Proto:A Hat in Time (Windows, Mac OS X)/Alpha/Differences to the Final Game/Texture Differences/HUD Graphics
This is a sub-page of Proto:A Hat in Time (Windows, Mac OS X)/Alpha/Differences to the Final Game/Texture Differences.
Contents
- 1 Gears For Breakfast Logo
- 2 Pon HUD Counter Icon
- 3 Energy Meter
- 4 Confirm HUD Graphics
- 5 Input Button Icons
- 6 Item Obtained Background Graphics
- 7 Health HUD
- 8 Time Piece HUD Icon
- 9 Badges
- 10 Impact Circle Graphic
- 11 Speech Bubbles
- 12 Hat Kid Mugshot Texture
- 13 Thank You Message
- 14 Alpha Build Watermark Texture
Gears For Breakfast Logo
Alpha | Beta/Final |
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The Gears For Breakfast logo that appears when the game boots up is completely different from the logo used in the Beta builds onwards.
Pon HUD Counter Icon
Prototype/Alpha | Beta | Final |
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In line with the Pons in both the Prototypes and Alpha builds being red instead of green, the HUD icon for them matches their design in these builds. By the Beta, they gained their familiar green appearance that looks much closer to the final game's.
Energy Meter
Alpha | Beta/Final (Unused) |
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The Energy Meter received some graphical enhancements by the Beta builds, with the bar itself now being rainbow and at a slightly different angle. The square graphic for Badge slots was straightened out and made more angular and defined.
Confirm HUD Graphics
The Prototype and Alpha builds use completely different graphics for proceeding conversations and confirming menu options than the Beta builds and final game do. By the Betas, the graphics used for these contexts are simple bubble graphics that can change colors and dynamically modify the text that shows what key or button needs to be pressed, depending on whether the player is playing on keyboard or a controller.
Input Button Icons
Alpha | Beta/Final |
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All of the controller buttons were changed for the Beta builds and final game. The mouse input icons were redrawn completely. The Alpha versions can still be found in the final game's Modding Tools.
Alpha | Beta/Final |
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The icon for the keyboard buttons received two versions: one for the space bar and another for all other keys. The Alpha version can also be found in the Modding Tools.
Item Obtained Background Graphics
These two graphics are used in the Alpha builds when obtaining a significant item. By the Beta builds, this effect was completely scrapped.
Health HUD
Prototype/Early Alphas | Alpha Update 5 | Beta/Final |
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The graphics for the Health HUD are very different to the final game's design, being a dark-brown hat surrounded by a thin yellow-orange ring. In the Prototype builds and early Alpha builds, Hat Kid had 7 health by default instead of only 4, and each hit Hat Kid could take would be represented by the round rectangle graphics, with the black version being used for empty health. Alpha Update 5 overhauled the look of the HUD completely, and reduced the max amount of HP for Hat Kid to 4. Both still use an arrow, although it should be the mentioned that the arrow graphic in the Prototypes and early Alphas is non-functional. A few early screenshots that predate even Harbor show that the arrow was meant to point to the player's current health, but by October 2012, that functionality no longer existed. The arrow graphic is simply programmed to render at a 45 degree angle at all times. The Beta builds introduced the final design for the player's Health HUD, which involved another total redesign to a more compass-like appearance that doesn't use an arrow.
Prototype/Early Alphas | Alpha Update 5 |
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Time Piece HUD Icon
Prototype/Alpha | Beta | Final |
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The HUD icon for the player's total collected Time Pieces in the Prototypes and Alpha builds is a somewhat crudely-drawn brown hourglass with teal sand flowing in it. By the Beta builds, the icon was completely redone with a more stylized appearance alongside being given a blue color, and the final game overhauled the design once again with a much higher resolution and far more detail.
Badges
Three scrapped Badges, the Owl's Brew Badge, the Queen's Love Badge, and the Snatcher's Realm Badge all went through several different graphical incarnations across development.
Impact Circle Graphic
Pre-Speedrun | Final |
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The resolution for a graphic used for an effect that plays when bonking into things or smacking something that cannot be broken was cut in half for the final game, as well as the red color being made more solid around the outer edges of the ring.
Speech Bubbles
Pre-Speedrun | Final |
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Much like the Prototype builds, the UI speech bubbles use older designs that were replaced for the Speedrun builds and final game. The older designs can still be found in the final game's Modding Tools, although it should be noted that the small bubbles for normal talking and screaming are smaller resolution in the final game's Modding Tools compared to the versions found in the older builds.
Hat Kid Mugshot Texture
Pre-Final | Speedrun Performance |
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The mugshot icon for Hat Kid in all prerelease builds of the game except the Speedrun Performance Build is an older, rougher design that was snipped from concept art.
Thank You Message
Alpha | Final (Unused) |
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A message that thanks the player is present in the builds, and a similar texture also exists in the final game, unused.
Alpha Build Watermark Texture
The watermark graphic used on the bottom of the screen 90% of the time during gameplay in the Alpha builds.