime manor kitchen tableL(AlphaModel).png AHatIntime manor kitchen tableL(FinalModel).png

Has less vertices than the final: 96 vs 126.

Makeup Table

Alpha (November 21 2013) Beta/Final (June 29 2014)
AHatIntime manor makeup table(AlphaModel).png AHatIntime manor makeup table(FinalModel).png

Is slightly higher-poly than the final version.

Bathroom Mirror

Alpha (August 18 2013) Beta/Final (July 2 2014)
AHatIntime manor mirror bathroom(AlphaModel).png AHatIntime manor mirror bathroom(FinalModel).png

The design is completely different, going from a generic square mirror to an oval-shaped design.

Bathroom Sink

Alpha (July 19 2013) Beta/Final (July 3 2014)
AHatIntime manor sink bathroom(AlphaModel).png AHatIntime manor sink bathroom(FinalModel).png

This design was also completely overhauled, gaining a lot more detail in the process.

Bathroom Towel Rack

Alpha (July 21 2013) Beta/Final (June 28 2014)
AHatIntime manor towel rack(AlphaModel).png AHatIntime manor towel rack(FinalModel).png

The towel rack in the bathroom actually had towels on it in the Alpha builds. They were likely removed in the Beta builds to work better with Vanessa's animation, where she tries to reach for a towel but fails to grab anything off the rack.

Piano Stool

Alpha (September 22 2013) Beta/Final (June 30 2014)
AHatIntime manor piano Manor Piano Stool(AlphaModel).png AHatIntime manor piano Manor Piano Stool(FinalModel).png

Has less vertices than the final: 957 vs 1032.

Hallway Table

Alpha (September 17 2013) Beta/Final (June 29 2014)
AHatIntime manor table hallway02(AlphaModel).png AHatIntime manor table hallway02(FinalModel).png

Is a little bit higher-poly than the final version.

Vases

Alpha/Beta (November 10 2013) Beta/Final (August 28 2017)
AHatIntime vase(AlphaModel).png AHatIntime vase(FinalModel).png

Has two less vertices than the final, at 458. Woohoo.

Alpha/Beta (November 13 2013) Final (August 18 2018)
AHatIntime manor vase broke(AlphaModel).png AHatIntime manor vase broke(FinalModel).png

The broken vase has four less vertices than the final, at 482. Yahoo.

Spaceship Hub

Placeholder 1st Floor

Alpha (October 23 2013) Beta (July 19 2014) Final (Modding Tools) (April 26 2015)
AHatIntime floor 01 placeholder(AlphaModel).png AHatIntime floor 01 placeholder(BetaModel).png AHatIntime floor 01 placeholder.png

At this stage in development, the spaceship is in a very early state, with most rooms being placeholder and lacking many details. This model is used as a placeholder for the tunnels that connect to various rooms on the first floor of the spaceship. The UVs on the tunnels were updated for its appearance in the Beta builds, and the version leftover in the final game's Modding Tools has one of the tunnels removed, the one that connected from the machine room to the basement, indicating it had been scrapped at that point.

Placeholder 2nd Floor

Alpha (October 18 2013) Beta (July 28 2014)
AHatIntime floor 02 placeholder(AlphaModel).png AHatIntime floor 02 placeholder(BetaModel).png

A model unique to the Alpha and Beta builds, this model serves as a placeholder for the "2nd floor" of the spaceship, which includes the mail room and basement in the Alpha builds, and only the mail room in the Beta builds.

Placeholder 3rd Floor

AHatIntime floor 03 placeholder(AlphaModel).png
A model unique to the Alpha builds, this model serves as a placeholder for the "3rd floor" of the spaceship, that apparently being the attic. The model is dated October 20 2013. Curiously, the model is offset from the main room of the spaceship by a far margin, which could either mean that it was meant to be a room that the player didn't directly travel to (and was likely 'transported' there by a fade to black or cut-in) or it's just placeholder, and its positioning doesn't really matter.

Kitchen Door Rim

Alpha/Beta (October 18 2013) Final (April 25 2015)
AHatIntime Hat Kitchen Door Hat Kitchen Door Rim(AlphaModel).png AHatIntime Hat Kitchen Door Hat Kitchen Door Rim(FinalModel).png

Has more vertices than the final version: 56 vs 48. The final version uses a shiny metal material instead of a basic grey material.

Kitchen Door

Alpha/Beta (October 18 2013) Final (June 22 2016)
AHatIntime Hat Kitchen Door Hat Kitchen Door(AlphaModel).png AHatIntime Hat Kitchen Door Hat Kitchen Door(Original).png

A significant amount of detail was added for the final version, such as a handle and some extra detail at the bottom.

Bedroom

Alpha (October 23 2013) Beta (September 20 2014) Final (July 20 2017)
AHatIntime hub bedroom(AlphaModel).png AHatIntime hub bedroom(BetaModel).png AHatIntime hub bedroom(FinalModel).png

The bedroom is in a very early state in the Alpha builds, being about half the size of the room in the Beta builds and final game. There is no hole for the pillow fort, and the model can only use one material at this point. The bedroom in the Beta builds is similar to the final game's, but the hole to access the pillow fort is square instead of circular.

Machine Room

Alpha (October 23 2013) Beta (July 19 2014) Final (Modding Tools) (January 11 2016)
AHatIntime hub machine room(AlphaModel).png AHatIntime hub machine room(BetaModel).png AHatIntime hub machine room(Older).png

The machine room in the Alphas is also fairly rough, lacking its unique carpet design. The doorways are closer together in the Alpha compared to the later versions. The Beta model is slightly lower-poly than the Modding Tools version.

Main Room Floor

Alpha (October 23 2013) Beta (July 19 2014) Final (December 17 2015)
AHatIntime hub main room floor(AlphaModel).png AHatIntime hub main room floor(BetaModel).png AHatIntime hub main room floor(FinalModel).png

Several tiny edits were made to the floor of the main room across development, mainly where the doorways would be.

Main Room Upper Ledge

Alpha (October 26 2013) Beta (July 28 2014) Final (May 5 2015)
AHatIntime hub main room platform(AlphaModel).png AHatIntime hub main room platform(BetaModel).png AHatIntime hub main room platform(FinalModel).png

The polygon and vertice count fluctuate very slightly between the three versions, but the overall model is the same. Some of the UVs were adjusted on the wall.

Alpha (October 26 2013) Beta (July 8 2014) Final (May 5 2015)
AHatIntime hub main room platform 02(AlphaModel).png AHatIntime hub main room platform 02(BetaModel).png AHatIntime hub main room platform 02(FinalModel).png

The amount of polygons and vertices is the same across all three versions. The UVs were edited slightly for each version.

Alpha (October 26 2013) Beta (September 14 2014) Final (May 5 2015)
AHatIntime hub main room platform 03(AlphaModel).png AHatIntime hub main room platform 03(BetaModel).png AHatIntime hub main room platform 03(FinalModel).png

The amount of polygons and vertices is the same across all three versions. The UVs were edited slightly for each version.

Main Room Stairs

Alpha (October 26 2013) Beta (July 11 2014) Final (February 4 2016)
AHatIntime hub main room stairs(AlphaModel).png AHatIntime hub main room stairs(BetaModel).png AHatIntime hub main room stairs(FinalModel).png

The amount of polygons and vertices between the Alpha and Beta versions is the same, but the Beta version added another material for a metal gold along the bottom of the stairs. Comparing the Beta and final versions, with the Beta having less vertices: 277 vs 301.

Main Room Walls

Alpha (October 26 2013) Beta (July 19 2014) Final (May 5 2015)
AHatIntime hub main room wall 01(AlphaModel).png AHatIntime hub main room wall 01(BetaModel).png AHatIntime hub main room wall 01(FinalModel).png

The main difference with the walls in the main room of the spaceship hub in the Alpha is that there are no windows. As a result, the Alpha versions of the models are much lower-poly than the Beta's and final's.

Alpha (October 26 2013) Beta (November 18 2014) Final (May 5 2015)
AHatIntime hub main room wall 02(AlphaModel).png AHatIntime hub main room wall 02(BetaModel).png AHatIntime hub main room wall 02(FinalModel).png

There was no vault in the Alpha spaceship, so the hole for the vault is missing at this point.

Alpha/Beta (October 25 2013) Final (May 5 2015)
AHatIntime hub main room wall 03(AlphaModel).png AHatIntime hub main room wall 03(FinalModel).png

Three of the four wall models have a red part along the bottom of the wall that was removed for the final versions.

Alpha (October 25 2013) Beta (July 19 2014) Final (May 5 2015)
AHatIntime hub main room wall 04(AlphaModel).png AHatIntime hub main room wall 04(BetaModel).png AHatIntime hub main room wall 04(FinalModel).png


Spaceship Doors

AHatIntime SpaceshipDoor(AlphaModel).png
There are a couple spaceship doors not seen in the final game or its Modding Tools, and are exclusive to the earlier builds. The door design is much simpler than the final game's, and features a simple hat design on the door. This model is dated October 29 2013.


AHatIntime spaceshipdoor2(AlphaModel).png
This door, however, is exclusive to the Alpha builds, and coexists with the above door, for some reason. This model is a bit earlier than the previous one, dated October 17 2013.


Time Clock

AHatIntime timeclock(AlphaModel).png
This model, called 'timeclock' in its filename, is a remnant of one of the original ideas Gears For Breakfast had regarding selecting Acts in Chapters in the game. This was designed back when time travel was a more prominent plot element, and the Alpha builds are the only builds to contain the model for this idea. Its textures are still leftover in the final game's Modding Tools, but the model is long gone. The model is dated October 26 2013.


Water Cooler

Alpha (October 25 2013) Beta (August 11 2014) Final (July 8 2015)
AHatIntime watercooler(AlphaModel).png AHatIntime watercooler(BetaModel).png AHatIntime watercooler(FinalModel).png

The water cooler detail in the spaceship changed across development very slightly. The polygon and vertice count between the Alpha and Beta versions is the same, however they have less vertices than the final: 395 vs 475. The Alpha version also takes on a somewhat peachy color scheme, compared to the Beta and final's bluer colors.

Misc

Hat Kid

Alpha/Beta (November 12 2013) Final (July 18 2017)
AHatIntime HatKidHead(AlphaModel).png AHatIntime HatKidHead(Original).png

Hat Kid's head is significantly lower-poly than the final's, especially in the hair. None of Hat Kid's models have materials applied by default, either. Except for Hat Kid's head, for the eyes.

Alpha (November 12 2013) Beta (August 9 2014) Final (March 9 2017)
AHatIntime HatKidBody(AlphaModel).png AHatIntime HatKidBody(BetaModel).png AHatIntime HatKidBody(FinalModel).png

Both are much lower-poly than the final version. Differences between the Alpha and Beta versions are currently unknown.

Alpha/Beta (November 12 2013) Final (March 9 2017)
AHatIntime HatKidLegs(AlphaModel).png AHatIntime HatKidLegs(FinalModel).png

Again, is much lower-poly than the final version. The legs had some minor design changes just above the shoes.

Alpha/Beta (January 2 2014) Final (August 26 2017)
AHatIntime HatKid RainCoat(AlphaModel).png AHatIntime HatKid RainCoat(FinalModel).png

Again, lower-poly than the final. The tassels were added onto the model instead of being a separate model.

Mafia

Alpha/Beta (January 2 2014) Final (July 10 2016)
AHatIntime MafiaGreg(AlphaModel).png AHatIntime MafiaGreg(FinalModel).png

Slightly lower-poly than the final.

Mustache Girl

Alpha/Beta (February 5 2014) Final (September 23 2017)
AHatIntime MuGirl(AlphaModel).png AHatIntime MuGirl(FinalModel).png

Much lower-poly than the final.

Moon Penguin

Alpha/Beta (February 17 2014) Final (July 11 2016)
AHatIntime MoonPenguin(AlphaModel).png AHatIntime MoonPenguin(FinalModel).png

Minor design change: headphones were added and some adjustments to the suit were made.

Early Science Owl

AHatIntime ScienceOwl(AlphaModel).png
A model for Science Owls that is unique to the Alpha builds, and is an older version than the one featured in the Beta builds. The final model for the Science Owls is also present in these builds, due to being used in the unused enemy class file in the Alphas. The early model is rigged differently and has very different animations. These owls are the ones seen in the spaceship hub on the main menu. The model is dated August 26 2013.