Proto:A Hat in Time (Windows, Mac OS X)/Alpha/Differences Between Builds
This is a sub-page of Proto:A Hat in Time (Windows, Mac OS X)/Alpha.
Contents
- 1 Texture Differences
- 2 Model Differences
- 3 Music Differences
- 4 Audio Differences
- 5 Localization Differences
- 6 Coding Differences
- 6.1 Quick Dodge Badge
- 6.2 Balloons
- 6.3 Dialogue Bubbles
- 6.4 Cockroaches
- 6.5 Important Collectibles
- 6.6 Enemies
- 6.7 Mafia Shark
- 6.8 Forest Trap
- 6.9 Debug HUD
- 6.10 Lava Meshes
- 6.11 Removed Material Expressions
- 6.12 Rain
- 6.13 Hat Kid
- 6.14 Dark Hat Kid (Snatcher Kid)
- 6.15 Vanessa
- 6.16 Coop
- 6.17 Energy Meter
Texture Differences
To do: Document stuff. |
Health HUD
Prototype/Early Alphas | Alpha Update 5 |
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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 |
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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) |
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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) |
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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) |
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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) |
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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) |
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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) |
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Alpha Base Version (February 2 2013) | Alpha Update 5/Beta/Final (February 21 2014) |
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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) |
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The initial version has more vertices: 531 vs 309.
Alpha Base Version (November 11 2013) | Alpha Update 5 (March 5 2014) |
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A few rocks were adjusted to clean up the overall model.
Alpha Base Version (November 9 2013) | Alpha Update 5 (March 9 2014) |
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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) |
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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) |
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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) |
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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) |
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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) |
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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) |
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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) |
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The wire was made much longer.
Alpha Base Version (December 7 2013) | Alpha Update 5/Beta (March 15 2014) |
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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) |
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The atrocious UVs on the floor were thankfully fixed.
Alpha Base Version (August 1 2013) | Alpha Update 5/Beta/Final (March 2 2014) |
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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) |
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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) |
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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) |
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Minor adjustments were made to the UVs on the model. Polygon count is exactly the same.
Music Differences
Track | Alpha | Alpha Update 5 |
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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.
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:
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.